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Staff Picks
Furby

Adds 144 adorable, interactive 2D pixel‑art Furbies that naturally spawn across the Overworld and in revamped Furby Groves, with lit tree homes as their only housing and Furby Villagers appearing more frequently for variant distribution while using full vanilla villager AI and trading. Tame Furbies with crafted Furby Snacks and manage each one with a right‑click care menu (Follow, Wander, Play, Dance, Sing); enjoy dancing and singing animations while eating, teach phrases, receive gifts, craft Furby Fur armor, use a Furby teleport tool, and breed them with fruit (wild cooldown ~20 minutes, villager cooldown ~40 minutes, ~50% success, one baby per event) under a soft biome cap of roughly 35 Furbies.
Returning Blade
Der Returning Blade fügt ein wirbelndes, werfbares Schwert hinzu: Rechtsklick wirft es (kurzer Klick für einen schwächeren Wurf), langes Laden füllt eine HUD‑Anzeige — je voller, desto schneller, stärker und durchschlagskräftiger (bei hoher Ladung kann die Klinge mehrere Mobs durchdringen); gestochen oder abgelegte Klingen sind unzerstörbar und despawnen nicht. Tasten steuern Spezialfähigkeiten: C ruft die Klinge dimensionsübergreifend zurück, V schaltet den Doppelklingen‑Modus (eine permanente Klinge bleibt auf einmal Pflicht; V erzeugt eine temporäre Offhand‑Klinge mit eigener Abklingzeit, echter Doppel‑Schaden nur bei simultanen Treffern) und B aktiviert den Wirbelwind (drehende Pose, temporäre Offhand‑Klinge, regelmäßiger Flächenschaden; Werfen ist während Wirbelwind deaktiviert); dazu kommen überarbeitete Partikel, Sounds, Animationen und eine verbesserte Item‑Textur. The Returning Blade adds a swirling, throwable sword: right-click to throw (short click for a weaker toss), hold to charge a HUD meter — the fuller the charge the faster, stronger, and more penetrating the blade (high charge can pass through multiple mobs); stuck or dropped blades are indestructible and do not despawn. Special abilities use keys: C recalls the blade across dimensions, V toggles Dual‑Blade mode (one persistent blade remains allowed at a time; V spawns a temporary offhand blade with its own cooldown and true double damage only on simultaneous hits), and B activates Whirlwind (spinning stance, temporary offhand blade, periodic AoE damage; throwing is disabled during Whirlwind); signing the Swordsart Pact lets you summon the blade when it does not yet exist, and if you have not signed the pact the C/V/B keys are now silently ignored with no messages.
Moody Harvests

Moody Harvests adds an emotion-driven farming loop around five mood crops — Joyful Wheat, Melancholy Nightshade, Passionate Thornvine, Anxious Silverleaf, and Balanced Mindflower — which you plant on crafted Soil of Moods and monitor with the Mood Gauge and Mood Table as they slowly grow through stages 0–3 to yield seeds, alchemical ingredients, special drops and parts for uniquely skinned mood swords with mood-based effects. Growth is deliberately slow (many 2‑second care ticks per stage); untended nearby mood crops lose 1 mood point every 2 seconds, and the action‑bar neglect countdown now always runs while a crop is untended showing current mood, remaining care cycles, and the matching rescue elixir — though crops keep their normal growth skins until mood falls to 40 or below, at which point the black neglected skin appears. Rescue and speed options come from brewing five elixirs at the Alchemical Bench (Euphoria, Sorrow, Wrath, Dread, Equilibrium) which restore mood and accelerate growth, while bone meal advances one stage but applies a 5‑point mood penalty; perfect‑mood harvests double yields and award extra seeds and powerful drops, and the Mood Table has updated instructions reflecting the always‑running countdown and the 40‑mood blackening threshold. You can even craft swords from the crop drops... Epic...powerful swords.
Fantasy Islands

