4 downloads


Description:
The Gravity Staff lets you grab and control groups of mobs, items, and most entities from a fixed staff-defined distance: hold right-click to create an anchor directly in front of your view and rapidly pull targets to it, where they become noclipped and held stably without slamming into blocks (the anchor is always at the staff’s set range and ignores surfaces beyond that point). While holding right-click you can use the mouse wheel to smoothly move the anchor closer or farther (scrolling is overridden but number keys 1–9 still switch slots); distance changes are clamped to safe bounds and entities are moved without jitter, and releasing right-click or switching items gently drops held entities with collisions and fall damage restored/damped. Press Shift once while still holding right-click to instantly launch all held entities with a very powerful, perfectly aligned burst in the direction you are aiming at that exact moment; launches apply a short cooldown and briefly prevent immediate recapture.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Gravity Staff" 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 "Gravity Staff" for Minecraft Java 1.20.1. The original mod will remain unchanged.
4
Dec 10, 2025, 02:19 PM
User request: Create a custom Minecraft item called the Gravity Staff. When the player right-clicks and holds, all entities within a large range (mobs, animals, players) should be pulled toward the point where the player is looking. When the player releases right-click, the pulled entities stop moving and drop naturally. If the player left-clicks while holding right-click, all currently pulled entities are launched outward in the direction the player is looking. The staff should have a magical appearance with glowing particles, preferably purple or blue, while pulling entities. Include all necessary Forge or Fabric mod code in Java, including item registration, event handling, and entity movement logic, with comments explaining each part. Ensure it works with vanilla entities and does not break the game. Optionally, add a cooldown to prevent spamming the pull or launch effect. Include any required JSON or resource files for the item model and texture so the item is fully functional and ready to use in-game. Edit v2: Please edit the existing Gravity Staff item so that when the player right-clicks, the range is much larger, affecting entities that are farther away. Make the staff pull entities toward the player’s crosshair much faster, so they reach the target point quickly. Ensure that while right-click is held, the entities stay locked to the crosshair and are not pushed past it, and adjust the effect so that the crosshair does not make the entities overshoot or move too far—they should remain at the point the player is aiming at. Additionally, fix the left-click functionality so that all currently affected entities are launched outward when left-click is pressed while holding right-click. Keep all other existing functionality, including releasing right-click to drop entities, and maintain the magical particle effects and item behavior. can you edit the staff texture slightly to make it look better Edit v3: Please edit the existing Gravity Staff so that when the player right-clicks and holds, all entities within a much larger range are pulled toward a specific point in the direction the player is looking, then remain locked at that point without drifting, overshooting, or being pushed away. The pull should be fast, and once the entities reach the target point, they must stay at a fixed distance from the player along the crosshair direction for as long as right-click is held. Change the launch action so that entities are launched only at the moment the player presses Shift, not while Shift is held. If the player presses Shift while still holding right-click, all currently affected entities should immediately launch outward. Keep all magical particle effects, existing behavior, and the improved large-range detection. Ensure the entities always stay exactly where the player is aiming, maintaining a stable locked position and not drifting farther away. Edit v4: Please update the Gravity Staff so that when the player right-clicks and holds, all entities within a very large range are pulled rapidly toward a fixed point in the direction of the player’s crosshair. This point should always be at a preset lock-on distance in front of the player, not at the block the player is looking at. Entities must never travel all the way to a block — they should always stop exactly at this set distance from the player, floating in front of the crosshair. Ensure the pull is fast, and once entities reach the lock-on point, they stay locked in place with no drifting, no sliding, and no being pushed past the target. Make the lock-on distance slightly farther from the player than before. Change the launch action so that when the player presses Shift (not holds) while right-clicking, all currently affected entities are launched with much stronger force. After launching, the staff should enter a cooldown period, preventing it from immediately pulling entities again until the cooldown ends. Edit v5: update the Gravity Staff so that all entities within a very large range are still pulled quickly to a fixed lock-on point in front of the player when right-click is held, but now add much stronger launch power so that when the player presses Shift, every affected entity is launched at extremely high speed in the exact direction the player is looking, followed by a cooldown before pulling can begin again. While holding right-click, disable normal hotbar scrolling and instead make scrolling the mouse wheel adjust the distance of the held entities—scrolling forward pulls them closer, and scrolling backward pushes them farther away—while always keeping them perfectly aligned with the crosshair. Ensure entities remain stable at the chosen distance with no drifting, never travel all the way to blocks the player is looking at, and never move past the lock-on point. Keep all previously established behaviors such as rapid pull speed, large detection range, particle effects, and multi-entity control, and feel free to improve internal logic so everything is smooth and visually impressive. Edit v6: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // There are four lights! Time: 2025-12-10 19:59:45 Description: Initializing game java.lang.RuntimeException: Mixin transformation of net.minecraft.class_312 failed at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.getPostMixinClassByteArray(KnotClassDelegate.java:440) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.tryLoadClass(KnotClassDelegate.java:336) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.loadClass(KnotClassDelegate.java:231) at net.fabricmc.loader.impl.launch.knot.KnotClassLoader.loadClass(KnotClassLoader.java:119) at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:526) at knot//net.minecraft.class_310.