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ВЕРСИИ (163)
release
The Mighty Architectury 3.1.0 for neoforge 1.21.10
3.1.0+mc1.21.10-neoforge26 окт. 2026 г.12Minecraft: 1.21.10neoforge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for fabric 1.21.10
3.1.0+mc1.21.10-fabric26 окт. 2026 г.12Minecraft: 1.21.10fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for forge 1.20.1
3.1.0+mc1.20.1-forge26 окт. 2026 г.24Minecraft: 1.20, 1.20.1forge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for neoforge 1.21.6
3.1.0+mc1.21.6-neoforge26 окт. 2026 г.4Minecraft: 1.21.6neoforge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for forge 1.19.4
3.1.0+mc1.19.4-forge26 окт. 2026 г.4Minecraft: 1.19.4forge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for neoforge 1.21.11
3.1.0+mc1.21.11-neoforge26 окт. 2026 г.2Minecraft: 1.21.11neoforge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for fabric 1.21.6
3.1.0+mc1.21.6-fabric26 окт. 2026 г.2Minecraft: 1.21.6fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for fabric 1.20.1
3.1.0+mc1.20.1-fabric26 окт. 2026 г.10Minecraft: 1.20, 1.20.1fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for fabric 1.21.11
3.1.0+mc1.21.11-fabric26 окт. 2026 г.14Minecraft: 1.21.11fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
beta
The Mighty Architectury 3.1.0 for neoforge 1.20.6
3.1.0+mc1.20.6-neoforge26 окт. 2026 г.4Minecraft: 1.20.5, 1.20.6neoforge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for fabric 1.19.4
3.1.0+mc1.19.4-fabric26 окт. 2026 г.2Minecraft: 1.19.4fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for neoforge 1.21.4
3.1.0+mc1.21.4-neoforge26 окт. 2026 г.0Minecraft: 1.21.4neoforge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
beta
The Mighty Architectury 3.1.0 for fabric 1.20.6
3.1.0+mc1.20.6-fabric26 окт. 2026 г.4Minecraft: 1.20.5, 1.20.6fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for fabric 1.21.4
3.1.0+mc1.21.4-fabric26 окт. 2026 г.2Minecraft: 1.21.4fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
beta
The Mighty Architectury 3.1.0 for neoforge 1.20.4
3.1.0+mc1.20.4-neoforge26 окт. 2026 г.2Minecraft: 1.20.3, 1.20.4neoforge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
beta
The Mighty Architectury 3.1.0 for neoforge 1.21.8
3.1.0+mc1.21.8-neoforge26 окт. 2026 г.0Minecraft: 1.21.8neoforge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
beta
The Mighty Architectury 3.1.0 for fabric 1.20.4
3.1.0+mc1.20.4-fabric26 окт. 2026 г.4Minecraft: 1.20.3, 1.20.4fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for neoforge 1.21.1
3.1.0+mc1.21.1-neoforge26 окт. 2026 г.32Minecraft: 1.21.1neoforge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
beta
The Mighty Architectury 3.1.0 for fabric 1.21.8
3.1.0+mc1.21.8-fabric26 окт. 2026 г.8Minecraft: 1.21.8fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for fabric 1.21.1
3.1.0+mc1.21.1-fabric26 окт. 2026 г.10Minecraft: 1.21.1fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for neoforge 26.1.2
3.1.0+mc26.1.2-neoforge26 окт. 2026 г.8Minecraft: 26.1, 26.1.1, 26.1.2neoforge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for neoforge 26.2
3.1.0+mc26.2-neoforge26 окт. 2026 г.8Minecraft: 26.2neoforge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
beta
The Mighty Architectury 3.1.0 for fabric 1.20.2
3.1.0+mc1.20.2-fabric26 окт. 2026 г.4Minecraft: 1.20.2fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for neoforge 26.3
3.1.0+mc26.3-neoforge26 окт. 2026 г.16Minecraft: 26.3neoforge
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for fabric 26.1.2
3.1.0+mc26.1.2-fabric26 окт. 2026 г.8Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for fabric 26.2
3.1.0+mc26.2-fabric26 окт. 2026 г.18Minecraft: 26.2fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.1.0 for fabric 26.3
3.1.0+mc26.3-fabric26 окт. 2026 г.44Minecraft: 26.3fabric
Что нового
### Added
- **The blueprint view can be turned off.** While you compose, the world is tinted blue and you
get night vision. Press **B** in the architect menu (**G**) to switch both off or back on. The
choice is remembered in `mightyarchitect/settings.json`. Controls also has a *Toggle Blueprint
View* key, unbound by default.
- **Draft from a detached camera.** The composer tools now aim from wherever the camera is, not
from your character. Spectating a mob or using a free-camera mod (Freecam, Tweakeroo) lets you
draw rooms and towers from above or far away, in survival too. Placing blocks is unchanged:
printing is still checked against your character's position and permissions.
