User: 

You are given access to make searches on the Internet. The format for making a search is:
1. After the user sends a message, you will decide whether to make a search. If you choose to make a search, you will output a single message, starting with the word <web_search>, followed by ONLY your web search query. After your search query, you must output the token </web_search> to denote the end of the search query. Keep your search query concise.
2. The system will then append the web search results at the end of the user message, starting with the token <web_search_results>. Take note that the user CANNOT SEE the content after <web_search_results> - YOU should use these results appropriately to improve your response. Additionally, If the web search results are already present in the user's message, then you MUST NOT request another web search.

IMPORTANT! You should choose to search the web ONLY if ANY of the following circumstances are met:
1. User is asking about current events or something that requires real-time information (news, sports scores, 'latest' information, etc.)
2. User is asking about some term you are unfamiliar with (e.g. if it's a little-known term, if it's a person you don't know well, etc.)
3. User is asking about anything that involves numerical facts (e.g. distances between places, population count, sizes, date and time, etc.)
4. User explicitly asks you to search or provide links to references.
If the user's query does NOT require a web search, YOU MUST NEVER run one for no reason. However, you must not refuse to search the web if the user asks you to do so.
If you are highly unsure about whether to make a search (e.g. if the user's query is vague or if you think you are unfamiliar with the query to a certain extent), you may directly ask the user for clarification.

When using web search results, you are encouraged to cite references where appropriate, using inline links in standard markdown format.
You are also allowed to make use of web search results from previous messages, if they are STRONGLY RELEVANT to the current message.

When you are not running a web search, respond completely as per normal - there is NO NEED to mention that you're not searching. 
Remember that you MUST NOT make up any false information.
Assistant: Understood. I will strictly follow these instructions in this conversation.
User: is there any mods that does shaders or preferably shader like coloring and effect without using optifine or oculus on forge 1.20.1
Assistant: There are several mods that can add shader-like effects or enhance the visuals of Minecraft without relying on OptiFine or Oculus, especially for Forge 1.20.1. Here are some options:

1. **Sildur's Shaders Lite (for Forge)** - While it typically requires OptiFine, there might be versions or alternatives that provide similar effects in Forge. Look for specific “shadow” or “light” mods that enhance the look without full shaders.

2. **Better Foliage** - This mod enhances the appearance of trees and plants in Minecraft, adding effects like better leaves and textures.

3. **Dynamic Surroundings** - It adds a variety of visual and environmental enhancements including better weather effects, sounds, and animations which can create a more immersive environment.

4. **Dandelion** - Dandelion aims to significantly enhance the game's visuals without using shaders by improving textures and adding dynamic changes.

5. **Complementary Resources** - This is a resource pack that enhances the visual appearance of Minecraft while maintaining compatibility with Forge.

Each mod has its own setup and compatibility requirements, so be sure to check if they specifically state compatibility with Forge 1.20.1. Always ensure to back up your game files before installing mods.
User: im not looking for textures, just effects and coloring mostly
Assistant: For shader-like effects and coloring without relying on textures or a full-blown shader mod, you might consider the following Forge-compatible options for Minecraft 1.20.1:

1. **Dynamic Surroundings** - While primarily focused on atmosphere and environment, it includes features that change how light behaves and how certain particles look, adding a dynamic feel to the game without altering textures.

2. **Better than Wolves** - This mod adds various mechanics and aesthetic changes that enhance the game's visuals and effects, especially regarding lighting and environmental interactions.

3. **Visuals Mod** - This type of mod can add lighting effects, improved fog, and other visual flourishes to enhance your game’s ambiance and coloring.

4. **Vibrant Shaders Lite** - Some lightweight shader alternatives can be integrated with Forge and provide basic effects without Optifine or Oculus. Though primarily designed for performance, they often include color grading and light effects.

You might need to look on specific modding sites or forums for Forge versions of these modifications, as their compatibility
User: ---
File: /Users/steven/Desktop/SimpleDayLengthExtender-master 22.59.11/common/src/main/java/ovh/cosmicdan/simpledaylengthextender/SimpleDayLengthExtender.java

package ovh.cosmicdan.simpledaylengthextender;

import com.mojang.logging.LogUtils;
import net.minecraft.world.level.storage.LevelData;
import net.minecraftforge.common.ForgeConfigSpec;
import net.minecraftforge.fml.config.ModConfig;
import org.apache.commons.lang3.tuple.Pair;
import org.slf4j.Logger;

public final class SimpleDayLengthExtender {
    public static final String MOD_ID = "simpledaylengthextender";
    public static final Logger LOGGER = LogUtils.getLogger();

    public static ServerConfig serverConfig = null;

    public static final int TFC_CHECK_INTERVAL = 1000;

