ellipog

Dangerous sizes

unreleased

Minecraft 26.3Fabric + NeoForge

The game stores a living entity's scale in minecraft:scale, and that attribute accepts only 0.0625 to 16. Stature calls that range the envelopeEnvelopeThe range the game's minecraft:scale attribute accepts, 0.0625 to 16. A size outside it needs dangerous mode.See also Dangerous size. A size inside it changes the box, the model and the physics together. A size outside it needs dangerous modeDangerous sizeA scale outside the game's envelope. A dangerous set keeps the box at the nearest bound and draws the model at the requested size.See also Envelope, which separates the box from the picture.

Commands#

/stature set <targets> <scale> --dangerous
/stature set <targets> --dangerous <scale>

--dangerous may follow the scale, the ticks or the easing, and the prefix form puts it before the scale. Both forms are the same command. The dangerous range is 0.001 to 1000. A value above 256 is accepted and logs a warning, because the model is then far outside anything the box can describe.

A plain set outside 0.0625 to 16 is refused with a message that names --dangerous. A value outside 0.001 to 1000 is refused by the argument parser before the command runs.

What stays at the box size#

The entity's scale attribute is clamped to the envelope, so the box, collision, pathfinding, camera height, name-tag height and shadow all use the nearest bound. A 100x entity has a 16x box and a 16x camera height. Only the picture, through the model channel and part factors, is allowed past it.

That split is deliberate: the alternative is a scale the attribute will not store, which makes physics, collision and the camera disagree with every other part of the game. The picture is the one thing that can be larger without breaking the simulation.

The stature:model channel carries the visual size. A dangerous set writes the requested scale into that channel and marks the entity so a later plain set knows the model was the dangerous command's. The render path draws the model at the model channel's value, and culling is inflated by the excess so the model does not disappear when its box leaves the view frustum.

The small end#

Below 0.0625 the same split applies in reverse. A 0.001x set keeps a 0.0625x box and draws a 0.001x model. The box is the smallest the attribute stores, so collision and the camera stop shrinking there while the picture keeps going. Everything that reads the box, including the displacement search and compression damage, also stops there.

Getting back#

/stature set @s 1
/stature reset @s

A plain set clears a dangerous model override, and so does reset. A model channel set by hand is treated differently: only a dangerous set marks the override as dangerous, so a plain set leaves a hand-set model alone. To remove a hand-set model, reset the channel directly:

/stature channel @s stature:model reset

/stature frame clear also drops a dangerous model override, because leaving the entity drawn at 100x after its frame is gone would be a worse leftover than the frame itself.

/stature get reports the box and the uniform scale, so a 100x dangerous entity reports a 16x scale. Use /stature channel <targets> list to see the stature:model override, which is where the visual size actually lives.

What dangerous mode does not fix#

Parts still scale the model around the box, hurt regions still use the box's fractions, and compression still runs on the box. A giant whose model is 100x but whose box is 16x can be hit at the box, not at the picture. That is the trade the mode makes.

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