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Description:
create a minecraft item that has the following description: Mod Name: Collector of Souls Description of the mechanic: Create a gameplay system where the player automatically absorbs the souls of any creature that dies near them (hostile or passive mobs). Souls are a new invisible resource tracked for each player. Soul Collection Rules: When any nearby creature dies within a short radius (5 to 10 blocks), the player absorbs 1 soul. Souls float briefly as a small glowing particle effect before automatically being absorbed. Progression System: Souls give permanent stat bonuses. Each soul milestone grants a new boost: 10 souls: Small health boost 100 souls: Small strength boost 500 souls: Small defense boost 1,000 souls: Medium health boost 5,000 souls: Medium strength boost 10,000 souls: Medium defense boost 20,000 souls: Large health boost 50,000 souls: Large strength boost 200,000 souls: Large defense boost 1,000,000 souls: Massive all‑stats buff Stat types: Extra hearts (max health) Increased attack damage Increased damage resistance Death penalty: When the player dies, they permanently lose 75% of their soul total. Visual & UI elements: Add a simple soul counter in the HUD (top left or above XP bar). Add dark-purple or ghostly particle effects when collecting a soul. When reaching a milestone, show a short message such as: “Soul Power Increased!” General style: A dark‑fantasy theme, similar to XP mechanics in Minecraft but with more progression and risk. Edit v2: Completely remove the “soul_absorb” sound. Do not register it, do not play it, and remove all references from the code and assets. This sound causes a crash because it is registered dynamically after registries are frozen. Fix the soul counter HUD. The soul counter at the top of the screen must update correctly. It should no longer stay stuck at zero. Ensure proper synchronization between the server-side soul value and the HUD display. Implement a new, balanced, and fun progression system for soul bonuses. Use exactly the milestone progression described below. The goal is to make progression rewarding without making the player overpowered too quickly. Beginner milestones (fast early progression) 10 souls: +0.5 heart 25 souls: +1% attack speed 50 souls: +1 heart 100 souls: +2% movement speed Intermediate milestones 250 souls: +1 armor 500 souls: +1 heart 1,000 souls: +2% attack damage 2,500 souls: +1 armor Advanced milestones 5,000 souls: +1 heart 10,000 souls: +3% damage resistance 25,000 souls: +2 hearts 50,000 souls: +5% attack damage Late‑game, long‑term milestones 100,000 souls: +3 hearts 250,000 souls: +5 armor 500,000 souls: +5% total speed 1,000,000 souls: +5 hearts, +10% attack damage, +5 armor All bonuses must be cumulative and persistent. Players must keep their bonuses after relogging. Make sure bonuses cannot duplicate or stack incorrectly. Edit v3: 1. Fix the crash: remove the dynamic sound registration The mod must completely remove the sound event "soul_absorb". The crash happens because the mod tries to register this sound during gameplay, inside an entity death handler: IllegalStateException: Registry is already frozen (trying to add key ResourceKey[minecraft:sound_event / collector-of-souls-hc6mpv5u:soul_absorb]) Action required: Delete every line of code that registers "soul_absorb" after startup. Do NOT register sounds dynamically inside events (e.g., onEntityDeath). If a sound is needed later, it must be statically registered during mod initialization. If the sound is not needed, remove it entirely. 2. Fix the soul counter HUD The soul counter displayed at the top of the screen must work correctly. Current issue: The soul count shown to the player always stays at 0, even when souls are gained. Fix requirements: Ensure the HUD refreshes every tick or on soul-update events. Make the HUD value synchronized with the actual server-side soul count. Remove any client-side caching that prevents updates. Ensure the HUD updates even when souls are gained from entity deaths. 3. Implement a fully rebalanced and more fun milestone progression Replace the current milestone system with the following exact progression. These bonuses must be cumulative, persistent, and correctly saved/loaded. Beginner milestones (fast progression) 10 souls: +0.5 heart 25 souls: +1% attack speed 50 souls: +1 heart 100 souls: +2% movement speed Intermediate milestones 250 souls: +1 armor 500 souls: +1 heart 1,000 souls: +2% attack damage 2,500 souls: +1 armor Advanced milestones 5,000 souls: +1 heart 10,000 souls: +3% damage resistance 25,000 souls: +2 hearts 50,000 souls: +5% attack damage Late‑game milestones 100,000 souls: +3 hearts 250,000 souls: +5 armor 500,000 souls: +5% total speed 1,000,000 souls: +5 hearts +10% attack damage +5 armor 4. Persistence and stacking rules Implement these rules: Bonuses must persist through relogging and game restarts. Bonuses must not duplicate when re‑entering the world. Milestones must unlock only once per soul threshold. Soul data must be synchronized 100% reliably between client and server. 