Mods for 1.20.6
1,647 mods match your filters.
A simple mod that makes Rotten flesh less useless by allowing smelting into Leather
๐ Modifies the /help command to show all information, be colourful and have multiple pages.
A Forge/NeoForge mod that allows admins to vanish
๐ฟ Kelp seaweed naturally filters sea water for rich nutrients. Kelp works like bone meal.
๐ฝ Makes lots of ingredients edible, after which the player receives a short status effect.
Optimization for monster spawn events and spawner.
The Adaptive Performance Tweaks mod automatically adjust specific settings on the server to allow a better TPS/FPS.
Create group voice chat channels. Keep talking with players far away.
๐ซ Players walking through berry bushes won't receive damage while wearing leggings.
Automatically adjust the random tick speed, entity cramming, raids, patrol, trader and insomnia based on the current server load.
Large and complex mineshafts themed for various biomes and dimensions. Filled with loot and mobs
Protects players during login and provides a special "easy" mode for less experience and child players.
Adds permission checks into vanilla, to allow for full permission customization
No more advancements! Removes, Hides, and configurably takes a bite out of the advancements system, without breaking mods.
A mod that ports EssentialsX / CMI from bukkit to fabric. (Fully Server-side essential mod)
A server-side mod adds shield breaking and blocking sounds, which are exactly the same as in Minecraft 1.21.5
Fixes connections between fences, walls, panes, bars and nether fences
This mod allows you to sleep during the day to make it night.
Makes leaf decay rapidly fast.
A simple Minecraft Forge mod that automatically enables the `keepInventory` game rule whenever a world is loaded.
๐งจ Allows TNT to break bedrock, easy access to the nether roof!
An MC mod that allows you to customize cobblestone (stone and basalt) generators
makes the unbreaking enchantment actually make tools unbreakable!
Gives more control over the mob_griefing game rule by splitting it into four rules with additional overrides for individual behaviors.




