Fantasy Islands - I bring you the new flying islands with loads of resources to mine... now you have to figure out how to get up there. The craftable Sky Compass brings up a menu allowing you to choose from 11 geometric shapes for your island and then at the press of a button (sometimes two presses) it generates the selected Fantasy Island. Most of them come with waterfalls (Hmmm, might be a way to get up there) and sometimes a pond or lake on top. ALL OF THEM have plenty of goodies to mine, so grab your best axe and have fun!
Tractor Beam Door
This mod adds a Tractor Beam Door block and a bindable Tractor Beam Remote you can craft or find in loot; sneak + right-click a door with the remote to bind it, right-click the door to cycle modes, or open the remote GUI to choose Off, Upward Lift, or Downward Glide. The remote GUI has been redesigned into a centered, tidy panel with clearly separated mode and speed areas, aligned buttons and fields, clean labels and hint text, and distinct up/down speed fields (each clamped between 0.25x and 2.0x); both speeds are saved on the door and the remote remembers the last-entered values (old single-speed values are used as a fallback). Upward Lift smoothly pulls players and mobs upward while preserving horizontal motion, braking gently and resetting fall damage, and Downward Glide makes doors passable and lets entities glide down safely with short landing immunity and a gentler descent; the beam appears as a luminous 3D holographic cylinder with animated rings and cyan/white (Up) or blue/violet (Down) sparks, and the mod includes refined door textures plus full English and German localization.
The Backrooms Experience

🌌 THE BACKROOMS EXPERIENCE ├─ 🚪 How to enter the Backrooms │ ├─ While walking in the Overworld, a hidden noclip event can occur. │ ├─ Every time you enter the Overworld (or return from the Backrooms), │ │ a random distance between 20 and 100 blocks is selected. │ ├─ Once that distance has been traveled, reality begins to distort. │ └─ After a short cinematic fall, you are sent into the Backrooms. ├─ ⌨️ Commands │ ├─ /be items │ │ └─ Gives access to Backrooms-related items for testing. │ ├─ /be sounds │ │ └─ Used for sound testing and debugging. │ ├─ /backrooms ... │ │ └─ Reserved for administration, debugging and development tools. │ └─ Normal gameplay does not require commands. ├─ 🟨 Level 1 — The Lobby │ ├─ Endless yellow rooms and corridors. │ ├─ Search for supplies and useful items. │ ├─ Explore carefully and avoid getting lost. │ └─ Find the route leading to the next level. ├─ 🏭 Level 2 — Industrial Facility │ ├─ A large industrial maintenance complex. │ ├─ Complete the objective required to restore power. │ ├─ Activate the freight elevator. │ └─ Use the elevator to access the next level. ├─ 🏊 Level 3 — Pool Maze │ ├─ A 40x40 Poolrooms-inspired maze. │ ├─ Filled with water, colored clues and interconnected paths. │ ├─ Explore the maze and locate the exit slide door. │ ├─ Find the hidden color sequence. │ ├─ Interact with the terminal. │ ├─ Enter the colors in the correct order. │ └─ Unlock the exit and leave the level. ├─ 👾 Entities │ ├─ Some levels contain hostile entities. │ ├─ Stay alert and manage your resources carefully. │ └─ Not every sound means danger... but many do. ├─ 🚧 Current State │ ├─ This version currently contains 3 playable levels. │ ├─ Additional levels, entities, puzzles and mechanics are planned. │ └─ Expect future updates and expansions. └─ 💡 Suggestions └─ Feel free to suggest existing Backrooms levels from the lore or completely original level ideas in the comments! Made by KLOW with CreativeMode ❤️
Batter Up! "Cakes out of Anything!"
Batter Up! Turns cake baking into a full survival pastime: swap the egg in the vanilla cake recipe for almost any item or block to craft themed cakes that restore hunger and saturation, and often grant potion or status effects; cakes can be placed as full blocks, shown on six-slice displays, sliced with the Cake Knife, and exhibited on Display Stands. Explore naturally spawning starter tents, bakeries and cake shops to discover dozens of cake varieties and work toward the Grand Confectioner advancement that tracks all 242 cakes, and operators can use the /cake_time command to spawn collections of the mod’s items. And the /all_cakes command to spawn a 13 by 19 grid of all the cakes. Updates In Progress!
Villages Alive Shepherd

