Spawns copies of you as a trail.
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| color | Color | Determines the tint/color of the after image | false | #ffffff |
| mimic_player | Boolean | If enabled, the after image will copy the player's skin and armor | false | false |
| spacing | Float | Determines the space between two trail segments | false | 1.0 |
| lifetime | Integer | Determines how long one trail segment stays alive (in ticks) | false | 20 |
| requires_movement | Boolean | Determines if new trail segments only spawn when the entity is moving | false | true |
| opacity | Float | Determines the (initial) opacity of the after image. | false | 0.5 |
{"type":"palladium:after_image","color":"#ffffff","mimic_player":false,"spacing":1.0,"lifetime":20,"requires_movement":true,"opacity":0.5}
Can be used to merge multiple trails into one file.
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| trails | TrailRenderer[] | Can be used to merge multiple trails into one file. Simply declare them in this array | false | / |
{"type":"palladium:compound","trails":[]}
Renders a simple, colored gradient trail.
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| color | Color | Determines the tint/color of the gradient | false | #ffffff |
| spacing | Float | Determines the space between two trail segments | false | 1.0 |
| lifetime | Integer | Determines how long one trail segment stays alive (in ticks) | false | 20 |
| requires_movement | Boolean | Determines if new trail segments only spawn when the entity is moving | false | true |
| opacity | Float | Determines the (initial) opacity of the after image. | false | 0.5 |
| normal_transparency | Boolean | Can be turned on if you want to make a gradient black. | false | false |
{"type":"palladium:gradient","color":"#ffffff","spacing":1.0,"lifetime":20,"requires_movement":true,"opacity":0.5,"normal_transparency":false}
Flash-like lightning trail
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| spacing | Float | Determines the space between two trail segments | false | 1.0 |
| lifetime | Integer | Determines how long one trail segment stays alive (in ticks) | false | 20 |
| requires_movement | Boolean | Determines if new trail segments only spawn when the entity is moving | false | true |
| amount | Integer | Determines how many lightnings the entity will generate behind it | false | 7 |
| spread_x | Float | Determines the spread of a lightning position relative to the player on the X/horizontal axis. 1 means across the normal player hitbox, 0 means always in the middle. | false | 1.0 |
| spread_y | Float | Determines the spread of a lightning position relative to the player on the Y/vertical axis. 1 means across the normal player hitbox, 0 means always in the middle. | false | 1.0 |
| glow_color | Color | Color of the laser glow | false | java.awt.Color[r=255,g=255,b=255] |
| core_color | Color | Color of the inner core | false | java.awt.Color[r=255,g=255,b=255] |
| rainbow | Boolean | If enabled, the glow will have a rainbow effect. Can also be defined as a float to determine the speed | false | false |
| glow_opacity | Float | Opacity for the laser glow | false | 1.0 |
| core_opacity | Float | Opacity for the inner core | false | 1.0 |
| bloom | Integer | Describes how many stages of "bloom" is visible as the glow | false | 1 |
| size | Vector2f | Size of the laser. Can either be defined as a simple float (e.g. 1.0), or 2-dimensional using an array (e.g. [1.0, 2.0]) | false | [1.0, 1.0] |
| normal_transparency | Boolean | You only ever really need to set it to true if you intend to make the core or glow black | false | false |
| rotation | Float | Rotation of the laser | false | 0.0 |
| rotation_speed | Float | Speed at which the laser rotates | false | 0.0 |
{"type":"palladium:lightning","spacing":1.0,"lifetime":20,"requires_movement":true,"amount":7,"spread_x":1.0,"spread_y":1.0,"glow_color":"#ffffff","core_color":"#ffffff","rainbow":false,"glow_opacity":1.0,"core_opacity":1.0,"bloom":1,"size":1,"normal_transparency":false,"rotation":0.0,"rotation_speed":0.0}
Ghost copies of the player's alien model, using the real texture so the colors always match.
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| spacing | Float | Space between ghosts (multiplied by entity width) | false | 0.5 |
| lifetime | Integer | How long each ghost lives (ticks); alpha fades over this | false | 12 |
| opacity | Float | Starting ghost opacity | false | 0.55 |
| color | Color | Tint multiplied over the model texture (white = untinted) | false | #ffffff |
| requires_movement | Boolean | Only spawn ghosts while the entity is moving | false | true |
{"type":"alienevo:alien_after_image","spacing":0.5,"lifetime":12,"opacity":0.55,"color":"#ffffff","requires_movement":true}
Renders a simple gradient trail that can use alien skin colors.