5. Clean and robust implementation Remove all unused or obsolete sound/event code. Ensure no dynamic registry operations happen after initialization. Log an error message if any code tries to modify registries during gameplay. Edit v4: The mod includes a progression system based on soul milestones. Each milestone triggers exactly once when reached and grants a permanent cumulative bonus. The bonuses follow these exact thresholds: at 10 souls, +0.5 heart; at 25 souls, +1 percent attack speed; at 50 souls, +1 heart; at 100 souls, +2 percent movement speed; at 250 souls, +1 armor; at 500 souls, +1 heart; at 1000 souls, +2 percent attack damage; at 2500 souls, +1 armor; at 5000 souls, +1 heart; at 10000 souls, +3 percent damage resistance; at 25000 souls, +2 hearts; at 50000 souls, +5 percent attack damage; at 100000 souls, +3 hearts; at 250000 souls, +5 armor; at 500000 souls, +5 percent total speed; and at 1000000 souls, +5 hearts, +10 percent attack damage, and +5 armor. These bonuses must stack logically, persist permanently, and never apply twice or remove themselves unexpectedly. Use clean, modular class structure separating data storage, event handling, milestone logic, HUD rendering, and packet communication. The server must always be the authority on soul values; the client is display‑only. Use only safe, modern APIs, avoid deprecated methods, and avoid mixins unless absolutely required. Edit v5: Fix the crash caused by the packet registration error. The mod must ensure that the soul_sync packet is registered only once and never re‑registered on the client or during runtime. Remove any duplicate PayloadTypeRegistry registration calls and keep packet registration strictly inside the mod initialization phase. Edit v6: The Collector of Souls is a passive progression item as you defeat hostile mobs, with every kill granting you a soul that contributes toward powerful permanent bonuses. Every 100 souls collected unlocks a milestone that grants you increased health, strength, resistance, speed, luck, experience levels, and valuable resources like diamonds, netherite, and even bedrock. Right-click the item at any time to check your current soul count and milestone progress, or simply watch the real-time HUD display in the top-left corner of your screen that shows your souls and progress toward the next milestone. Be careful though—dying will cost you 75% of your current souls, but all previously earned bonuses remain permanent even after death. Edit v7: Every 100 souls collected from hostile mobs only grants one random permanent bonus. All bonuses awarded are displayed directly on the item. Edit v8: Each 100 souls collected from hostile mobs grants one random permanent bonus chosen from: +0.5 to +1 heart, +1–2% strength, +1–2% resistance, +1–2% speed, +1–4% luck, 15–30 Minecraft experience levels, 5–20 diamonds, 1–2 netherite ingots, or 1 bedrock block. All awarded bonuses are displayed on the item. Edit v9: Each 66 souls collected ,not 100 souls, from hostile mobs grants one random permanent bonus from the defined bonus . Edit v10: Hostile mobs now grant different soul amounts when killed. Endermen give 5 souls, Ravagers give 50, the Ender Dragon gives 5000, the Wither gives 1000, Elder Guardians give 200, and Wardens give 300. All other hostile mobs, including Slimes, give 1 soul. Edit v11: Add special reward tiers at 100 souls, 1,000 souls, 10,000 souls, 50,000 souls, and 100,000 souls. These special tiers should grant rewards that are 5 times stronger than the normal rewards given every 66 souls. Do not display the exact bonuses anywhere. Only show, when hovering over the item, how many special tiers have been unlocked (out of 5). The system should track and update this count automatically. Edit v18: Add a power aura system based on the player’s total number of souls. When the player reaches each soul milestone, they unlock a corresponding particle trail behind them (never in front), with a dense and clearly visible effect: • 100 souls → white particle trail • 1,000 souls → yellow particle trail • 10,000 souls → blue particle trail • 50,000 souls → red particle trail • 100,000 souls → black particle trail Each time the player unlocks one of these milestones, in addition to gaining the new aura, play an epic and dark sound effect to emphasize the achievement. The aura should always appear behind the player and follow them smoothly. Edit v19: Every 66 souls collected from hostile mobs, the player receives one random bonus chosen from the following pool: +0.5 to +1 heart, +1–2% strength, +1–2% resistance, +1–2% speed, +1–4% luck, 15–30 experience levels, 5–20 diamonds, 1–2 netherite ingots, or 1 bedrock block. All bonuses awarded are displayed on the item. At each special milestone (100, 1,000, 10,000, 50,000, and 100,000 souls), the player receives one random bonus from the same list, but multiplied by 5, meaning: +2.5 to +5 hearts +5–10% strength +5–10% resistance +5–10% speed +5–20% luck 75–150 experience levels 25–100 diamonds 5–10 netherite ingots 5 bedrock blocks All multiplied bonuses are also displayed on the item. Edit v20: Be careful, it’s impossible to respawn because of the mod. The bonuses are permanent and cannot be lost by dying. However, as soon as the player dies, don’t apply them anymore; wait for the player to respawn for the bonuses to be applied to them again. Edit v24: The bonuses granted from collected souls must be truly permanent and must never be removed, reset, or cleared on player death. Do not reset the item either; its stored bonuses and special‑tier counts must remain untouched. When the player dies, only reduce the current soul count by 75%. Do not modify or remove any of the permanent bonuses (hearts, strength, resistance, speed, luck, experience, diamonds, netherite ingots, or bedrock). Health regeneration effects must never trigger automatically at death. Do not restore health, do not reapply hearts during the death state, and do not interfere with the respawn screen. Edit v25: Make the sound effect for all special soul milestones (100, 1,000, 10,000, 50,000, and 100,000 souls) much louder and more powerful than before, so it feels truly epic and intense. In addition, add a small, subtle sound effect that plays every time the player reaches a regular 66‑soul milestone. This small sound must be short, soft, and clearly less dramatic than the special milestone sounds. Do not modify anything else in the mod.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Collector Of Souls" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "Collector Of Souls" for Minecraft Java 1.20.1. The original mod will remain unchanged.