- **Printing tells you when a build is out of range.** A server running the mod only places printed
blocks within 256 blocks of you. Printing a build that reaches farther now refuses and says how
far it reaches, instead of leaving part of it unbuilt. The build stays loaded, so you can move
closer and print again. The preview warns as soon as the build goes out of range.
- **Freecam compatibility.** In Freecam's player-control and "interact from player" modes, the
tools aim from your character, like Freecam's own crosshair. Freecam is optional.
- **Aim sources for other camera mods.** A camera mod can tell the tools where to aim by
registering an `AimSource` with `ArchitectAim.register`. A source that throws an error is
switched off and logged, and the tools keep working.
### Fixed
- **The second corner of a room or tower lands under your crosshair.** The outline is drawn at the
first corner's height, but the second corner used to follow the terrain under the crosshair. On
hills, or from a camera high above, the corner looked shifted, and the terrain's height changed
the shape: a lower second click moved the whole room down, and towers came out wider. The second
corner is now aimed on the first corner's level.
- **You can see how high a room's outline sits.** While you draw a room or tower, lines run from
its corners down to the ground (dark grey), or up out of it where the ground rises through the
floor (red). Looking above the horizon no longer makes the second corner disappear; it stays
where it was.
- **Minecraft 1.19.4 to 1.21.1: the blueprint view comes back after the camera changes.** These
versions drop the screen effect whenever the camera entity changes, for example when a
free-camera mod is toggled while composing. The mod now puts it back on the next tick.
release
The Mighty Architectury 3.0.0 for neoforge 1.21.4
3.0.0+mc1.21.4-neoforge23 окт. 2026 г.24Minecraft: 1.21.4neoforge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for fabric 1.21.4
3.0.0+mc1.21.4-fabric23 окт. 2026 г.14Minecraft: 1.21.4fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for neoforge 1.21.1
3.0.0+mc1.21.1-neoforge23 окт. 2026 г.73Minecraft: 1.21.1neoforge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for fabric 1.21.1
3.0.0+mc1.21.1-fabric23 окт. 2026 г.28Minecraft: 1.21.1fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for neoforge 1.21.11
3.0.0+mc1.21.11-neoforge23 окт. 2026 г.14Minecraft: 1.21.11neoforge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for forge 1.19.4
3.0.0+mc1.19.4-forge23 окт. 2026 г.14Minecraft: 1.19.4forge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for fabric 1.21.11
3.0.0+mc1.21.11-fabric23 окт. 2026 г.38Minecraft: 1.21.11fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for fabric 1.19.4
3.0.0+mc1.19.4-fabric23 окт. 2026 г.12Minecraft: 1.19.4fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for neoforge 1.21.10
3.0.0+mc1.21.10-neoforge23 окт. 2026 г.6Minecraft: 1.21.10neoforge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
beta
The Mighty Architectury 3.0.0 for neoforge 1.20.4
3.0.0+mc1.20.4-neoforge23 окт. 2026 г.6Minecraft: 1.20.3, 1.20.4neoforge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for neoforge 1.21.6
3.0.0+mc1.21.6-neoforge23 окт. 2026 г.10Minecraft: 1.21.6neoforge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
beta
The Mighty Architectury 3.0.0 for neoforge 1.21.8
3.0.0+mc1.21.8-neoforge23 окт. 2026 г.10Minecraft: 1.21.8neoforge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for fabric 1.21.6
3.0.0+mc1.21.6-fabric23 окт. 2026 г.2Minecraft: 1.21.6fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
beta
The Mighty Architectury 3.0.0 for fabric 1.20.4
3.0.0+mc1.20.4-fabric23 окт. 2026 г.2Minecraft: 1.20.3, 1.20.4fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for fabric 1.21.10
3.0.0+mc1.21.10-fabric23 окт. 2026 г.8Minecraft: 1.21.10fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
beta
The Mighty Architectury 3.0.0 for fabric 1.21.8
3.0.0+mc1.21.8-fabric23 окт. 2026 г.2Minecraft: 1.21.8fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for neoforge 26.2
3.0.0+mc26.2-neoforge23 окт. 2026 г.14Minecraft: 26.2neoforge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for forge 1.20.1
3.0.0+mc1.20.1-forge23 окт. 2026 г.56Minecraft: 1.20, 1.20.1forge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
beta
The Mighty Architectury 3.0.0 for neoforge 1.20.6
3.0.0+mc1.20.6-neoforge23 окт. 2026 г.2Minecraft: 1.20.5, 1.20.6neoforge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for neoforge 26.1.2
3.0.0+mc26.1.2-neoforge23 окт. 2026 г.26Minecraft: 26.1, 26.1.1, 26.1.2neoforge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
beta
The Mighty Architectury 3.0.0 for fabric 1.20.6
3.0.0+mc1.20.6-fabric23 окт. 2026 г.4Minecraft: 1.20.5, 1.20.6fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for fabric 1.20.1
3.0.0+mc1.20.1-fabric23 окт. 2026 г.18Minecraft: 1.20, 1.20.1fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
beta
The Mighty Architectury 3.0.0 for fabric 1.20.2
3.0.0+mc1.20.2-fabric23 окт. 2026 г.4Minecraft: 1.20.2fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for fabric 26.2
3.0.0+mc26.2-fabric23 окт. 2026 г.30Minecraft: 26.2fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for fabric 26.1.2
3.0.0+mc26.1.2-fabric23 окт. 2026 г.8Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for neoforge 26.3
3.0.0+mc26.3-neoforge23 окт. 2026 г.20Minecraft: 26.3neoforge
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 3.0.0 for fabric 26.3
3.0.0+mc26.3-fabric23 окт. 2026 г.110Minecraft: 26.3fabric
Что нового
### Changed
- **Servers running the mod no longer lock out players who don't have it.** The mod used to add a
wand and two marker blocks, and Fabric turns away players who are missing a server's blocks
("This server requires Fabric API installed on your client!"). It now adds none, so a server can
install it just for faster printing.