VILLAGES ALIVE - A mod series that brings you helpful villagers to make your build easier. Finally Shaun the Sheep... I mean Shaun the Shearer is here! This adds a craftable, placeable Shepherd Block that clears a 31×31×20 area, levels it to grass, and automatically constructs a rustic 5×7 open‑air shepherd’s shelter ten blocks in front of you (always facing the player) complete with corner log supports, full roof, under‑awning fence detail with hanging copper lanterns, a flush stone‑brick walkway, two water troughs, the preserved exterior chest arrangement, and an oak‑fence perimeter with torches (the front‑center post is a birch fence gate for easy access), then spawns eight named, protected sheep: Fluffy, Daisy, Biscuit, Snowball, Pebbles, Toffee, Puff, and Mallow. Five seconds after construction an invulnerable humanoid NPC, Shaun the Shearer, appears holding shears to manage the flock: he patrols the property, finds sheep ready to be sheared, shears one and enforces the unchanged 60‑second cooldown between shearing while still wandering, and follows the same fixed exterior‑chest route (starting at the front‑right chest) to deposit wool — if the route chests are full Shaun stops shearing and waits for someone to come and empty the chests; players can interact with the sheep and chests and use the birch gate as the entrance. pair this with the Villages Alive Storage house to get automatic wool pickup when the chests are full.
Vanta Bomber

Vanta Bomber — a rideable, controllable futuristic stealth flying‑wing with a low‑profile Vanta‑black triangular body, neon blue edge accents and orange/red engine details, complete with dramatic rocket liftoff and continuous cruising engine sounds for an intense stealth bomber experience. Mount and hold forward to accelerate from rest to a top sustained speed of up to 30 blocks/sec in about 0.85 seconds; release forward to glide with a heavy, elytra‑like forward momentum that decelerates over roughly 2.5 seconds, use the attack control while piloting to drop primed TNT beneath the craft (each blast about 3× vanilla TNT power), and use the usual ascent/descent controls to climb or descend — speed state resets cleanly when you dismount.
Endless Village Expanse

This mod greatly expands vanilla villages across plains, desert, savanna, snowy, and taiga biomes—making them larger, denser, and more varied with furnished homes, shop- and restaurant-style profession buildings, parks, markets, and taller civic landmarks complete with proper workstations; blacksmiths are now reliably present inside expanded villages and standalone blacksmith structures are more common, containing high-value loot like diamond gear, diamond blocks, enchanted golden apples, and netherite-tier rewards. Village spacing has been reduced so villages generate closer together again in newly generated chunks, and blacksmith-style buildings have been injected into village house and street pools to increase their chance of appearing; use /locate structure endless-village-expanse-5rejxujz:blacksmith to find nearby standalone blacksmiths or explore newly generated chunks to discover upgraded villages. Existing villages in your world are not altered—only newly generated chunks will contain the expanded, blacksmith-rich villages.
PART THEM WATERS

Equip and hold the Tidebreaker Staff to part water into a divinely lit walkable corridor — 7 blocks wide, 4 blocks tall, reaching 2 blocks behind you and up to 10 blocks ahead — clearing each column down to the seabed (scanning up to 96 blocks) and leaving water to slowly close back in a trailing fade when you stop. The staff now reliably scans through air pockets and existing trenches and removes underwater plants like seagrass and kelp so the corridor fully opens to the seabed; walk forward to extend the path and unequip to have all tracked water safely restore. While held it radiates a bright cyan/deep-blue glow, pours out dense ethereal particles, plays a godly tide-parting sound with a cooldown, and grants slow-fall plus a gentle downward nudge to descend into the trench (slow-fall temporarily pauses when you jump).
Bullet Heaven Trials

