The Replay Mod Documentation. The most important features and their usages are explained on this website.
A Basic Tutorial on how to use the Replay Mod. It is nevertheless recommended to read this documentation for in-depth information.
The ReplayMod for Minecraft 1.14 and above requires Fabric to be installed.
You can find Fabric and the installation instructions here.
After installing Fabric, simply put the downloaded ReplayMod .jar file into the
/mods folder of your Minecraft directory.
For Minecraft 1.12.2 and below it requires Minecraft Forge to be installed.
If you don't know how to install Forge, follow this tutorial.
After installing Forge, simply put the downloaded
ReplayMod.jar file in the
/mods folder of your Minecraft directory.
Note: The Replay Mod is entirely client side and can not be installed on the servers you play on.
To render your creations with Replay Mod you will need to have FFmpeg installed.
Download the latest FFmpeg build from http://ffmpeg.zeranoe.com/builds/.
.minecraft folder, create a
ffmpeg folder. Extract the downloaded .zip file into this folder. The FFmpeg executable should end up at
Notes for alternative launchers
For these launchers, make sure FFmpeg exists in
instancename\ffmpeg\bin\ffmpeg.exe (Twitch / GD) or
On Linux, you can install FFmpeg using your system's package manager, for example using
apt install ffmpeg.
If in doubt, consult the documentation of your distribution.
To access the Replay Mod Settings from the Main Menu click the "Replay Viewer" button and click the Settings button.
While playing, you can click the 'Mods' button in the Pause screen to reach Replay Mod Settings if you use Minecraft 1.12.2 and below, or have the mod Mod Menu installed.
When in a Replay, you can either bind a hotkey to the Replay Mod Settings in Minecraft's Control settings or use the hotkey GUI by clicking on the hamburger button in the lower left corner.
In previous versions of ReplayMod we used accounts to deliver videos to the Replay Center. This has since been discontinued and with that, so have the accounts.
Instead of the forum, you can join our Discord server to get support and answers.
Recording Replays is the core feature of the Replay Mod.
Recording a Replay is really simple: If enabled in the Replay Settings, the Mod will automatically record all of your gaming sessions.
You will be notified that the Recording started by a Chat Message. Chat Messages can be disabled in the Replay Settings.
In the upper left corner, a Recording Indicator will be displayed unless disabled in the Replay Settings while you are recording.
While Recording, you can set Event Markers using the
Upon exiting your Server/Singleplayer World, you might be asked to wait a couple of seconds until saving the Replay has been finished.
Congratulations, your Replay is now accessible via the Replay Viewer!
To watch one of your Replays, open up the Replay Viewer from the Main Menu and select the desired Replay. Then, press the "Load" button.
In the Replay Viewer, you can also rename, delete and upload your Replay Files.
While in the Replay, you can freely move around using the movement keys (
WASD, Space, Shift by default).
You can move through block similar to Spectator Mode.
Using the Mouse Wheel, you can modify your flying speed. Scrolling up causes you to fly faster, while scrolling down slows you down.
If you prefer the camera to be controlled similar to vanilla Creative Mode, you can change that in the Replay Settings.
While in a Replay, you can tilt the Camera.
By default, pressing
J will tilt the screen clockwise, and pressing
L will tilt the screen counterclockwise.
K, you can reset the Camera Roll.
When holding the
Ctrl key (
Cmd key on Mac) while tilting, you can tilt slower and more precisely.
Hint: Most of the Keybindings mentioned in this documentation can be changed in Minecraft's Control Menu.
You can spectate any living entitiy (including players) while in a Replay. When looking at an entity, a crosshair will be visible.
By right-clicking, you will start spectating the entity. If you want to stop spectating the entity, use your Sneak Key (
In the upper left corner of you screen, there is a Play/Pause button (Shortcut:
P), using which you can entirely pause the time of the Replay.
All Entities, Particles and Block Updates will be frozen until you resume. You can fly through a paused Replay as usual.
