Description:
Edition: Java Edition · Minecraft Version: 1.21.5 · Mod Loader: Fabric
/Tornado emf1 through /Tornado emf5 (no argument = EMF5).Crimson Storm Bolt is a full storm-chasing experience. One item — the Supercell Storm Bolt — conjures a randomized tornadic supercell that grows over time, darkens the entire sky, and steers toward players in a sweep-and-return pattern. Tornadoes lift mobs and blocks, scale in size with EF rating, and are visible from a great distance. A suite of craftable blocks lets you monitor, survive, and escape: the Radar opens a cinematic dual-tab GUI, the Tornado Siren automatically sounds when a funnel touches down, the Tornado Sensor outputs a redstone signal, the Forecast Station shows the next natural storm countdown, and the Weather Car gives you a deployable escape vehicle with a built-in minimap. Reinforced Stone, Reinforced Glass, and Reinforced Wood provide EF1–4-resistant building materials.
| Item / Block | Creative Tab |
|---|---|
| Supercell Storm Bolt | Combat |
| Storm Wind Gauge | Tools |
| Radar | Functional Blocks |
| Tornado Siren | Functional Blocks |
| Tornado Sensor | Functional Blocks |
| Forecast Station | Functional Blocks |
| Weather Car | Functional Blocks |
| Reinforced Stone | Building Blocks |
| Reinforced Glass | Building Blocks |
| Reinforced Wood | Building Blocks |
Operators (permission level 2) can spawn tornadoes directly with /Tornado or /tornado:
| Command | Effect |
|---|---|
/Tornado | Spawns an EMF5 tornado at your location |
/Tornado emf1 … /Tornado emf5 | Spawns the specific EMF rating |
/Tornado ef1 … /Tornado ef5 | Same, alternate spelling |
/Tornado 1 … /Tornado 5 | Same, numeric |
The command triggers sirens, lightning, and synchronized visual effects and respects the server's active tornado cap. The EMF5 tornado is extremely large with a wide destruction radius.
Operators (permission level 2):
| Command | Effect |
|---|---|
/weather supercell or /weather storm | Spawns a random supercell |
/weather tornado or /weather tornadic | Forces a Tornadic Supercell |
/weather clear | Clears weather and removes any active storm |
| Color | Rating |
|---|---|
| White | EF1 |
| Green | EF2 |
| Blue | EF3 |
| Yellow | EF4 |
| Red | EF5 |
Hold and right-click to take a reading:
| Speed | Category |
|---|---|
| 136 mph+ | violent tornadic wind |
| 96–135 mph | extreme storm wind |
| 58–95 mph | severe thunderstorm wind |
| 32–57 mph | strong inflow |
| 12–31 mph | breezy rain band |
| < 12 mph | calm |
Heavy rain flags above 45% storm intensity. Hail activates above 68% intensity within ~135–190 blocks of the core.
Right-click to receive: current storm status, a detail line, and an action bar countdown to the next natural 30-minute cycle.
Place anywhere. When any tornado touches down, all placed Tornado Sirens automatically activate — repeating horn and bell sounds audible from a long distance, plus particles, for 15 seconds. The block switches to a powered state while alarming.
Polls for active tornadoes every 10 ticks. Outputs redstone strength 15 while at least one tornado is active; emits small red dust particles above it. Drops to 0 when all tornadoes dissipate.
Supercell Storm Bolt:


Radar:


Storm Wind Gauge:


Tornado Siren:


Tornado Sensor:


Forecast Station:


Reinforced Stone:


Reinforced Glass:


Reinforced Wood:


Weather Car:


Every storm is fully randomized at spawn:
| Variant | Chat Announcement | Tornado Cap |
|---|---|---|
| Lightning Supercell | LIGHTNING SUPERCELL | 0 (no tornadoes, extra lightning) |
| One-Tornado Supercell | ONE-TORNADO SUPERCELL | 1 |
| Tornadic Supercell | TORNADIC SUPERCELL | 2–4 |
At 90%+ intensity the label gains a MASSIVE prefix.
A solid geometry-based (non-particle) cloud deck covers the entire sky, rotating with the storm core — no particle lag. Color darkens with intensity: dark gray → very dark gray (55%+) → near-black (75%+). The storm's visual footprint starts small and expands with reflectivity. Above tornado positions, clouds dip lower and rotate faster, forming a visible wall-cloud shape that marks where tornadoes will emerge.
| Rating | Funnel Size | Behavior |
|---|---|---|
| EF1 | Small | Light debris, gentle pull, limited block pickup |
| EF2 | Medium | Wider pull, surface blocks tear up |
| EF3 | Large | Heavy debris, significant entity lift |
| EF4 | Huge | Wide suction, lifts most surface blocks, high damage |
| EF5 | Extra Large | Maximum destruction, massive funnel visible from anywhere, extreme damage |
Above 35% intensity precipitation increases around nearby players. Above 68% intensity hail spawns — exposed entities can take light freezing damage (1 heart normally, 2 hearts at 88%+).
All three reinforced block types resist EF1–4 tornadoes completely; only an EF5 can lift them. They drop themselves when broken.
Tip: EF5 tornadoes are enormous — their funnel and destruction radius are much larger than any lower tier and visible from a great distance. Only Reinforced blocks resist EF1–4; nothing but distance saves you from an EF5.
Tip: The Storm Wind Gauge tells you whether hail is currently falling — players within ~135–190 blocks of the core can take freezing damage at high intensity. Watch for the hail warning.
Plant a single Treehouse Sapling to instantly grow a themed, fully furnished treehouse that matches the local wood type, complete with massive tapered trunks, abundant branches, leaf clusters, hanging lanterns and vine access. Explore and loot the generated treehouse, then gather materials to craft upgrade modules and a Treehouse Key to attach modules to the side-mounted Treehouse Core; available modules add Storage (corner chests), Enchanting areas, Smelting workspaces, an Animal Pen, and Roofing segments that physically expand the structure. Lighting behaves realistically—hanging lanterns only appear when supported and standing lanterns require valid floor support—and the system integrates seamlessly into survival or creative worlds with no extra commands or setup. note that the edits to the tree house if you see lantern kind of floating I did craft fences to add with chain metal and lanterns so once you have put the upgrades in the tree house core once all upgrades have been implemented then you can make all the edits I would also break items like the anvil any furnaces when applying all the upgrades some of the items will take the place of another so the crafting table the anvil and the chest from that side so that the other items will spawn in their place unless you want to upgrade its up to you but I recommend the roof upgrade and the balcony Upgrade my favorite is the treehouse key to be able to teleport directly to the tree house without having to climb it the rest you can decorate it the way you want it. just like i did it may not be 100% but i really wanted something like this for a long time. I'm just glad i got it to work.

Spells for Dummies gives you an off‑hand Spellbook magic system where you learn spells by combining Spell Scrolls with your Spellbook at the Spell Forge, cycle learned spells with R (Sneak+R to cycle backward) and cast with Z while managing a regenerating mana bar that grows by finding Mana Crystal ore; spells are organized into tiers and obtained through scroll drops, crafting, and commands so you unlock more powerful effects as you explore and use your magic. New high‑end options include two Tier 4 spells — Wave of the Void (1000 mana, 80s cooldown) that expands a 2→20 block black dome dealing massive magic damage and applying Weakness II, and Electric Typhoon (900 mana, 80s cooldown) which summons four ground‑skimming electric tornadoes that orbit you and independently pull nearby mobs toward each tornado funnel while shocking them; there is also a Tier 3 Pyro Missile (400 mana, 25s cooldown) that homes in on targets and explodes in flame, and Incinerate now spawns at the point you are looking at rather than at your feet. All spells are integrated into scroll pools, command suggestions, spell lists and the in‑game progression so your arsenal grows naturally as you craft, explore, and master your magic.
Throwable Spinning Blades adds a family of throwable melee weapons—wood, stone, iron, golden, diamond, and netherite blades—that act like boomerangs with increasing damage, durability, range, and hit count as you progress. Right-click to throw a spinning blade that damages multiple targets, consumes durability on hits, returns to and auto-inserts into your inventory (or hovers nearby if your inventory is full), and will drop if its owner is gone; returning blades use the item model and continuously spin in flight for clear visual feedback. Each blade is crafted from eight matching swords in an SSS / S S / SSS ring pattern and appears in the Combat creative tab, letting you quickly craft, test, and upgrade blades to change your midrange combat playstyle.

Trinity is a one-time-use, handheld nuclear device—right-click on any block or in the air to plant and arm it, then watch a dramatic 10-second center-screen countdown complete with an urgent siren. When the timer hits zero, Trinity detonates in a blinding flash and unleashes a 200-block-plus radius explosion followed by a towering mushroom cloud, reshaping and leveling everything in its path—use extreme caution.
The Ruin Staff is a powerful magical weapon that fires a destructive beam up to 50 blocks, shattering blocks in a 5-block radius on impact and dealing massive damage to nearby creatures; right-click to unleash ruin, mindful of the 2‑second cooldown and the staff's limited durability. This update reduces the staff's memory footprint and avoids forcing extra chunk loads during use, so it runs more smoothly on lower-memory systems. The mod also logs your JVM heap at startup and will warn if your launcher memory settings could cause startup problems, with guidance to lower Xmx or increase your Windows paging file.
This mod is licensed under the CreativeMode Mods License.