- **The theme-making tools are now vanilla items.** Open the exporter toolkit as before (**G**, edit
a theme, then **1**):
- **Design Exporter:** a named blaze rod. Plain blaze rods don't work.
- **Design Marker:** a lodestone.
- **Layer markers:** glazed terracotta. White is *Once*, lime *Clone x1*, green *Clone x3*,
yellow *Optional*, light blue *Mask above*, blue *Mask below*. Right-click a side to change it;
sneak to go back.
- While you edit a theme, markers are labelled and each lodestone shows where its design goes: an
orange box until it has markers, then a green outline of what will be exported. Clicking a
lodestone with no markers tells you where to put them.
- Changing a marker needs creative mode or operator, like printing. Toolkits work in creative mode
on any server.
- Exporting refuses a scanner palette that contains a marker block.
### Removed
- The old wand and marker blocks (`architect_wand`, `slice_marker`, `design_anchor`). **They turn
into air in existing worlds**, so replace them with the new tools before exporting again. Your
exported designs, themes and palettes are not affected.
release
The Mighty Architectury 2.1.1 for forge 1.20.1
2.1.1+mc1.20.1-forge17 окт. 2026 г.90Minecraft: 1.20, 1.20.1forge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for neoforge 1.21.6
2.1.1+mc1.21.6-neoforge17 окт. 2026 г.14Minecraft: 1.21.6neoforge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for forge 1.19.4
2.1.1+mc1.19.4-forge17 окт. 2026 г.8Minecraft: 1.19.4forge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for neoforge 1.21.4
2.1.1+mc1.21.4-neoforge17 окт. 2026 г.4Minecraft: 1.21.4neoforge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for fabric 1.20.1
2.1.1+mc1.20.1-fabric17 окт. 2026 г.52Minecraft: 1.20, 1.20.1fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for fabric 1.21.6
2.1.1+mc1.21.6-fabric17 окт. 2026 г.2Minecraft: 1.21.6fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for fabric 1.21.4
2.1.1+mc1.21.4-fabric17 окт. 2026 г.6Minecraft: 1.21.4fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for fabric 1.19.4
2.1.1+mc1.19.4-fabric17 окт. 2026 г.4Minecraft: 1.19.4fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
beta
The Mighty Architectury 2.1.1 for neoforge 1.20.6
2.1.1+mc1.20.6-neoforge17 окт. 2026 г.2Minecraft: 1.20.5, 1.20.6neoforge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
beta
The Mighty Architectury 2.1.1 for fabric 1.20.6
2.1.1+mc1.20.6-fabric17 окт. 2026 г.6Minecraft: 1.20.5, 1.20.6fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
beta
The Mighty Architectury 2.1.1 for neoforge 1.21.8
2.1.1+mc1.21.8-neoforge17 окт. 2026 г.2Minecraft: 1.21.8neoforge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
beta
The Mighty Architectury 2.1.1 for fabric 1.21.8
2.1.1+mc1.21.8-fabric17 окт. 2026 г.4Minecraft: 1.21.8fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for neoforge 1.21.1
2.1.1+mc1.21.1-neoforge17 окт. 2026 г.126Minecraft: 1.21.1neoforge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for neoforge 1.21.11
2.1.1+mc1.21.11-neoforge17 окт. 2026 г.8Minecraft: 1.21.11neoforge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
beta
The Mighty Architectury 2.1.1 for neoforge 1.20.4
2.1.1+mc1.20.4-neoforge17 окт. 2026 г.4Minecraft: 1.20.3, 1.20.4neoforge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for fabric 1.21.11
2.1.1+mc1.21.11-fabric17 окт. 2026 г.48Minecraft: 1.21.11fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for fabric 1.21.1
2.1.1+mc1.21.1-fabric17 окт. 2026 г.44Minecraft: 1.21.1fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
beta
The Mighty Architectury 2.1.1 for fabric 1.20.4
2.1.1+mc1.20.4-fabric17 окт. 2026 г.2Minecraft: 1.20.3, 1.20.4fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
beta
The Mighty Architectury 2.1.1 for fabric 1.20.2
2.1.1+mc1.20.2-fabric17 окт. 2026 г.8Minecraft: 1.20.2fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for neoforge 1.21.10
2.1.1+mc1.21.10-neoforge17 окт. 2026 г.4Minecraft: 1.21.10neoforge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for neoforge 26.1.2
2.1.1+mc26.1.2-neoforge17 окт. 2026 г.20Minecraft: 26.1, 26.1.1, 26.1.2neoforge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for neoforge 26.3
2.1.1+mc26.3-neoforge17 окт. 2026 г.28Minecraft: 26.3neoforge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for fabric 1.21.10
2.1.1+mc1.21.10-fabric17 окт. 2026 г.18Minecraft: 1.21.10fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for neoforge 26.2
2.1.1+mc26.2-neoforge17 окт. 2026 г.12Minecraft: 26.2neoforge
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for fabric 26.1.2
2.1.1+mc26.1.2-fabric17 окт. 2026 г.22Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for fabric 26.3
2.1.1+mc26.3-fabric17 окт. 2026 г.216Minecraft: 26.3fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.1 for fabric 26.2
2.1.1+mc26.2-fabric17 окт. 2026 г.78Minecraft: 26.2fabric
Что нового
### Fixed
- **Minecraft 26.x: building previews supply normals to shader-extended vertex formats.**
Cached block meshes no longer crash when replayed into Iris buffers that require normals.