Next to the Play/Pause Button, there is a Speed Slider. Using the Speed Slider, you can control how fast the time in your Replay passes.
The minimum Speed value is 0.1 times the normal Minecraft Tick Speed, and the maximum Speed is 8 times as fast.
To the right of the Speed Slider, there is the Replay Timeline.
On the Replay Timeline, you see a yellow cursor indicating your current position in the Replay.
By clicking somewhere on this Timeline, you will travel in time towards the specified point in time.
Please note that it takes longer to do larger steps in time or to jump backwards in time (see also Quick Mode).
While in a Replay, you can create controlled Camera Movements using the Mods's Keyframe System.
Those Camera Paths can be rendered to a video later (see Rendering).
The Replay Mod Keyframe System is similar to many Video Editing Software's Keyframe Systems. If you're new to Keyframe Systems, try reading this Wikipedia article.
All of the Keyframes which define a Camera Path are placed on the Keyframe Timeline. The Keyframe Timeline is below the Replay Timeline.
The Keyframe Timeline is 10 Minutes long, meaning a Camera Path can take up to 10 Minutes.
You can zoom in and out on the Keyframe Timeline using the
- buttons next to it.
Other than the Replay Timeline, the Keyframe Timeline's time values are not relative to the Replay's point of time, but refer to real time.
If two Keyframes are 5 seconds apart, the Camera Path will take 5 seconds to interpolate between those Keyframes.
You can drag Keyframes on the Keyframe Timeline by left-clicking them, holding the mouse button and moving your mouse.
The basic components of a Camera Path are Position Keyframes. A Position Keyframe stores a Camera Position (x, y, z, yaw, pitch, roll).
You can set a Position Keyframe using the "Add Position Keyframe" button.
A Position Keyframe initially contains the state the Camera was in when creating the Keyframe.
On the Keyframe Timeline, a Position Keyframe will appear at the cursors's current position.
This Keyframe is selected automatically, and the Position Keyframe Button will turn red. By clicking the Position Keyframe Button again, the selected Position Keyframe will be removed.
By adding multiple Position Keyframes on the Keyframe Timeline, you can create a simple Camera Path.
Using the Path Preview, you can preview your Camera Path.
Hint: By right-clicking a Position Keyframe on the Keyframe Timeline, you can jump to this Keyframe's Position.
By default, Camera Paths follow a smooth curve through all of the set Position Keyframes.
This curve is generated using Cubic Spline Interpolation.
If you wish to disable smooth interpolation and want to make the Path follow straight lines instead, change the Path Interpolation Setting in the Replay Settings.
You can easily toggle between Linear and Cubic Interpolation using the
H key, you can toggle a visual representation of your Camera Path.
If enabled, you will see a Red Line in the World following the Camrea Path.
The Path Interpolation Setting is respected in this preview.
By moving the cursor on the Keyframe Timeline, you can see the Camera's current positon and view direction on the Path Preview.
Time Keyframes can be used to precisely control time travelling during a Camera Path.
Every Time Keyframe represents a timestamp in the Replay itself.
You can set a Time Keyframe using the "Add Time Keyframe" button.
A Time Keyframe initially contains the Replay's point in time when creating the Keyframe.
When playing the Camera Path, the Replay's time will interpolate between the set Time Keyframes in the Keyframes' intervals. Two Time Keyframes with the same Timestamp will freeze the Replay time for the duration of their interval.
Hint: By right-clicking a Time Keyframe on the Keyframe Timeline, you can jump to this Keyframe's Timestamp Value.
Note: Travelling backwards in time is not supported during Camera Paths. Do not add a Time Keyframe containing an earlier point in time after another Time Keyframe.
To play your first Camera Path, click the Play Button next to the Keyframe Timeline.
By default, the Camera Path starts from the Cursor Position on the Keyframe Timeline. By clicking while holding the
Ctrl key (
Cmd key on Mac), you can however start from the beginning regardless of the Cursor Position.
V key, you can synchronize the Keyframe Timeline with the time that passed since the last Time Keyframe's timestamp.