<init>(class_310.java:525) at knot//net.minecraft.client.main.Main.main(Main.java:249) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:514) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:72) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) Caused by: org.spongepowered.asm.mixin.transformer.throwables.MixinTransformerError: An unexpected critical error was encountered at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:381) at org.spongepowered.asm.mixin.transformer.MixinTransformer.transformClass(MixinTransformer.java:237) at org.spongepowered.asm.mixin.transformer.MixinTransformer.transformClassBytes(MixinTransformer.java:202) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.getPostMixinClassByteArray(KnotClassDelegate.java:435) ... 9 more Caused by: org.spongepowered.asm.mixin.throwables.MixinApplyError: Mixin [gravity_staff_u6ayquf2.mixins.json:GravityStaffScrollMixin from mod gravity-staff-u6ayquf2] from phase [DEFAULT] in config [gravity_staff_u6ayquf2.mixins.json] FAILED during APPLY at org.spongepowered.asm.mixin.transformer.MixinProcessor.handleMixinError(MixinProcessor.java:686) at org.spongepowered.asm.mixin.transformer.MixinProcessor.handleMixinApplyError(MixinProcessor.java:637) at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:368) ... 12 more Caused by: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException: Critical injection failure: @Inject annotation on gravityStaff$onScroll could not find any targets matching 'onMouseScroll' in net/minecraft/class_312. Using refmap gravity_staff_u6ayquf2.refmap.json [INJECT_PREPARE Applicator Phase -> gravity_staff_u6ayquf2.mixins.json:GravityStaffScrollMixin from mod gravity-staff-u6ayquf2 -> Prepare Injections -> handler$zpe000$gravity-staff-u6ayquf2$gravityStaff$onScroll(JDDLorg/spongepowered/asm/mixin/injection/callback/CallbackInfoReturnable;)V -> Parse -> -> Validate Targets] at org.spongepowered.asm.mixin.injection.selectors.TargetSelectors.validate(TargetSelectors.java:346) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.readAnnotation(InjectionInfo.java:369) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.<init>(InjectionInfo.java:340) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.<init>(InjectionInfo.java:331) at org.spongepowered.asm.mixin.injection.struct.CallbackInjectionInfo.<init>(CallbackInjectionInfo.java:48) at java.base/jdk.internal.reflect.DirectConstructorHandleAccessor.newInstance(DirectConstructorHandleAccessor.java:62) at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:502) at java.base/java.lang.reflect.Constructor.newInstance(Constructor.java:486) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo$InjectorEntry.create(InjectionInfo.java:196) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.parse(InjectionInfo.java:664) at org.spongepowered.asm.mixin.transformer.MixinTargetContext.prepareInjections(MixinTargetContext.java:1399) at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.prepareInjections(MixinApplicatorStandard.java:731) at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.applyMixin(MixinApplicatorStandard.java:315) at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.apply(MixinApplicatorStandard.java:246) at org.spongepowered.asm.mixin.transformer.TargetClassContext.apply(TargetClassContext.java:437) at org.spongepowered.asm.mixin.transformer.TargetClassContext.applyMixins(TargetClassContext.java:418) at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:352) ... 12 more A detailed walkthrough of the error, its code path and all known details is as follows: Please apply a fix to prevent this crash. Edit v7: Uncaught exception in thread "main" java.lang.RuntimeException: error remapping game jars [C:\Users\romeo\.creative-mode\minecraft\versions\1.21.5\1.21.5.jar] at net.fabricmc.loader.impl.game.GameProviderHelper.deobfuscate(GameProviderHelper.java:298) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.initialize(MinecraftGameProvider.java:364) at net.fabricmc.loader.impl.launch.knot.Knot.init(Knot.java:141) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:66) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) Caused by: java.nio.file.NoSuchFileException: C:\Users\romeo\.creative-mode\quick-play\a1a08f12-ed73-4fa9-b135-31218eaed80a\.fabric\remappedJars\minecraft-1.21.5-0.18.2\client-intermediary.jar.tmp at java.base/sun.nio.fs.WindowsException.translateToIOException(WindowsException.java:85) at java.base/sun.nio.fs.WindowsException.rethrowAsIOException(WindowsException.java:103) at java.base/sun.nio.fs.WindowsException.rethrowAsIOException(WindowsException.java:108) at java.base/sun.nio.fs.WindowsFileSystemProvider.isSameFile(WindowsFileSystemProvider.java:465) at java.base/java.nio.file.Files.isSameFile(Files.java:1540) at jdk.zipfs/jdk.nio.zipfs.ZipPath.copy(ZipPath.java:933) at jdk.zipfs/jdk.nio.zipfs.ZipFileSystemProvider.copy(ZipFileSystemProvider.java:179) at java.base/java.nio.file.Files.copy(Files.java:1305) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath$1.visitFile(OutputConsumerPath.java:165) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath$1.visitFile(OutputConsumerPath.java:146) at java.base/java.nio.file.Files.walkFileTree(Files.java:2799) at