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Collective

Mod

by Serilum

🎓 Collective is a shared library with common code for all of Serilum's mods.

Type

Mod

CurseForge Downloads

275,163,364

CurseForge ID

342584

Modrinth Downloads

70,317,078

Modrinth ID

e0M1UDsY

Last Updated

Nov 7, 2026

Description

A Serilum Mod. Made with love. Lots of active mods for Fabric, Forge and Neo!

CurseForge Modrinth Patreon YouTube

About the mod

Collective is a shared library mod with common code for all of Serilum's mods.

It contains data and functions centralized in one place. Collective helps a great deal in maintaining all the Fabric, Forge and NeoForge mod loader versions.

Having access to the library's code environment, creates possibilities for current and future project features. The updating process is also made easier when there's an improvement for a function that is relevant to many others. For example this means having to update one project, instead of six. This saves time and makes me a little happier.

 
Features:

  • Manages all config files and in-game menu of dependent mods. ¹
  • Variables for increased compatibility with other projects.
  • Lots of useful functions to prevent code duplication. ²
  • An event to replace and resupply entities.
  • Remembers specific blocks players have placed, when requested by a dependent mod.
  • Allows toggling the functionality of all dependent mods, including bundled ones. ³
  • Contains the access transformers/wideners to use private fields. ⁴
  • Networking code to send packets via the Common source set.
  • Centralized backwards compatibility for major version changes.
  • Optional async update checker for dependent mods that prints to the console.
  • Collective manages the translation files for all dependent mods.
  • The /collective config command to view and change the config of every dependent mod.
  • Syncs config values from the server to players, for mods that need it.
  • And much more! ⁵



Configurable

Configuration guide

   All available config options:

Show Spoiler

disabledSerilumMods  default ""
The Serilum mods that are turned off, picked from the ones installed. A mod's own 'Enable' setting follows this list, and the other way round. Takes effect after a restart.

enableUpdateChecker  default true
Whether Collective should show a message in the console if a dependent mod has an update available. Update checks are optional and async.

transferItemsBetweenReplacedEntities  default true
When enabled, transfer the held items and armour from replaced entities by any of the Entity Spawn mods which depend on Collective.

findABlockCheckAroundEntitiesDelayMs  default 30000, min 0, max 3600000
The delay of the is-there-a-block-around-check around entities in ms. Used in mods which depends on a specific blockstate in the world. Increasing this number can increase TPS if needed.

enablePatronPets  default true
Enables pets for Patrons. Will be added in a future release.

commandsAskForConfirmation  default true
Whether commands of Serilum's mods that overwrite or change a lot at once first ask you to click [Confirm].

downloadNonEnglishTranslations  default true
Whether Collective should attempt to download translations if the client language is set to something other than English. Uses files from https://github.com/Serilum/.translations, downloaded via https://translations.serilum.com/. Hosted via CloudFlare Pages.

pushTranslationResourcePack  default false
On a server, sends connecting players without Collective a resource pack so custom item names from server-side Serilum mods show up in their own language. Off by default; without it they see the server language instead (see serverLanguage).

requireTranslationResourcePack  default true
Marks the resource pack as required, so an accidental decline only kicks the player and asks again next join instead of being remembered for good. Turn off to make it optional.

serverLanguage  default en_us
The language Serilum mod text shows in for players without Collective who aren't sent the resource pack. Uses locale codes like en_us or de_de.

itemNameTranslationMode  default auto
How custom item names show for players without Collective when the resource pack is off. 'auto' copies the first player to join and remembers it; 'server' always uses the server language; 'client' uses each player's own language, but those without Collective then see raw keys.

configScreenGuiScale  default 0, min 0, max 10
The GUI scale of the config screens of Serilum's mods, also set with the button next to the ? on those screens. 0 uses the game's own GUI scale.

updateMinecraftWindowTitleInDevMode  default false
Used in my local development flow. Has no effect in production, only when ran from an IDE with Collective installed.




Commands

The Collective config commands work for all of Serilum's dependent mods that use configs. Editing these requires cheat-access.

/collective - Shows the usage of commands.
/collective config - Lists the mods with a config.
/collective config <modid> - Shows all settings of a mod and their values.
/collective config <modid> get <setting> - Shows a setting's value, description and default.
/collective config <modid> set <setting> <value> - Changes a setting.
/collective config <modid> reset <setting> - Resets a setting to its default.
/collective config <modid> add <setting> <id> - Adds a block, item, entity, biome or other id to a list setting.
/collective config <modid> add <setting> <id> <amount> - Adds an id with an amount, for list settings that use them.
/collective config <modid> remove <setting> <id> - Removes a block, item, entity, biome or other id from a list setting.
/collective config <modid> reload - Reloads all manual changes to the mod's config file.
/collective reset headcache - Resets the cached player head data, for example to update skins.




Description

1 | Because I use the Multiloader template for all of my mods, there is no built-in config I can use from within the Common code. Collective contains a suite of config code that all dependent mods use. This adds an in-game config menu and generates files in '.minecraft/config/serilum/'.
< Common's Config Code >





2 | Over the years, I've added lots of useful code to Collective. Being able to use these makes my life of updating dependent mods a lot easier:
< Common's Functions >



3 | I've released bundles of my mods for easier downloading!
Collective allows enabling/disabling the included mods via some neat code!
< Fabric's Bundle Code >



4 | Access transformers/wideners are used to set and use fields Mojang has made private. Having these in Collective keeps everything organised:
< Fabric's collective.accesswidener >



5 | See the full source code here:
https://github.com/Serilum/Collective




Notes and links

You may freely use this mod in any modpack, as long as the download remains hosted within the CurseForge or Modrinth ecosystem.

Serilum.com contains an overview and more information on all mods available.

For issues, ideas, suggestions or anything else there is the Github repo. Thanks!


Compatibility

Mod Loaders

Fabric Forge Neoforge Quilt

Game Versions

1.16.5 1.18.2 1.19.2 1.19.3 1.19.4 1.20 1.20.1 1.20.2 1.20.3 1.20.4 +19 more

Recommended Gear

Affiliate

Hardware and extras that pair well with this mod.

As an Amazon Associate I earn from qualifying purchases.

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External Resources