This means that pressing
V moves the Keyframe Timeline's cursor to the position where placing a Time Keyframe would result in a Replay Speed of the Speed Slider's current value between the newly placed and the last Time Keyframe.
Shift while synchronizing, it will be synchronized as if the Speed Slider's value was 1.0.
While spectating an entity, the "Add Position Keyframe" button becomes an "Add Spectator Keyframe" button.
To sucessfully spectate an entity, you always need at least two Spectator Keyframes created while spectating the same entity.
On the Keyframe Timeline, the periods during which you are spectating an entity are marked with a blue line.
To leave a spectated entity during a camera path, simply add a normal Position Keyframe.
You can edit any Keyframe by double-clicking it on the Keyframe Timeline. A new GUI Screen will open which allows you to modify the Keyframe's properties.
On the lower part of the screen, you can precisely set the Keyframe's position on the Keyframe Timeline.
Above that, you can modify Keyframe specific settings, for example its Position value.
DELETE key, you can remove the currently selected Keyframe.
Alternatively, while a Keyframe is selected, its connected Button turns red, and clicking it removes the Keyframe as well.
Note: If you use an Apple Computer with a built-in keyboard, you may need to press
FN + DELETE instead.
X key, you can open the Keyframe Repository. Every Replay File has a separate Keyframe Repository which can contain several Keyframe Presets.
To save the Keyframes currently on your Timeline, click the "Save as..." button. You can change a Preset's name, select it from the list and click the "Rename" button. To load a Keyframe Preset, select a Preset from the list and click the "Load" button. Using the "Remove" button, you can permanently delete a Keyframe Preset from the Keyframe Repository.
With the Replay Mod, you can render Camera Paths to videos without using a screen recording tool like Fraps.
To get started, first set up your Camera Path as described in the previous chapters. Then, press the "Render Camera Path" button in the upper left corner.
The Replay Mod does not only allow you to render "normal" vidoes as you see them on YouTube everyday,
you can also render 360 degree videos, 3D videos and more.
To change the rendering method, use the dropdown on the upper half of the Render Settings Screen.
Renders the video as a stereoscopic (side-by-side) 3D move, usable by different 3D technologies. The image for one eye is half the width of the video.
Renders the video with a 360 degree panoramic view, using Cubic Projection.
This is usable by several 360 degree video players (and the Oculus Rift), for example VR Player.
While Cubic Videos can't be used for YouTube 360° Videos, it takes less time to render them, so if your player is compatible with Cubic Projection anyway, you can use this setting.
Renders the video with a 360 degree panoramic view, using Equirectangular Projection. This is usable by YouTube's new 360 degree video function, and several video players (and the Oculus Rift), for example VR Player.
Note: In order for YouTube to recognize 360 Degree Videos, you have to inject some Metadata. Follow this guide for a tutorial.
Below the Render Method Dropdown, you can enter the desired Video Resolution (Width * Height). You can enter any resolution there, but make sure to use reasonable values.
Common Video Resolutions for Default Rendering are:
When using Stereoscopic Rendering, please note that the entered Width value is the final video's width. Because Stereoscopic Videos have two frames next to each other, you therefore need to double the video width, so if you want a Full HD Stereoscopic Video, you have to enter 3840 * 1080.
Videos in Equirectangular Projection always need to have an Aspect Ratio of 2:1.
Please note that you should generally use a high resolution when exporting Equirectangular Videos, as the Video will be mapped onto a spherical surface in the Viewer you're using. To get a decent looking video, we recommend a resolution of 4320 * 2160.
Note: If you're re-rendering Equirectangular footage (e.g. using a video editing software like Premiere), make sure to export it at a 2:1 aspect ratio - otherwise it will look strange in 360 degrees.
Below the Render Method Dropdown, there is another Dropdown Menu for Encoding Presets.
Note: If you simply want to render an MP4 video in good quality, don't change these settings.
There are 7 Encoding Presets you can choose from:
If you don't want to see Entity's Nametags in the rendered video, simply un-tick the checkbox. Hidden Nametags also include Nametags of Armor Stands and Mobs, not only Players!
This setting is only applicable for Cubic Rendering and Equirectangular Rendering.
Because you can rotate the camera in 360 degree viewers, a tilted camera persepctive leads to a strange user experience: If the user looks around, his view might appear to be tilted because the camera looked up or down. Therefore, it is recommended to always stabilize the camera's Pitch and Roll using the repsective checkboxes.
This is an experimental setting for video producers which allows you to change the sky color to a fixed color. Using a Video Editing Software like Adobe After Effects or Sony Vegas, you can change the sky color to transparency and add your own footage as sky. Read more about Chroma Keying here.
Note: For best results, you should disable clouds before rendering, as they are transparent.
Note: This is for advanced users only. If you do not know what your're doing, leave these settings as they are.
The Replay Mod runs FFmpeg via the Command Line to encode videos.
You can customize both the executed Command and the Command Line Arguments in the Command Line Settings part of the Render Settings Screen.
If you leave the left input field blank,
ffmpeg will be used as command. If you haven't set your PATH variable to link to your FFmpeg distribution, simply enter the full path to your FFmpeg executable (e.g.
In the right input field, you can input custom Command Line Arguments to be used in the console.
Each of the Encoding Presets basically represents a set of Command Line Arugments which are used with the ffmpeg Command.
Customizing these Command Line Arguments allows you to use a specific codec or quality setting and much more.
If you need an introduction to ffmpeg Command Line Arguments, read the FFmpeg documentation.
Before passing the given Command Line Arguments to the ffmpeg Command, the Replay Mod replaces the following placeholders with your inputs in the Render Settings Screen:
", as the filename might contain spaces.
By clicking the Render Button in the lower right corner, you start Default Performance Rendering. Usually, this is perfectly satisfying regarding rendering speed, but you can increase it slightly using High Performance Rendering.
To use High Performance Rendering, hold down the
Ctrl key (
Cmd key on Mac) while clicking the Render Button.
High Performance Rendering has the following changes to improve rendering speed:
If you have a Replay in a dark setting (for example at nighttime, or in a cave) and Brightness: Bright just isn't bright enough for you, you can toogle Ambient Lighting using the
Z key (
Y on some keyboards).
This works as a replacement for the Night Vision Potion Effect, without the side effect of a weird sky color.
When you first enable Quick Mode in a replay, an internal reference of certain entity and block properties is stored for quick access, allowing for faster navigation in the Replay Timeline.
As a side effect, certain features like particles and second skin layers will not be rendered in the preview.
By default, Quick Mode is toggled with
B key, you can open the Player Overview. In the Player Overview, you see a list of all currently loaded Players in the Replay.
By clicking on a player's Name or Head, you can spectate this player.
Next to each player, there's a checkbox using which you can toggle the player's visibility.
This way, you can hide certain players from the Replay.
Below the individual checkboxes, there are two checkbox buttons - one to hide all players and one to show all players.
If you want to save the player visibility settings, check "Remember Hidden Players" checkbox. If checked, invisible players will stay invisible after closing the Replay (this can of course be reverted), otherwise all of the players are visible again after reloading the Replay.
While in a Replay, you can use the
N key to create a Thumbnail of the current Replay.
A Thumbnail is a Screenshot which should give the viewer a good impression of your Replay's content.
Thumbnails help keeping your Replay Viewer clear and structured.
If no Thumbnail is set for a Replay, the Default Thumbnail will be displayed in the Replay Viewer.
Long Replays easily get really clunky and difficult to handle. Therefore, Event Markers are a simple way to mark important events in your Replay.
While recording a Replay, you can press the
M key anytime to set an Event Marker.
This Event Marker remembers the Position where you've added it and will later,
while watching a Replay, be displayed on the Replay Timeline.
While viewing a Replay, you can jump to an Event Marker's Position and Timestamp by right-clicking it on the Replay Timeline.