10
Nov 25, 2025, 09:41 PM
User request: Mod Name: Collector of Souls Description of the mechanic: Create a gameplay system where the player automatically absorbs the souls of any creature that dies near them (hostile or passive mobs). Souls are a new invisible resource tracked for each player. Soul Collection Rules: When any nearby creature dies within a short radius (5 to 10 blocks), the player absorbs 1 soul. Souls float briefly as a small glowing particle effect before automatically being absorbed. Progression System: Souls give permanent stat bonuses. Each soul milestone grants a new boost: 10 souls: Small health boost 100 souls: Small strength boost 500 souls: Small defense boost 1,000 souls: Medium health boost 5,000 souls: Medium strength boost 10,000 souls: Medium defense boost 20,000 souls: Large health boost 50,000 souls: Large strength boost 200,000 souls: Large defense boost 1,000,000 souls: Massive all‑stats buff Stat types: Extra hearts (max health) Increased attack damage Increased damage resistance Death penalty: When the player dies, they permanently lose 75% of their soul total. Visual & UI elements: Add a simple soul counter in the HUD (top left or above XP bar). Add dark-purple or ghostly particle effects when collecting a soul. When reaching a milestone, show a short message such as: “Soul Power Increased!” General style: A dark‑fantasy theme, similar to XP mechanics in Minecraft but with more progression and risk. Edit v2: Completely remove the “soul_absorb” sound. Do not register it, do not play it, and remove all references from the code and assets. This sound causes a crash because it is registered dynamically after registries are frozen. Fix the soul counter HUD. The soul counter at the top of the screen must update correctly. It should no longer stay stuck at zero. Ensure proper synchronization between the server-side soul value and the HUD display. Implement a new, balanced, and fun progression system for soul bonuses. Use exactly the milestone progression described below. The goal is to make progression rewarding without making the player overpowered too quickly. Beginner milestones (fast early progression) 10 souls: +0.5 heart 25 souls: +1% attack speed 50 souls: +1 heart 100 souls: +2% movement speed Intermediate milestones 250 souls: +1 armor 500 souls: +1 heart 1,000 souls: +2% attack damage 2,500 souls: +1 armor Advanced milestones 5,000 souls: +1 heart 10,000 souls: +3% damage resistance 25,000 souls: +2 hearts 50,000 souls: +5% attack damage Late‑game, long‑term milestones 100,000 souls: +3 hearts 250,000 souls: +5 armor 500,000 souls: +5% total speed 1,000,000 souls: +5 hearts, +10% attack damage, +5 armor All bonuses must be cumulative and persistent. Players must keep their bonuses after relogging. Make sure bonuses cannot duplicate or stack incorrectly. Edit v3: 1. Fix the crash: remove the dynamic sound registration The mod must completely remove the sound event "soul_absorb". The crash happens because the mod tries to register this sound during gameplay, inside an entity death handler: IllegalStateException: Registry is already frozen (trying to add key ResourceKey[minecraft:sound_event / collector-of-souls-hc6mpv5u:soul_absorb]) Action required: Delete every line of code that registers "soul_absorb" after startup. Do NOT register sounds dynamically inside events (e.g., onEntityDeath). If a sound is needed later, it must be statically registered during mod initialization. If the sound is not needed, remove it entirely. 2. Fix the soul counter HUD The soul counter displayed at the top of the screen must work correctly. Current issue: The soul count shown to the player always stays at 0, even when souls are gained. Fix requirements: Ensure the HUD refreshes every tick or on soul-update events. Make the HUD value synchronized with the actual server-side soul count. Remove any client-side caching that prevents updates. Ensure the HUD updates even when souls are gained from entity deaths. 3. Implement a fully rebalanced and more fun milestone progression Replace the current milestone system with the following exact progression. These bonuses must be cumulative, persistent, and correctly saved/loaded. Beginner milestones (fast progression) 10 souls: +0.5 heart 25 souls: +1% attack speed 50 souls: +1 heart 100 souls: +2% movement speed Intermediate milestones 250 souls: +1 armor 500 souls: +1 heart 1,000 souls: +2% attack damage 2,500 souls: +1 armor Advanced milestones 5,000 souls: +1 heart 10,000 souls: +3% damage resistance 25,000 souls: +2 hearts 50,000 souls: +5% attack damage Late‑game milestones 100,000 souls: +3 hearts 250,000 souls: +5 armor 500,000 souls: +5% total speed 1,000,000 souls: +5 hearts +10% attack damage +5 armor 4. Persistence and stacking rules Implement these rules: Bonuses must persist through relogging and game restarts. Bonuses must not duplicate when re‑entering the world. Milestones must unlock only once per soul threshold. Soul data must be synchronized 100% reliably between client and server. 