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| color | Color | Fallback color if not using alien colors | false | #ffffff |
| spacing | Float | Space between trail segments | false | 1.0 |
| lifetime | Integer | How long trail segments stay alive (in ticks) | false | 20 |
| opacity | Float | Initial opacity of the trail | false | 0.5 |
| normal_transparency | Boolean | Enable for darker colors | false | false |
| use_alien_colors | Boolean | If true, uses alien skin palette colors instead of static color | false | false |
| alien_name | String | The alien whose colors to use (e.g., 'petrosapien', 'pyronite') | false | |
| palette_name | String | The skin palette to use (e.g., 'palette_1', 'palette_2') | false | palette_1 |
| color_index | Integer | Palette color index (1-6) | false | 1 |
{"type":"alienevo:alien_gradient","color":"#ffffff","spacing":1.0,"lifetime":20,"opacity":0.5,"normal_transparency":false,"use_alien_colors":true,"alien_name":"petrosapien","palette_name":"palette_1","color_index":1}
A twisting, tapering energy ribbon made of two crossed fins, for the wake of a spinning ball.
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| spacing | Float | Space between segments (multiplied by entity width) | false | 0.35 |
| lifetime | Integer | Segment lifetime in ticks (trail length = lifetime × speed) | false | 10 |
| opacity | Float | Overall opacity | false | 0.8 |
| color_core | Color | Hot core band color | false | #fff3b0 |
| color_edge | Color | Soft outer fin color | false | #f5a623 |
| width | Float | Ribbon half-width at the head (blocks) | false | 0.85 |
| twist | Float | Degrees of corkscrew roll per segment along the trail | false | 35.0 |
| spin_speed | Float | Degrees of roll per tick (animates the corkscrew) | false | 18.0 |
| normal_transparency | Boolean | Use normal transparency instead of additive glow | false | false |
{"type":"alienevo:spin_dash","spacing":0.35,"lifetime":10,"opacity":0.8,"color_core":"#fff3b0","color_edge":"#f5a623","width":0.85,"twist":35.0,"spin_speed":18.0,"normal_transparency":false}
Renders a trail with three distinct solid color bands: top edge (30%), middle section (40%), and bottom edge (30%). Supports multi-pass blur for motion blur effect. Can use alien palette colors with automatic uniform type detection. When uniform type is '10k', top and bottom bands automatically switch to uniform secondary palette colors. Otherwise, top and bottom use alien skin palettes. Middle band always uses uniform primary palette.
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| top_color | Color | Solid color for the top band of the trail (top 30%) | false | #ffffff |
| middle_color | Color | Solid color for the middle band of the trail (middle 40%) | false | #ffffff |
| bottom_color | Color | Solid color for the bottom band of the trail (bottom 30%) | false | #ffffff |
| spacing | Float | Space between trail segments. Lower = denser trail | false | 1.0 |
| lifetime | Integer | How long segments stay alive in ticks | false | 20 |
| opacity | Float | Determines the (initial) opacity of the trail. | false | 0.5 |
| normal_transparency | Boolean | Can be turned on if you want to make darker colors. | false | false |
| blur_passes | Integer | Motion blur intensity (1-5). 1 = sharp, 3-4 = medium blur, 5 = heavy blur. Renders trail multiple times with offset. | false | 1 |
| use_alien_colors | Boolean | If true, uses alien palette colors instead of static colors. Auto-detects '10k' uniform type and switches top/bottom to secondary palette. | false | false |
| alien_name | String | The alien whose colors to use (e.g., 'petrosapien', 'pyronite') | false | petrosapien |
| top_palette_name | String | The alien palette to use for the top band when NOT in 10k mode (e.g., 'palette_1', 'palette_2') | false | palette_1 |
| bottom_palette_name | String | The alien palette to use for the bottom band when NOT in 10k mode (e.g., 'palette_1', 'palette_2') | false | palette_1 |
| top_color_index | Integer | Palette color index for top band (1-6). Used for skin palette or secondary palette depending on uniform type. | false | 1 |
| middle_color_index | Integer | Uniform primary palette color index for middle band (1-6) | false | 2 |
| bottom_color_index | Integer | Palette color index for bottom band (1-6). Used for skin palette or secondary palette depending on uniform type. | false | 3 |
{"type":"alienevo:tri_color_gradient","top_color":"#00ff00","middle_color":"#ffffff","bottom_color":"#0000ff","spacing":0.3,"lifetime":15,"opacity":0.5,"normal_transparency":false,"blur_passes":3,"use_alien_colors":true,"alien_name":"petrosapien","top_palette_name":"palette_1","bottom_palette_name":"palette_1","top_color_index":1,"middle_color_index":2,"bottom_color_index":3}
Smooth helix wind strands curling around the travel path, with crescent swoosh windows racing down the wake. Successor to alienevo:wind_streak.
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| spacing | Float | Space between path samples (multiplied by entity width) | false | 0.25 |
| lifetime | Integer | Segment lifetime in ticks (trail length = lifetime × speed) | false | 12 |
| color | Color | Strand color | false | #ffffff |
| opacity | Float | Peak strand opacity | false | 0.55 |
| amount | Integer | Number of strands | false | 5 |
| radius | Float | Helix radius around the path (blocks) | false | 1.0 |
| radius_jitter | Float | Per-strand radius variation (0-1) | false | 0.35 |
| thickness | Float | Ribbon half-width (blocks) | false | 0.06 |
| swirl | Float | Degrees of helix advance per segment (how much strands curl) | false | 18.0 |
| drift_speed | Float | Degrees/tick the whole helix rotates over time | false | 4.0 |
| flow_speed | Float | Dash cycles/tick sliding tailward (swoosh speed) | false | 0.06 |
| dashes | Float | Swoosh windows along the full trail | false | 1.6 |
| dash_fill | Float | Portion of each dash cycle that is visible (0-1) | false | 0.5 |
{"type":"alienevo:wind_ribbon","spacing":0.25,"lifetime":12,"color":"#ffffff","opacity":0.55,"amount":5,"radius":1.0,"radius_jitter":0.35,"thickness":0.06,"swirl":18.0,"drift_speed":4.0,"flow_speed":0.06,"dashes":1.6,"dash_fill":0.5}
Renders a trail of organic wind gusts scattered around the player in 3D. Streaks curve, drift over time, and have natural gaps for separation. A mix of bold gusts and thin wisps creates a layered wind effect. Uses crossed quads for volume from all angles.
| Setting | Type | Description | Required | Fallback Value |
|---|---|---|---|---|
| color | Color | Color of the wind streaks | false | #ffffff |
| spacing | Float | Space between trail segments. Lower = denser trail | false | 1.0 |
| lifetime | Integer | How long segments stay alive in ticks | false | 20 |
| opacity | Float | Base opacity of the streaks | false | 0.6 |
| amount | Integer | Number of individual streak lines per segment. Mix of bold gusts (~30%) and thin wisps (~70%) | false | 8 |
| spread_x | Float | Horizontal spread relative to player width. 1 = full hitbox, 0 = centered | false | 1.0 |
| spread_y | Float | Vertical spread relative to player height. 1 = full hitbox, 0 = centered | false | 1.0 |
| streak_thickness | Float | Base thickness of each streak (0.01-0.5). Gusts are thicker, wisps are thinner | false | 0.06 |
| taper_strength | Float | How much streaks thin out toward the tail (0 = uniform, 1 = full taper) | false | 0.7 |
| curviness | Float | How much streaks curve/bend at their midpoint (0 = straight, 1+ = wavy) | false | 0.5 |
| gap_chance | Float | Chance a streak skips a segment for natural gaps (0 = no gaps, 0.5 = half skip) | false | 0.3 |
| drift_speed | Float | How fast streaks drift/oscillate over time (0 = static, 3+ = fast) | false | 1.5 |
| drift_amount | Float | How far streaks drift from their base position (0 = none, 0.5 = large sway) | false | 0.15 |
{"type":"alienevo:wind_streak","color":"#ffffff","spacing":0.3,"lifetime":10,"opacity":0.6,"amount":8,"spread_x":1.0,"spread_y":1.0,"streak_thickness":0.06,"taper_strength":0.7,"curviness":0.5,"gap_chance":0.3,"drift_speed":1.5,"drift_amount":0.15}