You can also add new Event Markers while viewing a Replay using the
M key as well.
You can name Event Markers by double-clicking them. When hovering over the Event Marker, its name is displayed. This way, it's even simpler to add structure to your Replays.
You can delete an Event Marker by clicking it once to select it and then pressing the
Theoretically, a Replay File can be up to 24 days, 20 hours, 30 minutes and 23 seconds long - which is a timespan you'll probably never reach.
If you're playing in Singleplayer, all of the loaded chunks within your Render Distance are recorded.
If you're on a server, this depends on the view-distance setting in the server.properties file, which is set to 11 Chunks by default.
The Replay Mod of course records every loaded, not only the rendered chunks. Therefore, chunks behind your back are recorded as well.
Due to the way the Replay Mod works, you need to start recording when joining a Server or World - otherwise some data which the Replay Files need is missing.
Usually, recording a Replay does not affect your framerate, and it also doesn't lead to lag on servers.
We've tested the Mod on a low-end notebook with only 3GB of ram, and everything worked fine.
The file size of the recorded .mcpr files greatly depends on the amount of world data the replay contains.
A Replay in which you travelled around and discovered a lot of terrain is significantly larger than a Replay which was recorded in a void world.
An average Replay File of 10 Minutes duration usually is between 2MB and 10MB large. Replays recorded on Minigame Servers with lots of particle effects and world changes might be larger.
If you have trouble with rendering, please first consult the Documentation before asking for help in the Discord.
If you have not installed FFmpeg, please follow the steps provided here
If already have installed FFmpeg, you have to manually tell the Replay Mod where your FFmpeg executable is located.
First, get the full path to your
ffmpeg.exe (on Windows) or
ffmpeg executable (on Mac/Linux).
On Windows, this path might look like
Then, open the "Command Line Settings" Section in the Render Settings and paste this path into the left input field and retry rendering.
An error screen is displayed with FFmpeg error:
Unknown encoder 'libx264'
The FFmpeg version you have installed is compiled without
--enable-_libx264_. The 4.3 version on https://ffmpeg.zeranoe.com/ has this issue. To fix it, install another version (e.g. the latest snapshot).
If Minecraft crashes after a few frames of rendering, it most likely means the FFmpeg didn't like the Command Line Arguments you passed. If you customized the Command Line Arguments manually, re-check them - it's probably your own fault.
Hint: In your .minecraft folder, you'll find a file called
export.log which contains information about FFmpeg's rendering process.
In General, the Replay Mod should be compatible with most Forge and Fabric Mods.
The Custom Main Menu mod is often used in mod packs to customize their Main Menu with a button layout fitting the background image, links to their website / bug tracker and similar.
If you are familiar with it, the button id for the Replay Mod is: 17890234 (text:
Due to the nature of this Custom Main Menu mod, buttons added to the Main Menu by 3rd party mods like the Replay Mod will not show up by default.
Thus, to access the Replay Viewer/Editor/Center, you need to manually configure the position for those buttons.
To do so, you need to modify the Custom Main Menu configuration file. Usually, you can find it at
.minecraft/config/CustomMainMenu/mainmenu.json (if you're using a mod pack launcher, it normally has its own .minecraft folder).
For an explanation of this config file, have a look at Custom Main Menu's page.
You can find a list of already modified config files here.
The Tickrate Changer mod may cause minecraft to freeze when you try to use the Replay Viewer UI.
The LabyMod is not compatible with ReplayMod.
In case your Minecraft crashes when you are using both ReplayMod and OldAnimationsMod, try removing OldAnimationsMod.
We have seen reports of crashes that were related to Patcher; in case of crashes try removing Patcher.
The Baritone mod can cause a crash when you're trying to load a replay. If you experience such problems, try running without Baritone.
Minecraft may crash if you try to use RandomPatches together with ReplayMod. Try removing RandomPatches if Minecraft crashes on startup.
ReplayMod can record when Sodium is installed but will crash during render. Disable Sodium before rendering, it can be re-enabled after that.