Missing normals are derived from each quad and follow the preview's normal transform.
### Changed
- Mod jars include the original MIT license notice.
### Known issues
- **Minecraft 26.3 with Iris on Mesa:** disable Sodium's **Use No Error GL Context**
option to avoid a separate upstream shader-startup crash
([IrisShaders/Iris#3367](https://github.com/IrisShaders/Iris/issues/3367)).
The Vanilla Architects pack applies this compatibility setting.
release
The Mighty Architectury 2.1.0 for neoforge 1.21.11
2.1.0+mc1.21.11-neoforge20 сент. 2026 г.50Minecraft: 1.21.11neoforge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for neoforge 1.21.4
2.1.0+mc1.21.4-neoforge20 сент. 2026 г.12Minecraft: 1.21.4neoforge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for forge 1.20.1
2.1.0+mc1.20.1-forge20 сент. 2026 г.171Minecraft: 1.20, 1.20.1forge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for fabric 1.21.11
2.1.0+mc1.21.11-fabric20 сент. 2026 г.133Minecraft: 1.21.11fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for fabric 1.21.4
2.1.0+mc1.21.4-fabric20 сент. 2026 г.16Minecraft: 1.21.4fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for neoforge 1.21.6
2.1.0+mc1.21.6-neoforge20 сент. 2026 г.2Minecraft: 1.21.6neoforge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for fabric 1.20.1
2.1.0+mc1.20.1-fabric20 сент. 2026 г.82Minecraft: 1.20, 1.20.1fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for fabric 1.21.6
2.1.0+mc1.21.6-fabric20 сент. 2026 г.1Minecraft: 1.21.6fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for neoforge 1.21.10
2.1.0+mc1.21.10-neoforge20 сент. 2026 г.1Minecraft: 1.21.10neoforge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for fabric 1.21.10
2.1.0+mc1.21.10-fabric20 сент. 2026 г.4Minecraft: 1.21.10fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
beta
The Mighty Architectury 2.1.0 for neoforge 1.21.8
2.1.0+mc1.21.8-neoforge20 сент. 2026 г.19Minecraft: 1.21.8neoforge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for neoforge 26.1.2
2.1.0+mc26.1.2-neoforge20 сент. 2026 г.12Minecraft: 26.1, 26.1.1, 26.1.2neoforge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for neoforge 1.21.1
2.1.0+mc1.21.1-neoforge20 сент. 2026 г.256Minecraft: 1.21.1neoforge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for neoforge 26.3
2.1.0+mc26.3-neoforge20 сент. 2026 г.67Minecraft: 26.3neoforge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
beta
The Mighty Architectury 2.1.0 for fabric 1.21.8
2.1.0+mc1.21.8-fabric20 сент. 2026 г.13Minecraft: 1.21.8fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for fabric 1.21.1
2.1.0+mc1.21.1-fabric20 сент. 2026 г.67Minecraft: 1.21.1fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
beta
The Mighty Architectury 2.1.0 for neoforge 1.20.6
2.1.0+mc1.20.6-neoforge20 сент. 2026 г.8Minecraft: 1.20.5, 1.20.6neoforge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
beta
The Mighty Architectury 2.1.0 for fabric 1.20.6
2.1.0+mc1.20.6-fabric20 сент. 2026 г.4Minecraft: 1.20.5, 1.20.6fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
beta
The Mighty Architectury 2.1.0 for neoforge 1.20.4
2.1.0+mc1.20.4-neoforge20 сент. 2026 г.2Minecraft: 1.20.3, 1.20.4neoforge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
beta
The Mighty Architectury 2.1.0 for fabric 1.20.4
2.1.0+mc1.20.4-fabric20 сент. 2026 г.6Minecraft: 1.20.3, 1.20.4fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for neoforge 26.2
2.1.0+mc26.2-neoforge20 сент. 2026 г.19Minecraft: 26.2neoforge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for fabric 26.1.2
2.1.0+mc26.1.2-fabric20 сент. 2026 г.23Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for fabric 26.3
2.1.0+mc26.3-fabric20 сент. 2026 г.358Minecraft: 26.3fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
beta
The Mighty Architectury 2.1.0 for fabric 1.20.2
2.1.0+mc1.20.2-fabric20 сент. 2026 г.5Minecraft: 1.20.2fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for forge 1.19.4
2.1.0+mc1.19.4-forge20 сент. 2026 г.5Minecraft: 1.19.4forge
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for fabric 1.19.4
2.1.0+mc1.19.4-fabric20 сент. 2026 г.5Minecraft: 1.19.4fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
release
The Mighty Architectury 2.1.0 for fabric 26.2
2.1.0+mc26.2-fabric20 сент. 2026 г.166Minecraft: 26.2fabric
Что нового
### Added
- **Minecraft 26.3**, on Fabric and NeoForge. It ships as a beta until it has users behind it; the
NeoForge build targets NeoForge 26.3.0.6-beta or newer.
### Fixed
- **Fabric 26.2: the blueprint view works.** In 2.0.0 the world kept its normal colours while
composing on that one build, because the piece that applies the effect was never registered
there. NeoForge 26.2 and every other version were unaffected.
- **Saving a build as a schematic works again on Minecraft 1.21.6 and newer.** In 2.0.0, confirming
the save prompt on 1.21.6, 1.21.8, 1.21.10, 1.21.11, 26.1 and 26.2 did nothing: no file was
written and the prompt stayed open. 1.21.4 and older were unaffected.
### Changed
- The Minecraft 26.1 and 26.2 builds are full releases now; they shipped as betas in 2.0.0.
- Minecraft 1.19.4 to 1.21.4 behave exactly as in 2.0.0; those jars are rebuilt from the same code.
beta
The Mighty Architectury 2.0.0 for neoforge 26.2
2.0.0+mc26.2-neoforge31 авг. 2026 г.90Minecraft: 26.2neoforge
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
beta
The Mighty Architectury 2.0.0 for neoforge 26.1.2
2.0.0+mc26.1.2-neoforge31 авг. 2026 г.29Minecraft: 26.1, 26.1.1, 26.1.2neoforge
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for neoforge 1.21.11
2.0.0+mc1.21.11-neoforge31 авг. 2026 г.23Minecraft: 1.21.11neoforge
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for fabric 1.21.11
2.0.0+mc1.21.11-fabric31 авг. 2026 г.80Minecraft: 1.21.11fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
beta
The Mighty Architectury 2.0.0 for fabric 26.2
2.0.0+mc26.2-fabric31 авг. 2026 г.115Minecraft: 26.2fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
beta
The Mighty Architectury 2.0.0 for fabric 26.1.2
2.0.0+mc26.1.2-fabric31 авг. 2026 г.18Minecraft: 26.1, 26.1.1, 26.1.2fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for neoforge 1.21.10
2.0.0+mc1.21.10-neoforge30 авг. 2026 г.27Minecraft: 1.21.10neoforge
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for fabric 1.21.10
2.0.0+mc1.21.10-fabric30 авг. 2026 г.24Minecraft: 1.21.10fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for neoforge 1.21.6
2.0.0+mc1.21.6-neoforge30 авг. 2026 г.9Minecraft: 1.21.6neoforge
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for fabric 1.21.6
2.0.0+mc1.21.6-fabric30 авг. 2026 г.16Minecraft: 1.21.6fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for neoforge 1.21.4
2.0.0+mc1.21.4-neoforge30 авг. 2026 г.7Minecraft: 1.21.4neoforge
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for fabric 1.21.4
2.0.0+mc1.21.4-fabric30 авг. 2026 г.24Minecraft: 1.21.4fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
beta
The Mighty Architectury 2.0.0 for neoforge 1.21.8
2.0.0+mc1.21.8-neoforge30 авг. 2026 г.14Minecraft: 1.21.8neoforge
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
beta
The Mighty Architectury 2.0.0 for fabric 1.21.8
2.0.0+mc1.21.8-fabric30 авг. 2026 г.13Minecraft: 1.21.8fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
beta
The Mighty Architectury 2.0.0 for neoforge 1.20.6
2.0.0+mc1.20.6-neoforge30 авг. 2026 г.15Minecraft: 1.20.5, 1.20.6neoforge
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
beta
The Mighty Architectury 2.0.0 for fabric 1.20.6
2.0.0+mc1.20.6-fabric30 авг. 2026 г.16Minecraft: 1.20.5, 1.20.6fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
beta
The Mighty Architectury 2.0.0 for neoforge 1.20.4
2.0.0+mc1.20.4-neoforge30 авг. 2026 г.11Minecraft: 1.20.3, 1.20.4neoforge
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
beta
The Mighty Architectury 2.0.0 for fabric 1.20.4
2.0.0+mc1.20.4-fabric30 авг. 2026 г.20Minecraft: 1.20.3, 1.20.4fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for neoforge 1.21.1
2.0.0+mc1.21.1-neoforge30 авг. 2026 г.142Minecraft: 1.21.1neoforge
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for fabric 1.21.1
2.0.0+mc1.21.1-fabric30 авг. 2026 г.34Minecraft: 1.21.1fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for forge 1.20.1
2.0.0+mc1.20.1-forge29 авг. 2026 г.130Minecraft: 1.20, 1.20.1forge
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for fabric 1.20.1
2.0.0+mc1.20.1-fabric29 авг. 2026 г.99Minecraft: 1.20, 1.20.1fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
beta
The Mighty Architectury 2.0.0 for fabric 1.20.2
2.0.0+mc1.20.2-fabric29 авг. 2026 г.11Minecraft: 1.20.2fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for forge 1.19.4