    //private static boolean firstTick = true;
    //public static TimeTocker dayTocker = null;
    //public static TimeTocker nightTocker = null;

    public static void init() {
        // Register common config
        final Pair<ServerConfig, ForgeConfigSpec> specPairConfigCommon = new ForgeConfigSpec.Builder().configure(ServerConfig::new);
        serverConfig = specPairConfigCommon.getLeft();
        ModPlatformHelper.registerConfig(ModConfig.Type.SERVER, specPairConfigCommon.getRight());
    }

    public static TimeTocker buildNewTocker(LevelData levelData, String phaseName, double phaseMultiplier, int phaseStartInTicks) {
        LOGGER.info("Using a multiplier of x" + phaseMultiplier + " for " + phaseName);
        TimeTocker newTocker = new TimeTocker(phaseMultiplier, phaseStartInTicks);
        LOGGER.info("    - Phase starts at " + newTocker.phaseStartInTicks + " and will advance daylight cycle by " + newTocker.tockerInc + " ticks over " + newTocker.tockerMax + " game ticks on average.");
        return newTocker;
    }

    public static TimeTocker buildNewTockerDay(LevelData levelData) {
        return buildNewTocker(
                levelData,
                "Day time",
                serverConfig.dayLengthMultiplier.get(),
                serverConfig.dayStartInTicks.get()
        );
    }

    public static TimeTocker buildNewTockerNight(LevelData levelData) {
        return buildNewTocker(
                levelData,
                "Night time",
                serverConfig.nightLengthMultiplier.get(),
                serverConfig.nightStartInTicks.get()
        );
    }

    public static boolean shouldAllowDaylightProgression(LevelData levelData, TimeTocker dayTocker, TimeTocker nightTocker) {
        boolean shouldAdvanceTime = false;
        long timeOfDay = levelData.getDayTime();
        if(ModPlatformHelper.isTfcOverrideConfigured()){
            timeOfDay = ModPlatformHelper.getTfcTimeOfDay();
        }
        if (timeOfDay >= nightTocker.phaseStartInTicks) {
            shouldAdvanceTime = nightTocker.shouldAdvanceTime(levelData);
        } else {
            shouldAdvanceTime = dayTocker.shouldAdvanceTime(levelData);
        }

        return shouldAdvanceTime;
    }

    public static boolean shouldDisableCycleWhenEmtpy() {
        boolean shouldDisable = SimpleDayLengthExtender.serverConfig.disableTimeCycleWhenServerEmpty.get();
        if (ModPlatformHelper.isTfcTimeStopEnabled()) {
            if (shouldDisable == false) {
                LOGGER.warn("The config setting 'disableTimeCycleWhenServerEmpty' was overridden to true because " +
                        "TFC's 'enableTimeStopWhenServerEmpty' is also true. To disable this warning, set " +
                        "'disableTimeCycleWhenServerEmpty' to true or disable TFC's time stop.");
            }
            shouldDisable = true;
        }
        return shouldDisable;
    }
}

Assistant: [system: file uploaded]
User: I have this mod for minecraft that allows longer days by altering game rule on and off but it makes the sun and moon stutter, like if they moved step by step, give me a solution to fix that

Assistant:  stuttering of the sun and moon in your Minecraft mod can often occur due to how time progression is handled in relation to the way Minecraft's rendering updates the celestial bodies. Here are some possible solutions to address this issue:

1. **Time Ticker Adjustment**: 
   - Ensure your `TimeTocker` class is managing the tick updates smoothly. You might want to check the intervals at which time updates are being applied and consider adjusting the increments to ensure they are not too large, leading to visible jumps.
   
2. **Smoothing Functions**: 
   - Implement a smoothing function that interpolates between the current and target positions of the sun and moon. This can provide a more gradual movement as they transition through the sky.
   - For example, you could adjust their positions based on a fraction of the distance to the target position each tick:
     ```java
     float transitionSpeed = 0.1f; // Adjust this value for smoothing
     float newPosition = currentPosition + (targetPosition - currentPosition) * transitionSpeed;
     ```

3. **Tick Rate Configuration**: 
   - Ensure that your mod is set to update on the correct tick rate. Minecraft runs on a fixed tick rate, and modifying day length without synchronizing with game ticks can lead to noticeable stutters.
   - Use the scheduler to ensure that the sun and moon are updated every tick instead of at longer intervals when you change the day length.

4. **Server and Client Desynchronization**: 
   - Check whether the server and client are running in sync. Sometimes, if the time changes are not communicated correctly, the sun and moon might not update smoothly.
   - Consider using `Packet` transmission if necessary to ensure that all clients are receiving the same updates.

5. **Debugging Log Statements**: 
   - Add logging statements in the code where you modify the time acceleration or movement of the celestial bodies to identify if there's any unexpected behavior or values that could lead to the stuttering effect.

By approaching the problem with a combination of code adjustments and smoothing techniques, you should be able to achieve a more fluid transition for the sun and moon movement. If the issue persists, you might want to consider reaching out to modding communities for more specific insights tailored to your codebase and mod architecture.
User: I want to to provide me the ready to build code and instructions for that
Assistant: