Trails


Overview

Palladium

AlienEvo


After Image Trail

Spawns copies of you as a trail.

Settings:

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

Example:

{"type":"palladium:after_image","color":"#ffffff","mimic_player":false,"spacing":1.0,"lifetime":20,"requires_movement":true,"opacity":0.5}

Compound

Can be used to merge multiple trails into one file.

Settings:

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 /

Example:

{"type":"palladium:compound","trails":[]}

Gradient Trail

Renders a simple, colored gradient trail.

Settings:

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

Example:

{"type":"palladium:gradient","color":"#ffffff","spacing":1.0,"lifetime":20,"requires_movement":true,"opacity":0.5,"normal_transparency":false}

Lightning Trail

Flash-like lightning trail

Settings:

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

Example:

{"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}

Alien After Image Trail

Ghost copies of the player's alien model, using the real texture so the colors always match.

Settings:

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

Example:

{"type":"alienevo:alien_after_image","spacing":0.5,"lifetime":12,"opacity":0.55,"color":"#ffffff","requires_movement":true}

Alien Gradient Trail

Renders a simple gradient trail that can use alien skin colors.

Settings:

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

Example:

{"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}

Spin Dash Trail

A twisting, tapering energy ribbon made of two crossed fins, for the wake of a spinning ball.

Settings:

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

Example:

{"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}

Tri-Color Band Trail

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.

Settings:

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

Example:

{"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}

Wind Ribbon Trail

Smooth helix wind strands curling around the travel path, with crescent swoosh windows racing down the wake. Successor to alienevo:wind_streak.

Settings:

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

Example:

{"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}

Wind Streak Trail

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.

Settings:

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

Example:

{"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}