Bullet Haven turns Minecraft into a frantic three‑round bullet‑hell trial: you automatically fire escalating bullet storms at waves of trial monsters for two 10‑minute survival rounds and then face The Bullet Tyrant in a final 10‑minute boss fight inside a temporary biome‑themed arena with a visible fail boundary, block breaking/placement disabled, 30‑second pauses between rounds, and a playable area that extends five blocks beyond the visible arena (stepping out starts a 10‑second return countdown). You begin each run with a Reflect Core and collect Damage, Haste, Multishot, Healing, Pickup, Speed and rare Wipe Cores plus an Aura pickup that auto‑applies into an attack slot (radius grows from 3 to 10 with pickups and shows a ground particle ring and HUD feedback); pickups are auto‑consumed with excess converted to persistent Bullet Shards, arena and boss loot convert to shards at the run‑owner rate, Damage stacks without cap while Reflect has diminishing returns, and you can equip up to four attack slots. Abyssal Fire is an equippable attack that stacks up to five times to create short‑lived soul‑fire patches that damage and slow trial enemies while restoring ground state on expiry; players in active trials are immune to fire damage and trial drops are fire‑immune so pickups and loot won’t be destroyed — and mobs can now reach every wall and corner of the arena to pressure you more directly while still being prevented from escaping or climbing out.
Hot Java Mods
See allGoat Stalker And Something Creatures
This mod plunges the Overworld into uncanny horror by spawning Goat Stalkers and Something apparitions near active players to stalk, hunt, and terrify — Goat Stalkers carry an unsettling portrait and can materialize, pause/slide/fade then chase, Somethings favor dark enclosed spaces, vanish if looked at or pursue if ignored and can spawn temporary minions that break soft blocks if mob griefing is enabled; natural horror events run at night every three minutes with rising audio cues and include Bed Peeker, rare torch-lined tunnel events, Door Peeker, and the Window Head & Hand sequence, and if killed by a Goat Stalker, Something, or Something minion you respawn in a newly generated mineshaft-style tunnel near your death site with five minutes of Blindness (creative players are no longer immune; spectators are ignored). The mod also adds the SQuArE rOOt Of 3 creature (a larger, door-fitting hostile with a spawn egg), the Bsoda system (every killable mod creature drops an Empty Bsoda Can you fill by right-clicking water to make a Filled Bsoda that never runs out — single-stack and not consumed — which fires a visible soda spray from your eye that applies sustained directional knockback for 10 seconds), and the RUN dimension: a Baldi-style schoolhouse generated when you stand near a Nether portal while holding a book and quill or written book containing the text square root of 3, where you must collect all seven notebooks while hunted by the Square Root of 3 to open three exits and return to the Overworld; RUN music and event forcing via /stalkermod or the typo-compatible /stalkemod work as expected. New in this update is the Yelling Creature: a rare Overworld spawn (or summonable with its spawn egg or the event_yelling_creature_event command) that freezes and plays a distinctive yell when you look at it, repeats the sound, compresses into a TV-like screen with its face, then breaks out and yells again before chasing you — it can break glass (including panes and tinted glass), crawl through tight spaces or windows to enter buildings, adopt a crawling posture to squeeze through low gaps, and will pursue and attempt to kill players inside.
Batter Up! "Cakes out of Anything!"
Batter Up! Turns cake baking into a full survival pastime: swap the egg in the vanilla cake recipe for almost any item or block to craft themed cakes that restore hunger and saturation, and often grant potion or status effects; cakes can be placed as full blocks, shown on six-slice displays, sliced with the Cake Knife, and exhibited on Display Stands. Explore naturally spawning starter tents, bakeries and cake shops to discover dozens of cake varieties and work toward the Grand Confectioner advancement that tracks all 242 cakes, and operators can use the /cake_time command to spawn collections of the mod’s items. And the /all_cakes command to spawn a 13 by 19 grid of all the cakes. Updates In Progress!
Furby

Adds 144 adorable, interactive 2D pixel‑art Furbies that naturally spawn across the Overworld and in revamped Furby Groves, with lit tree homes as their only housing and Furby Villagers appearing more frequently for variant distribution while using full vanilla villager AI and trading. Tame Furbies with crafted Furby Snacks and manage each one with a right‑click care menu (Follow, Wander, Play, Dance, Sing); enjoy dancing and singing animations while eating, teach phrases, receive gifts, craft Furby Fur armor, use a Furby teleport tool, and breed them with fruit (wild cooldown ~20 minutes, villager cooldown ~40 minutes, ~50% success, one baby per event) under a soft biome cap of roughly 35 Furbies.
The Backrooms Experience

🌌 THE BACKROOMS EXPERIENCE ├─ 🚪 How to enter the Backrooms │ ├─ While walking in the Overworld, a hidden noclip event can occur. │ ├─ Every time you enter the Overworld (or return from the Backrooms), │ │ a random distance between 20 and 100 blocks is selected. │ ├─ Once that distance has been traveled, reality begins to distort. │ └─ After a short cinematic fall, you are sent into the Backrooms. ├─ ⌨️ Commands │ ├─ /be items │ │ └─ Gives access to Backrooms-related items for testing. │ ├─ /be sounds │ │ └─ Used for sound testing and debugging. │ ├─ /backrooms ... │ │ └─ Reserved for administration, debugging and development tools. │ └─ Normal gameplay does not require commands. ├─ 🟨 Level 1 — The Lobby │ ├─ Endless yellow rooms and corridors. │ ├─ Search for supplies and useful items. │ ├─ Explore carefully and avoid getting lost. │ └─ Find the route leading to the next level. ├─ 🏭 Level 2 — Industrial Facility │ ├─ A large industrial maintenance complex. │ ├─ Complete the objective required to restore power. │ ├─ Activate the freight elevator. │ └─ Use the elevator to access the next level. ├─ 🏊 Level 3 — Pool Maze │ ├─ A 40x40 Poolrooms-inspired maze. │ ├─ Filled with water, colored clues and interconnected paths. │ ├─ Explore the maze and locate the exit slide door. │ ├─ Find the hidden color sequence. │ ├─ Interact with the terminal. │ ├─ Enter the colors in the correct order. │ └─ Unlock the exit and leave the level. ├─ 👾 Entities │ ├─ Some levels contain hostile entities. │ ├─ Stay alert and manage your resources carefully. │ └─ Not every sound means danger... but many do. ├─ 🚧 Current State │ ├─ This version currently contains 3 playable levels. │ ├─ Additional levels, entities, puzzles and mechanics are planned. │ └─ Expect future updates and expansions. └─ 💡 Suggestions └─ Feel free to suggest existing Backrooms levels from the lore or completely original level ideas in the comments! Made by KLOW with CreativeMode ❤️
Endless Village Expanse

This mod greatly expands vanilla villages across plains, desert, savanna, snowy, and taiga biomes—making them larger, denser, and more varied with furnished homes, shop- and restaurant-style profession buildings, parks, markets, and taller civic landmarks complete with proper workstations; blacksmiths are now reliably present inside expanded villages and standalone blacksmith structures are more common, containing high-value loot like diamond gear, diamond blocks, enchanted golden apples, and netherite-tier rewards. Village spacing has been reduced so villages generate closer together again in newly generated chunks, and blacksmith-style buildings have been injected into village house and street pools to increase their chance of appearing; use /locate structure endless-village-expanse-5rejxujz:blacksmith to find nearby standalone blacksmiths or explore newly generated chunks to discover upgraded villages. Existing villages in your world are not altered—only newly generated chunks will contain the expanded, blacksmith-rich villages.
Infinity Stone Gauntlet
The Infinity Stone Gauntlet lets you channel seven stones — Space (teleportation and anchors), Soul (soul‑harvesting and Soulworld banishment), Reality (large‑area edits plus a Projectile Bubble Field that converts hostile projectiles into harmless bubbles), Power (destructive modes including the updated Blue Hellfire), Time (tick/world control), Mind (mass control), and the Power of All Stones (Omniscience Scan, Universal Shield Burst, and a Creator spawn‑egg inventory); Temporal Air‑Crush Launch and the Absolute Infinity Command are no longer present. Use sneak + right‑click to cycle stones (current stone appears in the tooltip and action bar), press the comma key to open stone‑specific sub‑options and use the mouse wheel to adjust values, hold right‑click to charge certain powers, melee strikes deal 10 damage, and hold Shift while hovering the gauntlet in your inventory for an expanded controls overview. The Power Stone’s Blue Hellfire, when selected from its sub‑options, now visibly ignites about 80% of eligible solid block tops within a 40×20×40 radius using real fire (like flint‑and‑steel) without replacing blocks, and the wearer gains short, continuously refreshed Fire Resistance while standing in or on either that soul fire or normal fire; the Shadowfire black‑concrete replacement will now only replace existing non‑air blocks so air spaces remain untouched.
Tractor Beam Door
This mod adds a Tractor Beam Door block and a bindable Tractor Beam Remote you can craft or find in loot; sneak + right-click a door with the remote to bind it, right-click the door to cycle modes, or open the remote GUI to choose Off, Upward Lift, or Downward Glide. The remote GUI has been redesigned into a centered, tidy panel with clearly separated mode and speed areas, aligned buttons and fields, clean labels and hint text, and distinct up/down speed fields (each clamped between 0.25x and 2.0x); both speeds are saved on the door and the remote remembers the last-entered values (old single-speed values are used as a fallback). Upward Lift smoothly pulls players and mobs upward while preserving horizontal motion, braking gently and resetting fall damage, and Downward Glide makes doors passable and lets entities glide down safely with short landing immunity and a gentler descent; the beam appears as a luminous 3D holographic cylinder with animated rings and cyan/white (Up) or blue/violet (Down) sparks, and the mod includes refined door textures plus full English and German localization.
Core City Pathway
Core City Pathway transforms Agentic into a city-and-tower exploration-adventure: follow visible cyan/white spark-trails emitted by Pathway Towers and Pathway Directors to discover Advanced Cities (these cities keep their original size but are now much rarer, on the order of woodland-mansion rarity), and grab a one-time starter book called the Pathway Sketch with guided objectives. Clear segmented reactor arenas and use the F.E.A.T. Firewall Encoder And Tether to hack or tether roaming Drones, City Chieftains, and City Bots as you push toward THE CORE — a cinematic, multi-stage boss you trigger by feeding ignited TNT (and an ender pearl when allowed). Combat and loot have been rebalanced around a Core Anger economy (city chests favor copper/iron/redstone with rarer rewards); Breached BOTs are tougher and do not burn in sunlight, and Breached drones are now persistent breached enemies that attack all non-allied living mobs while avoiding allied bots and Breached BOTs (they also won’t turn on Breached BOTs even during Evoker encounters). A dedicated Core City creative tab holds new items, blocks, spawn eggs, music and upgrades; the Core Head must be equipped manually; anvil enchantment rules now block invalid Severance combinations at output; and the Severance Rod/Overload has been redesigned as a melee-only timed left-click combo with visible timing prompts, scaling damage, and a failure cooldown.
Black Sun Red Moon
BLACK SUN, RED MOON turns your world into cosmic horror from the moment you spawn: the sun becomes an inky black disc and the moon glows blood‑red, villages rot into corpse‑villager husks, and every player is marked by a Red Omen tree whose touch brings nausea and visions as floating Sun and Moon creatures hunt you. Defeat those cube‑like foes to collect Sunnite and Lunite, craft placeable blocks and assemble hollow 2x3 portal frames to reach hostile floating realms—or mix both materials to open a space portal and face the circular Sunnite/Lunite arena where the Black Sun and Red Moon and their minions await; portals create return links so scavenging, barricading and facing ever‑larger foes drive your progression. This release is version 12.0.0 and contains no gameplay changes from previous versions; if you encounter a startup crash on Windows during Fabric’s jar remapping step, try clearing the quick‑play remappedJars cache, closing leftover Java/launcher processes, and checking antivirus or Controlled Folder Access exclusions before relaunching.
Nightpeeker

Nightpeek Stalker fills your world with tense, cinematic horror by adding several Nightpeek variants that peek from behind logs and walls to trigger loud jumpscares, screen darkening, nausea, slowness, particles and action‑bar horror messages before vanishing or burning in daylight. The forest‑bound Mimic (replacing the old Abomination) still spawns roughly 17 blocks away, copies your visible name and an unsettling skin, applies Blindness and begins chasing when you come within 12 blocks while leaving a longer, denser trail of green particle arrows toward a safety endpoint; Mimics are much rarer in the wild (about a 1 in 50 chance) though a Creative spawn egg is kept for testing. Freeze Watchers now spawn only in exact pairs at day, night or underground, remain inactive until you move within 6 blocks and stand perfectly still while you look at them, but when you look away they move far faster with increased health, damage and follow range and close in with denser soul particles, whisper sounds, darker and louder wake‑up feedback, stronger nausea/darkness effects and a larger, more terrifying close‑range scare; dying to a Nightpeek stare, Mimic, or Nightpeek hunt shows a full‑screen jumpscare overlay with a loud screech, and you can craft a single‑use Nightpeek Magic Stick (stack 1) that instantly kills a Nightpeek variant when right‑clicked.
Simple Tech
Este mod adiciona três máquinas automáticas — Wood Farm, Stone Generator e Growth Pot — que geram recursos e fazem crescer árvores e cultivos dentro do bloco, consumindo energia do Gerador a Carvão (clique direito com carvão para abastecer); as máquinas mostram barras de energia e progresso na GUI, se conectam por Cabos de Energia finos e Cabos de Itens, aceitam upgrades (segure Shift e clique direito com o upgrade) e pausam automaticamente quando a saída ou um inventário conectado está cheio. Inclui também a Bateria de Energia (capacidade 1.000.000) que carrega as peças da armadura Technology na sua GUI — cada peça armazena 1.000.000, brilha quando cheia e exibe o valor no tooltip; ao equipar o conjunto completo você ganha Velocidade, Haste e Visão Noturna, a Technology Compass mostra na action bar as coordenadas do Technology Ore mais próximo dentro de 96 blocos, e a progressão adiciona o bioma Technological Mountains com Technology Ore, nuggets, ingots e Upgraded Netherite Ingot para melhorar equipamentos. O Magic Technology Staff funciona como espada, picareta, machado, pá e enxada (indestrutível e encantável): clique esquerdo para atacar ou quebrar blocos e clique direito para executar interações de ferramenta (por exemplo, transformar grama em caminho e apagar campfires com a pá, arar terra e converter coarse/rooted dirt com a enxada, descascar troncos com o machado); as ferramentas Technology também realizam essas interações, e o modelo 3D do cajado foi refeito para ser uma peça contínua e conectada quando segurado, dropado ou exibido fora do inventário, mantendo o ícone 2D original no inventário e no crafting. Versão do mod: 33.0.0.
Astral Control Helm
This mod adds an item that allows the user to become a god. this mod adds several commands, guis, and a new pocket dimension feature. once worn press m (or a bindable button) to activate the helm, once activated a clone will be set in your place this clone is the only way the user can take damage. commands include icu, timestop, world edit, pocket dimension, /lol, an many more. all features implemented can be found in a user manual book or button in users inventory. have fun trolling your friends (note i added an infinite ore for helm users when they trap players in pocket dimensions)

