5. Clean and robust implementation Remove all unused or obsolete sound/event code. Ensure no dynamic registry operations happen after initialization. Log an error message if any code tries to modify registries during gameplay. Edit v4: The mod includes a progression system based on soul milestones. Each milestone triggers exactly once when reached and grants a permanent cumulative bonus. The bonuses follow these exact thresholds: at 10 souls, +0.5 heart; at 25 souls, +1 percent attack speed; at 50 souls, +1 heart; at 100 souls, +2 percent movement speed; at 250 souls, +1 armor; at 500 souls, +1 heart; at 1000 souls, +2 percent attack damage; at 2500 souls, +1 armor; at 5000 souls, +1 heart; at 10000 souls, +3 percent damage resistance; at 25000 souls, +2 hearts; at 50000 souls, +5 percent attack damage; at 100000 souls, +3 hearts; at 250000 souls, +5 armor; at 500000 souls, +5 percent total speed; and at 1000000 souls, +5 hearts, +10 percent attack damage, and +5 armor. These bonuses must stack logically, persist permanently, and never apply twice or remove themselves unexpectedly. Use clean, modular class structure separating data storage, event handling, milestone logic, HUD rendering, and packet communication. The server must always be the authority on soul values; the client is display‑only. Use only safe, modern APIs, avoid deprecated methods, and avoid mixins unless absolutely required. Edit v5: Fix the crash caused by the packet registration error. The mod must ensure that the soul_sync packet is registered only once and never re‑registered on the client or during runtime. Remove any duplicate PayloadTypeRegistry registration calls and keep packet registration strictly inside the mod initialization phase. Edit v6: The Collector of Souls is a passive progression item as you defeat hostile mobs, with every kill granting you a soul that contributes toward powerful permanent bonuses. Every 100 souls collected unlocks a milestone that grants you increased health, strength, resistance, speed, luck, experience levels, and valuable resources like diamonds, netherite, and even bedrock. Right-click the item at any time to check your current soul count and milestone progress, or simply watch the real-time HUD display in the top-left corner of your screen that shows your souls and progress toward the next milestone. Be careful though—dying will cost you 75% of your current souls, but all previously earned bonuses remain permanent even after death. Edit v7: Every 100 souls collected from hostile mobs only grants one random permanent bonus. All bonuses awarded are displayed directly on the item. Edit v8: Each 100 souls collected from hostile mobs grants one random permanent bonus chosen from: +0.5 to +1 heart, +1–2% strength, +1–2% resistance, +1–2% speed, +1–4% luck, 15–30 Minecraft experience levels, 5–20 diamonds, 1–2 netherite ingots, or 1 bedrock block. All awarded bonuses are displayed on the item. Edit v9: Each 66 souls collected ,not 100 souls, from hostile mobs grants one random permanent bonus from the defined bonus . Edit v10: Hostile mobs now grant different soul amounts when killed. Endermen give 5 souls, Ravagers give 50, the Ender Dragon gives 5000, the Wither gives 1000, Elder Guardians give 200, and Wardens give 300. All other hostile mobs, including Slimes, give 1 soul. Edit v11: Add special reward tiers at 100 souls, 1,000 souls, 10,000 souls, 50,000 souls, and 100,000 souls. These special tiers should grant rewards that are 5 times stronger than the normal rewards given every 66 souls. Do not display the exact bonuses anywhere. Only show, when hovering over the item, how many special tiers have been unlocked (out of 5). The system should track and update this count automatically. Edit v18: Add a power aura system based on the player’s total number of souls. When the player reaches each soul milestone, they unlock a corresponding particle trail behind them (never in front), with a dense and clearly visible effect: • 100 souls → white particle trail • 1,000 souls → yellow particle trail • 10,000 souls → blue particle trail • 50,000 souls → red particle trail • 100,000 souls → black particle trail Each time the player unlocks one of these milestones, in addition to gaining the new aura, play an epic and dark sound effect to emphasize the achievement. The aura should always appear behind the player and follow them smoothly. Edit v19: Every 66 souls collected from hostile mobs, the player receives one random bonus chosen from the following pool: +0.5 to +1 heart, +1–2% strength, +1–2% resistance, +1–2% speed, +1–4% luck, 15–30 experience levels, 5–20 diamonds, 1–2 netherite ingots, or 1 bedrock block. All bonuses awarded are displayed on the item. At each special milestone (100, 1,000, 10,000, 50,000, and 100,000 souls), the player receives one random bonus from the same list, but multiplied by 5, meaning: +2.5 to +5 hearts +5–10% strength +5–10% resistance +5–10% speed +5–20% luck 75–150 experience levels 25–100 diamonds 5–10 netherite ingots 5 bedrock blocks All multiplied bonuses are also displayed on the item. Edit v20: Be careful, it’s impossible to respawn because of the mod. The bonuses are permanent and cannot be lost by dying. However, as soon as the player dies, don’t apply them anymore; wait for the player to respawn for the bonuses to be applied to them again. Edit v24: The bonuses granted from collected souls must be truly permanent and must never be removed, reset, or cleared on player death. Do not reset the item either; its stored bonuses and special‑tier counts must remain untouched. When the player dies, only reduce the current soul count by 75%. Do not modify or remove any of the permanent bonuses (hearts, strength, resistance, speed, luck, experience, diamonds, netherite ingots, or bedrock). Health regeneration effects must never trigger automatically at death. Do not restore health, do not reapply hearts during the death state, and do not interfere with the respawn screen. Edit v25: Make the sound effect for all special soul milestones (100, 1,000, 10,000, 50,000, and 100,000 souls) much louder and more powerful than before, so it feels truly epic and intense. In addition, add a small, subtle sound effect that plays every time the player reaches a regular 66‑soul milestone. This small sound must be short, soft, and clearly less dramatic than the special milestone sounds. Do not modify anything else in the mod.
1
Nov 25, 2025, 09:24 PM
User request: Mod Name: Collector of Souls Description of the mechanic: Create a gameplay system where the player automatically absorbs the souls of any creature that dies near them (hostile or passive mobs). Souls are a new invisible resource tracked for each player. Soul Collection Rules: When any nearby creature dies within a short radius (5 to 10 blocks), the player absorbs 1 soul. Souls float briefly as a small glowing particle effect before automatically being absorbed. Progression System: Souls give permanent stat bonuses. Each soul milestone grants a new boost: 10 souls: Small health boost 100 souls: Small strength boost 500 souls: Small defense boost 1,000 souls: Medium health boost 5,000 souls: Medium strength boost 10,000 souls: Medium defense boost 20,000 souls: Large health boost 50,000 souls: Large strength boost 200,000 souls: Large defense boost 1,000,000 souls: Massive all‑stats buff Stat types: Extra hearts (max health) Increased attack damage Increased damage resistance Death penalty: When the player dies, they permanently lose 75% of their soul total. Visual & UI elements: Add a simple soul counter in the HUD (top left or above XP bar). Add dark-purple or ghostly particle effects when collecting a soul. When reaching a milestone, show a short message such as: “Soul Power Increased!” General style: A dark‑fantasy theme, similar to XP mechanics in Minecraft but with more progression and risk. Edit v2: Completely remove the “soul_absorb” sound. Do not register it, do not play it, and remove all references from the code and assets. This sound causes a crash because it is registered dynamically after registries are frozen. Fix the soul counter HUD. The soul counter at the top of the screen must update correctly. It should no longer stay stuck at zero. Ensure proper synchronization between the server-side soul value and the HUD display. Implement a new, balanced, and fun progression system for soul bonuses. Use exactly the milestone progression described below. The goal is to make progression rewarding without making the player overpowered too quickly. Beginner milestones (fast early progression) 10 souls: +0.5 heart 25 souls: +1% attack speed 50 souls: +1 heart 100 souls: +2% movement speed Intermediate milestones 250 souls: +1 armor 500 souls: +1 heart 1,000 souls: +2% attack damage 2,500 souls: +1 armor Advanced milestones 5,000 souls: +1 heart 10,000 souls: +3% damage resistance 25,000 souls: +2 hearts 50,000 souls: +5% attack damage Late‑game, long‑term milestones 100,000 souls: +3 hearts 250,000 souls: +5 armor 500,000 souls: +5% total speed 1,000,000 souls: +5 hearts, +10% attack damage, +5 armor All bonuses must be cumulative and persistent. Players must keep their bonuses after relogging. Make sure bonuses cannot duplicate or stack incorrectly. Edit v3: 1. Fix the crash: remove the dynamic sound registration The mod must completely remove the sound event "soul_absorb". The crash happens because the mod tries to register this sound during gameplay, inside an entity death handler: IllegalStateException: Registry is already frozen (trying to add key ResourceKey[minecraft:sound_event / collector-of-souls-hc6mpv5u:soul_absorb]) Action required: Delete every line of code that registers "soul_absorb" after startup. Do NOT register sounds dynamically inside events (e.g., onEntityDeath). If a sound is needed later, it must be statically registered during mod initialization. If the sound is not needed, remove it entirely. 2. Fix the soul counter HUD The soul counter displayed at the top of the screen must work correctly. Current issue: The soul count shown to the player always stays at 0, even when souls are gained. Fix requirements: Ensure the HUD refreshes every tick or on soul-update events. Make the HUD value synchronized with the actual server-side soul count. Remove any client-side caching that prevents updates. Ensure the HUD updates even when souls are gained from entity deaths. 3. Implement a fully rebalanced and more fun milestone progression Replace the current milestone system with the following exact progression. These bonuses must be cumulative, persistent, and correctly saved/loaded. Beginner milestones (fast progression) 10 souls: +0.5 heart 25 souls: +1% attack speed 50 souls: +1 heart 100 souls: +2% movement speed Intermediate milestones 250 souls: +1 armor 500 souls: +1 heart 1,000 souls: +2% attack damage 2,500 souls: +1 armor Advanced milestones 5,000 souls: +1 heart 10,000 souls: +3% damage resistance 25,000 souls: +2 hearts 50,000 souls: +5% attack damage Late‑game milestones 100,000 souls: +3 hearts 250,000 souls: +5 armor 500,000 souls: +5% total speed 1,000,000 souls: +5 hearts +10% attack damage +5 armor 4. Persistence and stacking rules Implement these rules: Bonuses must persist through relogging and game restarts. Bonuses must not duplicate when re‑entering the world. Milestones must unlock only once per soul threshold. Soul data must be synchronized 100% reliably between client and server. 5. Clean and robust implementation Remove all unused or obsolete sound/event code. Ensure no dynamic registry operations happen after initialization. Log an error message if any code tries to modify registries during gameplay. Edit v4: The mod includes a progression system based on soul milestones. Each milestone triggers exactly once when reached and grants a permanent cumulative bonus. The bonuses follow these exact thresholds: at 10 souls, +0.5 heart; at 25 souls, +1 percent attack speed; at 50 souls, +1 heart; at 100 souls, +2 percent movement speed; at 250 souls, +1 armor; at 500 souls, +1 heart; at 1000 souls, +2 percent attack damage; at 2500 souls, +1 armor; at 5000 souls, +1 heart; at 10000 souls, +3 percent damage resistance; at 25000 souls, +2 hearts; at 50000 souls, +5 percent attack damage; at 100000 souls, +3 hearts; at 250000 souls, +5 armor; at 500000 souls, +5 percent total speed; and at 1000000 souls, +5 hearts, +10 percent attack damage, and +5 armor. These bonuses must stack logically, persist permanently, and never apply twice or remove themselves unexpectedly. Use clean, modular class structure separating data storage, event handling, milestone logic, HUD rendering, and packet communication. The server must always be the authority on soul values; the client is display‑only. Use only safe, modern APIs, avoid deprecated methods, and avoid mixins unless absolutely required. Edit v5: Fix the crash caused by the packet registration error. The mod must ensure that the soul_sync packet is registered only once and never re‑registered on the client or during runtime. Remove any duplicate PayloadTypeRegistry registration calls and keep packet registration strictly inside the mod initialization phase. Edit v6: The Collector of Souls is a passive progression item as you defeat hostile mobs, with every kill granting you a soul that contributes toward powerful permanent bonuses. Every 100 souls collected unlocks a milestone that grants you increased health, strength, resistance, speed, luck, experience levels, and valuable resources like diamonds, netherite, and even bedrock. Right-click the item at any time to check your current soul count and milestone progress, or simply watch the real-time HUD display in the top-left corner of your screen that shows your souls and progress toward the next milestone. Be careful though—dying will cost you 75% of your current souls, but all previously earned bonuses remain permanent even after death. Edit v7: Every 100 souls collected from hostile mobs only grants one random permanent bonus. All bonuses awarded are displayed directly on the item. Edit v8: Each 100 souls collected from hostile mobs grants one random permanent bonus chosen from: +0.5 to +1 heart, +1–2% strength, +1–2% resistance, +1–2% speed, +1–4% luck, 15–30 Minecraft experience levels, 5–20 diamonds, 1–2 netherite ingots, or 1 bedrock block. All awarded bonuses are displayed on the item. Edit v9: Each 66 souls collected ,not 100 souls, from hostile mobs grants one random permanent bonus from the defined bonus . Edit v10: Hostile mobs now grant different soul amounts when killed. Endermen give 5 souls, Ravagers give 50, the Ender Dragon gives 5000, the Wither gives 1000, Elder Guardians give 200, and Wardens give 300. All other hostile mobs, including Slimes, give 1 soul. Edit v11: Add special reward tiers at 100 souls, 1,000 souls, 10,000 souls, 50,000 souls, and 100,000 souls. These special tiers should grant rewards that are 5 times stronger than the normal rewards given every 66 souls. Do not display the exact bonuses anywhere. Only show, when hovering over the item, how many special tiers have been unlocked (out of 5). The system should track and update this count automatically. Edit v18: Add a power aura system based on the player’s total number of souls. When the player reaches each soul milestone, they unlock a corresponding particle trail behind them (never in front), with a dense and clearly visible effect: • 100 souls → white particle trail • 1,000 souls → yellow particle trail • 10,000 souls → blue particle trail • 50,000 souls → red particle trail • 100,000 souls → black particle trail Each time the player unlocks one of these milestones, in addition to gaining the new aura, play an epic and dark sound effect to emphasize the achievement. The aura should always appear behind the player and follow them smoothly. Edit v19: Every 66 souls collected from hostile mobs, the player receives one random bonus chosen from the following pool: +0.5 to +1 heart, +1–2% strength, +1–2% resistance, +1–2% speed, +1–4% luck, 15–30 experience levels, 5–20 diamonds, 1–2 netherite ingots, or 1 bedrock block. All bonuses awarded are displayed on the item. At each special milestone (100, 1,000, 10,000, 50,000, and 100,000 souls), the player receives one random bonus from the same list, but multiplied by 5, meaning: +2.5 to +5 hearts +5–10% strength +5–10% resistance +5–10% speed +5–20% luck 75–150 experience levels 25–100 diamonds 5–10 netherite ingots 5 bedrock blocks All multiplied bonuses are also displayed on the item. Edit v20: Be careful, it’s impossible to respawn because of the mod. The bonuses are permanent and cannot be lost by dying. However, as soon as the player dies, don’t apply them anymore; wait for the player to respawn for the bonuses to be applied to them again. Edit v24: The bonuses granted from collected souls must be truly permanent and must never be removed, reset, or cleared on player death. Do not reset the item either; its stored bonuses and special‑tier counts must remain untouched. When the player dies, only reduce the current soul count by 75%. Do not modify or remove any of the permanent bonuses (hearts, strength, resistance, speed, luck, experience, diamonds, netherite ingots, or bedrock). Health regeneration effects must never trigger automatically at death. Do not restore health, do not reapply hearts during the death state, and do not interfere with the respawn screen.
1
Nov 25, 2025, 06:35 PM
User request: Mod Name: Collector of Souls Description of the mechanic: Create a gameplay system where the player automatically absorbs the souls of any creature that dies near them (hostile or passive mobs). Souls are a new invisible resource tracked for each player. Soul Collection Rules: When any nearby creature dies within a short radius (5 to 10 blocks), the player absorbs 1 soul. Souls float briefly as a small glowing particle effect before automatically being absorbed. Progression System: Souls give permanent stat bonuses. Each soul milestone grants a new boost: 10 souls: Small health boost 100 souls: Small strength boost 500 souls: Small defense boost 1,000 souls: Medium health boost 5,000 souls: Medium strength boost 10,000 souls: Medium defense boost 20,000 souls: Large health boost 50,000 souls: Large strength boost 200,000 souls: Large defense boost 1,000,000 souls: Massive all‑stats buff Stat types: Extra hearts (max health) Increased attack damage Increased damage resistance Death penalty: When the player dies, they permanently lose 75% of their soul total. Visual & UI elements: Add a simple soul counter in the HUD (top left or above XP bar). Add dark-purple or ghostly particle effects when collecting a soul. When reaching a milestone, show a short message such as: “Soul Power Increased!” General style: A dark‑fantasy theme, similar to XP mechanics in Minecraft but with more progression and risk. Edit v2: Completely remove the “soul_absorb” sound. Do not register it, do not play it, and remove all references from the code and assets. This sound causes a crash because it is registered dynamically after registries are frozen. Fix the soul counter HUD. The soul counter at the top of the screen must update correctly. It should no longer stay stuck at zero. Ensure proper synchronization between the server-side soul value and the HUD display. Implement a new, balanced, and fun progression system for soul bonuses. Use exactly the milestone progression described below. The goal is to make progression rewarding without making the player overpowered too quickly. Beginner milestones (fast early progression) 10 souls: +0.5 heart 25 souls: +1% attack speed 50 souls: +1 heart 100 souls: +2% movement speed Intermediate milestones 250 souls: +1 armor 500 souls: +1 heart 1,000 souls: +2% attack damage 2,500 souls: +1 armor Advanced milestones 5,000 souls: +1 heart 10,000 souls: +3% damage resistance 25,000 souls: +2 hearts 50,000 souls: +5% attack damage Late‑game, long‑term milestones 100,000 souls: +3 hearts 250,000 souls: +5 armor 500,000 souls: +5% total speed 1,000,000 souls: +5 hearts, +10% attack damage, +5 armor All bonuses must be cumulative and persistent. Players must keep their bonuses after relogging. Make sure bonuses cannot duplicate or stack incorrectly. Edit v3: 1. Fix the crash: remove the dynamic sound registration The mod must completely remove the sound event "soul_absorb". The crash happens because the mod tries to register this sound during gameplay, inside an entity death handler: IllegalStateException: Registry is already frozen (trying to add key ResourceKey[minecraft:sound_event / collector-of-souls-hc6mpv5u:soul_absorb]) Action required: Delete every line of code that registers "soul_absorb" after startup. Do NOT register sounds dynamically inside events (e.g., onEntityDeath). If a sound is needed later, it must be statically registered during mod initialization. If the sound is not needed, remove it entirely. 2. Fix the soul counter HUD The soul counter displayed at the top of the screen must work correctly. Current issue: The soul count shown to the player always stays at 0, even when souls are gained. Fix requirements: Ensure the HUD refreshes every tick or on soul-update events. Make the HUD value synchronized with the actual server-side soul count. Remove any client-side caching that prevents updates. Ensure the HUD updates even when souls are gained from entity deaths. 3. Implement a fully rebalanced and more fun milestone progression Replace the current milestone system with the following exact progression. These bonuses must be cumulative, persistent, and correctly saved/loaded. Beginner milestones (fast progression) 10 souls: +0.5 heart 25 souls: +1% attack speed 50 souls: +1 heart 100 souls: +2% movement speed Intermediate milestones 250 souls: +1 armor 500 souls: +1 heart 1,000 souls: +2% attack damage 2,500 souls: +1 armor Advanced milestones 5,000 souls: +1 heart 10,000 souls: +3% damage resistance 25,000 souls: +2 hearts 50,000 souls: +5% attack damage Late‑game milestones 100,000 souls: +3 hearts 250,000 souls: +5 armor 500,000 souls: +5% total speed 1,000,000 souls: +5 hearts +10% attack damage +5 armor 4. Persistence and stacking rules Implement these rules: Bonuses must persist through relogging and game restarts. Bonuses must not duplicate when re‑entering the world. Milestones must unlock only once per soul threshold. Soul data must be synchronized 100% reliably between client and server. 