2.0.0+mc1.19.4-forge29 авг. 2026 г.13Minecraft: 1.19.4forge
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
release
The Mighty Architectury 2.0.0 for fabric 1.19.4
2.0.0+mc1.19.4-fabric29 авг. 2026 г.14Minecraft: 1.19.4fabric
Что нового
This release supersedes every previously published jar from 0.8.0 (1.19.4) through 0.11.0 (1.21.11)
and is the first built from the single-branch, multi-version codebase. It ships for 13 Minecraft
versions — 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, 1.21.1, 1.21.4, 1.21.6, 1.21.8, 1.21.10, 1.21.11,
26.1 and 26.2 — on Fabric everywhere, NeoForge from 1.20.4, and Forge on 1.19.4 and 1.20.1. 1.20.2
is Fabric-only: no NeoForge 20.2 build was ever published with the metadata the toolchain needs.
Architectury API is no longer required; Fabric builds still need Fabric API. Versions that had a
published 0.x build ship as full releases; the six Minecraft versions that have never had a build
(1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1, 26.2) ship as betas until they have users behind them.
### Security — update now if you run a server with the mod installed
- **Serverbound packets are now authorized.** Every earlier version let any client carrying the
mod rewrite loaded chunks and place signs anywhere on any server that also had it — no gamemode,
permission, distance or size check. Building now requires creative mode or permission level 2,
and every placement is checked against world bounds, loaded chunks, a 256-block reach, the world
border, spawn protection and claim mods (`Level#mayInteract`), and a per-player placement budget.
Packet sizes are validated before anything is allocated.
([#35](https://github.com/TimStewartJ/TheMightyArchitectury/pull/35))
- Multiplayer printing no longer changes `sendCommandFeedback` or `logAdminCommands`. Earlier
versions turned both off while printing and only restored them if the print finished, so a
crash or disconnect mid-print left the server without admin-command logging. **The update does
not repair that automatically**: if a server ever ran an older version, check
`/gamerule logAdminCommands`.
- Saving themes, palettes, designs and schematics is atomic. A crash during a save no longer
destroys the file being written.
### Fixed
- Exported designs named from a sign are no longer saved as `SignText@…` on 1.20 and newer.
Sign naming works again and re-exporting a design overwrites it instead of leaving an orphan.
([#38](https://github.com/TimStewartJ/TheMightyArchitectury/pull/38))
- Extending a built-in theme with your own designs no longer deletes the built-in designs in the
same layer.
- Editing one theme's palette no longer changes the default palette for every other theme.
- Palettes and themes load outside a world; the title screen no longer crashes on them.
- One malformed palette file, or one unknown theme enum value, no longer prevents every other
palette or theme from loading. Failures are logged and skipped.
- Exporting a theme no longer fails silently when its export folder is missing.
- Theme and design names are sanitized before they become file names (path separators, `..`,
reserved Windows device names).
- The composer's layout HUD is visible again on 1.21.1 and 1.21.4
([#26](https://github.com/TimStewartJ/TheMightyArchitectury/issues/26)).
- Opening the palette picker on NeoForge no longer crashes with `IllegalAccessError`
([#27](https://github.com/TimStewartJ/TheMightyArchitectury/issues/27)).
- The composer HUD renders on 1.21.6, 1.21.8, 1.21.10 and 1.21.11.
- Item model definitions are included on 1.21.4 and 1.21.6, where items need them to render.
- Palette previews render from 1.21.6 onward.
- World-space measurement labels are drawn on a backdrop their text contrasts with, on every
version ([#34](https://github.com/TimStewartJ/TheMightyArchitectury/pull/34)).
- The theme-settings screen's name and author fields can be typed into, and resizing the window
no longer duplicates its widgets ([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36)).
- The tool bar no longer leaks its tint into whatever vanilla draws next.
- Resource-pack formats are correct on 1.21.4, 1.21.10 and 1.21.11 (the jars claimed the wrong
`pack_format`).
- Each jar now declares a bounded Minecraft range instead of an open-ended one, so installing a
jar on a version it was not built for is refused by the loader instead of crashing in game. The
1.21.1, 1.21.4, 1.21.6 and 1.21.8 jars no longer claim 1.21.2–1.21.3, 1.21.5, 1.21.7 or 1.21.9,
where they would fail (renamed or removed render, registry and input APIs, and a NeoForge
packet-sender move during its 21.7 line).
- Large builds no longer stall the client when you change palettes or re-roll. The work is spread
across ticks and the previous preview stays visible until the replacement is ready
([#42](https://github.com/TimStewartJ/TheMightyArchitectury/pull/42)).
- Preview textures no longer go stale after a resource reload (F3+T).
- The same sketch now materializes identically every time; block randomization is seeded.
### Changed
- **Your themes and palettes now live in `<game directory>/mightyarchitect/`** instead of three
generic folders in the instance root ([#41](https://github.com/TimStewartJ/TheMightyArchitectury/pull/41)).
On first launch the mod *copies* `themes/` and `palettes/` there; the originals are left exactly
where they were and are still read, so nothing is lost if something goes wrong. `schematics/` is
deliberately not moved — it is shared with Create. Note that files you create *after* updating
are written only to the new location, so going back to an older version will not see them.
- Theme, palette and design files are read and written with proper codecs instead of
string round-tripping. Every existing file still loads; new files carry a `DataVersion`.
- Multiplayer printing on a server that has the mod now uses the mod's own packets whenever the
connection advertises them, so it no longer spams command feedback or loses blocks to command
limits ([#43](https://github.com/TimStewartJ/TheMightyArchitectury/pull/43)).
- On a vanilla or mod-less server, printing still falls back to commands, but more safely: block
states are serialized the way `/setblock` expects, short runs are batched into bounded `/fill`
commands, at most one command is sent per tick, and each batch is re-planned against the current
world right before it is sent. Blocks that already match are left untouched.
- Palette names sort naturally in the picker (`p2` before `p10`).
- The mod list shows the mod's icon and links to Modrinth and the issue tracker on every loader.
### Added
- Support for Minecraft 1.20.2, 1.20.4, 1.20.6, 1.21.8, 26.1 and 26.2.
- **Resource packs can ship complete themes.** Put a theme under
`assets/mightyarchitect/themes/<name>/theme.json` and it appears in the theme list; packs can also
override the built-in themes and palettes, and F3+T reloads them. `theme.json` gained an optional
`HeightSequence` so a pack-provided theme can define its own floor heights.
### Removed
- **Minecraft 1.19.2 and 1.19.3** are not part of this release. Their last builds (0.6.2 and 0.7.0)
predate the server-side authorization fix above: **do not install them on a multiplayer server.**
The mod is client-side and works without a server install, so a server that has them should
simply remove them; players lose nothing. A 1.19.2 build is not ruled out — open an issue if you
need one.
- The Architectury API dependency.
### Internal
No player-visible change relative to the last published jars; listed because they change how the
jars are built and verified.
- Every jar is now built from one source tree with [Stonecutter](https://stonecutter.kikugie.dev/)
and each loader's own toolchain (Fabric Loom, ModDevGradle); there are no per-version branches.
- Every release build runs a JUnit suite, a dedicated-server print test and a client test against
both the development classpath and the packaged jar, on all 25 targets.
- The blueprint post-effect is reached through an accessor mixin rather than reflection that
matched a vanilla method by shape, and the legacy-Forge mixin configs name their refmap
([#36](https://github.com/TimStewartJ/TheMightyArchitectury/pull/36),
[#37](https://github.com/TimStewartJ/TheMightyArchitectury/pull/37)).
[2.0.0]: https://github.com/TimStewartJ/TheMightyArchitectury/releases/tag/v2.0.0
beta
The Mighty Architectury 0.10.0+54
0.10.0+54-1.21.4-fabric1 июн. 2026 г.100Minecraft: 1.21.4fabric
Что нового
Fixes critical startup crash
beta
The Mighty Architectury 0.10.0+54
0.10.0+54-1.21.4-neoforge1 июн. 2026 г.36Minecraft: 1.21.4neoforge
Что нового
Fixes critical startup crash
beta
The Mighty Architectury 0.9.0+42
0.9.0+42-1.20.1-fabric1 июн. 2026 г.272Minecraft: 1.20, 1.20.1fabric
Что нового
Fixes critical startup crash
beta
The Mighty Architectury 0.9.0+42
0.9.0+42-1.20.1-forge1 июн. 2026 г.566Minecraft: 1.20, 1.20.1forge
Что нового
Fixes critical startup crash
beta
The Mighty Architectury 0.9.0+45
0.9.0+45-1.21.1-neoforge1 июн. 2026 г.516Minecraft: 1.21.1neoforge
Что нового
Fixes critical startup crash
beta
The Mighty Architectury 0.9.0+45
0.9.0+45-1.21.1-fabric1 июн. 2026 г.122Minecraft: 1.21.1fabric
Что нового
Fixes critical startup crash.
beta
The Mighty Architectury 0.11.0+63
0.11.0+63-1.21.11-neoforge5 февр. 2026 г.260Minecraft: 1.21.11neoforge
beta
The Mighty Architectury 0.11.0+63
0.11.0+63-1.21.11-fabric5 февр. 2026 г.1,6 тыс.Minecraft: 1.21.11fabric
beta
The Mighty Architectury 0.11.0+62
0.11.0+62-1.21.10-neoforge5 февр. 2026 г.49Minecraft: 1.21.10neoforge
beta
The Mighty Architectury 0.11.0+62
0.11.0+62-1.21.10-fabric5 февр. 2026 г.179Minecraft: 1.21.10fabric
beta
The Mighty Architectury 0.11.0+58
0.11.0+58-1.21.6-neoforge5 февр. 2026 г.28Minecraft: 1.21.6neoforge
beta
The Mighty Architectury 0.11.0+58
0.11.0+58-1.21.6-fabric5 февр. 2026 г.76Minecraft: 1.21.6fabric
beta
The Mighty Architectury 0.10.0+53
0.10.0+53-1.21.4-fabric30 янв. 2026 г.150Minecraft: 1.21.4fabric
Что нового
1.21.4 support
beta
The Mighty Architectury 0.10.0+53
0.10.0+53-1.21.4-neoforge30 янв. 2026 г.41Minecraft: 1.21.4neoforge
Что нового
1.21.4 support
beta
The Mighty Architectury 0.9.0+44
0.9.0+44-1.21.1-fabric22 янв. 2026 г.411Minecraft: 1.21.1fabric
beta
The Mighty Architectury 0.9.0+44
0.9.0+44-1.21.1-neoforge22 янв. 2026 г.843Minecraft: 1.21.1neoforge
beta
The Mighty Architectury 0.9.0+41
0.9.0+41-1.20.1-forge22 янв. 2026 г.1,3 тыс.Minecraft: 1.20, 1.20.1forge
beta
The Mighty Architectury 0.9.0+41
0.9.0+41-1.20.1-fabric22 янв. 2026 г.642Minecraft: 1.20, 1.20.1fabric
beta
The Mighty Architectury 0.9.0
0.9.02 июл. 2023 г.14,7 тыс.Minecraft: 1.20, 1.20.1fabric
Что нового
Initial 1.20 port (things may be broken!)
beta
The Mighty Architectury 0.9.0
0.9.02 июл. 2023 г.22,3 тыс.Minecraft: 1.20, 1.20.1forge
Что нового
Initial 1.20 port (things may be broken!)
beta
The Mighty Architectury 0.8.0
0.8.029 июн. 2023 г.408Minecraft: 1.19.4forge
Что нового
Port to 1.19.4
beta
The Mighty Architectury 0.8.0
0.8.029 июн. 2023 г.488Minecraft: 1.19.4fabric
Что нового
Port to 1.19.4
beta
The Mighty Architectury 0.7.0
0.7.029 июн. 2023 г.174Minecraft: 1.19.3forge
Что нового
1.19.3 Port
beta
The Mighty Architectury 0.7.0
0.7.029 июн. 2023 г.180Minecraft: 1.19.3fabric
Что нового
1.19.3 Port
beta
The Mighty Architectury 0.6.2
0.6.213 июн. 2023 г.2 тыс.Minecraft: 1.19.2forge
Что нового
Bug fixes.
beta
The Mighty Architectury 0.6.2
0.6.213 июн. 2023 г.744Minecraft: 1.19.2fabric
Что нового
Bug fxies.
beta
[Forge 1.19.2] v0.6.1
v0.6.15 янв. 2023 г.1,2 тыс.Minecraft: 1.19.2forge
Что нового
Fixed keybind issues.
beta
[Fabric 1.19.2] v0.6.1
v0.6.15 янв. 2023 г.796Minecraft: 1.19.2fabric
Что нового
Fixed keybind issues.
beta
v0.6.0 FABRIC
v0.6.04 янв. 2023 г.160Minecraft: 1.19.2fabric
Что нового
Initial working release! For 1.19.2 Forge/Fabric. Please choose the correct file. Requires [Architectury API](https://www.curseforge.com/minecraft/mc-mods/architectury-api). Also requires [Fabric API](https://www.curseforge.com/minecraft/mc-mods/fabric-api) on Fabric.
**Known issues:**
- Printing to multiplayer doesn't work
beta
v0.6.0 FORGE
v0.6.04 янв. 2023 г.174Minecraft: 1.19.2forge
Что нового
Initial working release! For 1.19.2 Forge/Fabric. Please choose the correct file. Requires [Architectury API](https://www.curseforge.com/minecraft/mc-mods/architectury-api).
**Known issues:**
- Printing to multiplayer doesn't work
- G and Alt don't show up under keybinds
- Scrolling also scrolls the hotbar
- Clouds render over the schematic