5. Clean and robust implementation Remove all unused or obsolete sound/event code. Ensure no dynamic registry operations happen after initialization. Log an error message if any code tries to modify registries during gameplay. Edit v4: The mod includes a progression system based on soul milestones. Each milestone triggers exactly once when reached and grants a permanent cumulative bonus. The bonuses follow these exact thresholds: at 10 souls, +0.5 heart; at 25 souls, +1 percent attack speed; at 50 souls, +1 heart; at 100 souls, +2 percent movement speed; at 250 souls, +1 armor; at 500 souls, +1 heart; at 1000 souls, +2 percent attack damage; at 2500 souls, +1 armor; at 5000 souls, +1 heart; at 10000 souls, +3 percent damage resistance; at 25000 souls, +2 hearts; at 50000 souls, +5 percent attack damage; at 100000 souls, +3 hearts; at 250000 souls, +5 armor; at 500000 souls, +5 percent total speed; and at 1000000 souls, +5 hearts, +10 percent attack damage, and +5 armor. These bonuses must stack logically, persist permanently, and never apply twice or remove themselves unexpectedly. Use clean, modular class structure separating data storage, event handling, milestone logic, HUD rendering, and packet communication. The server must always be the authority on soul values; the client is display‑only. Use only safe, modern APIs, avoid deprecated methods, and avoid mixins unless absolutely required. Edit v5: Fix the crash caused by the packet registration error. The mod must ensure that the soul_sync packet is registered only once and never re‑registered on the client or during runtime. Remove any duplicate PayloadTypeRegistry registration calls and keep packet registration strictly inside the mod initialization phase. Edit v6: The Collector of Souls is a passive progression item as you defeat hostile mobs, with every kill granting you a soul that contributes toward powerful permanent bonuses. Every 100 souls collected unlocks a milestone that grants you increased health, strength, resistance, speed, luck, experience levels, and valuable resources like diamonds, netherite, and even bedrock. Right-click the item at any time to check your current soul count and milestone progress, or simply watch the real-time HUD display in the top-left corner of your screen that shows your souls and progress toward the next milestone. Be careful though—dying will cost you 75% of your current souls, but all previously earned bonuses remain permanent even after death. Edit v7: Every 100 souls collected from hostile mobs only grants one random permanent bonus. All bonuses awarded are displayed directly on the item. Edit v8: Each 100 souls collected from hostile mobs grants one random permanent bonus chosen from: +0.5 to +1 heart, +1–2% strength, +1–2% resistance, +1–2% speed, +1–4% luck, 15–30 Minecraft experience levels, 5–20 diamonds, 1–2 netherite ingots, or 1 bedrock block. All awarded bonuses are displayed on the item. Edit v9: Each 66 souls collected ,not 100 souls, from hostile mobs grants one random permanent bonus from the defined bonus . Edit v10: Hostile mobs now grant different soul amounts when killed. Endermen give 5 souls, Ravagers give 50, the Ender Dragon gives 5000, the Wither gives 1000, Elder Guardians give 200, and Wardens give 300. All other hostile mobs, including Slimes, give 1 soul. Edit v11: Add special reward tiers at 100 souls, 1,000 souls, 10,000 souls, 50,000 souls, and 100,000 souls. These special tiers should grant rewards that are 5 times stronger than the normal rewards given every 66 souls. Do not display the exact bonuses anywhere. Only show, when hovering over the item, how many special tiers have been unlocked (out of 5). The system should track and update this count automatically. Edit v18: Add a power aura system based on the player’s total number of souls. When the player reaches each soul milestone, they unlock a corresponding particle trail behind them (never in front), with a dense and clearly visible effect: • 100 souls → white particle trail • 1,000 souls → yellow particle trail • 10,000 souls → blue particle trail • 50,000 souls → red particle trail • 100,000 souls → black particle trail Each time the player unlocks one of these milestones, in addition to gaining the new aura, play an epic and dark sound effect to emphasize the achievement. The aura should always appear behind the player and follow them smoothly. Edit v19: Every 66 souls collected from hostile mobs, the player receives one random bonus chosen from the following pool: +0.5 to +1 heart, +1–2% strength, +1–2% resistance, +1–2% speed, +1–4% luck, 15–30 experience levels, 5–20 diamonds, 1–2 netherite ingots, or 1 bedrock block. All bonuses awarded are displayed on the item. At each special milestone (100, 1,000, 10,000, 50,000, and 100,000 souls), the player receives one random bonus from the same list, but multiplied by 5, meaning: +2.5 to +5 hearts +5–10% strength +5–10% resistance +5–10% speed +5–20% luck 75–150 experience levels 25–100 diamonds 5–10 netherite ingots 5 bedrock blocks All multiplied bonuses are also displayed on the item. Edit v20: Be careful, it’s impossible to respawn because of the mod. The bonuses are permanent and cannot be lost by dying. However, as soon as the player dies, don’t apply them anymore; wait for the player to respawn for the bonuses to be applied to them again.
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This mod is licensed under the CreativeMode Mods License.