java.base/java.nio.file.Files.walkFileTree(Files.java:2870) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath.addNonClassFiles(OutputConsumerPath.java:146) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath.addNonClassFiles(OutputConsumerPath.java:130) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath.addNonClassFiles(OutputConsumerPath.java:122) at net.fabricmc.loader.impl.game.GameProviderHelper.deobfuscate0(GameProviderHelper.java:360) at net.fabricmc.loader.impl.game.GameProviderHelper.deobfuscate(GameProviderHelper.java:296) this error happens, fix it so the game stops crashing Edit v8: scrolling on the hotbar shoulds be dissabled while hoding right click with the staff. it should entirtely just be used for changing how close or far entities are moved while holding them with the staff. and make the pushing far more stronger, andf it doesnt seem to be working very well, it should push all entities very far in the direction the player is looking Edit v9: make sure shifting is actually just pushing all entities affected by the staff, in the direction the player is looking. and the scroll wheel isnt making the enties go further away or close, than can you replace that with using the number keys to move entities closer or further, so the 1 key is the default range the entities are when being held by the staff, and any number higher will make the entities affected go further away. and you can bring them closer by pressing a lower number, and this should only work while holding right click with the staff. it should not at all moe what slot the palyer is on, on the hotbar, it only affects zooming the entities further away or close. and just make sure that pressing shift launches the entities before the staff dissables, so the entities actually get launched, right now it seems i\s just killing them\, and dropping them. make it so its not to power ful, but it launches them a noticable amount. wqithout lag\ Edit v10: number keys should still be able to be used for the hot bar, just not when the player is holding right click while holding the staff. and also make sure 9 can also be used as a zoom for a number key, right now \it jsut works liek a regular number key and takes the palyer to that slot, but fix it. Edit v11: i need the number keys to work when the gavity staff is not in hand at all. and the 9 key to work as a zoom mode, and also doesnt work on the hotbar when the character is holding the gravity staff. also have it from 1 to 9 on the keys, that it makes the entities goes a lot further a way, so its a bigger range Edit v12: edit the Fabric (Minecraft 1.21.5) item called the Gravity Staff (64×64 texture, glowing runic design), built on a physics-first, math-driven, GPU-accelerated animation system with strict client/server separation (World.isClient guards everywhere, @Environment annotations, ClientPlayNetworking/ServerPlayNetworking packets, PacketByteBuf size limits, server-side validation for all entity manipulation, and no logic executed client-side except particles, HUD, and predicted visuals). Holding right-click activates a gravity-well channeling state, instantly overriding normal scroll behavior so the scroll wheel adjusts the gravity focal distance (entities are pulled closer or further along the player’s exact look vector in real time), while the number keys always remain hotbar-functional and never used for zooming or distance changes. The staff continuously identifies all entities in a massive radius (100–150 blocks) using server-side sphere queries + line-of-sight checks + predictive chunk preloading for distant entity validation; all affected entities are pulled rapidly through space with a mathematically smooth interpolation curve (e.g., exponential ease or t³ spring-damp curve) toward a single fixed point at the current scroll-controlled distance along the player’s crosshair, clamped so entities never overshoot, drift, shake, or get pushed away—once they reach the focal point, they remain perfectly locked in a stable orbital anchor, updating every tick to remain exactly at that distance regardless of what block the crosshair intersects. The staff must support hundreds of entities simultaneously through octree spatial partitioning, multithreaded entity-pull calculations, server-authorized vector corrections, and client-side GPU compute particle rendering using memory-mapped buffers, frustum culling, occlusion culling, frame-budget–adaptive particle LOD, and full object pooling for perfect performance even under extreme stress. While holding right-click, the staff generates escalating magical gravitational VFX: GPU-accelerated spirals of compressed space particles (white core, black rim, green energy arcs), Lorentz-force–style distortion spirals, sector rings, Bézier-curve tendrils, and Perlin-noise vortex fog, all bound to a strict palette (greens 00FF00→003300, plus pure white #FFFFFF and pure black #000000) and respecting block occlusion. Scroll-wheel distance adjustments cause visible compression/expansion ripples across held entities using GPU instanced sphere distortion fields. The staff plays cinematic SFX: low-frequency 40–60Hz gravity hum, rising 250Hz resonance when increasing focal distance, and compressed 6–8kHz spatial crackling when pulling entities rapidly. Pressing Shift while holding right-click triggers a gravity discharge launch for all currently affected entities with massively amplified launch power, firing them explosively in the exact direction the player is looking using a normalized vector multiplied by a high ballistic multiplier, fully server-authorized to prevent cheats; after launch, a configurable cooldown is applied so the staff cannot immediately recapture entities (HUD cooldown ring, synced via packets). Launch effects include: shockwave rings, green-white implosion flash, gravitational lensing distortions, radial debris particles, Doppler-shifted launch sonic pulse, and a short-range screen shake. All systems must handle packet loss gracefully, include try/catch protection, use safe scheduling for entity movement, reject invalid positions, protect from NaN vectors, throttle physics if TPS drops, and prevent duplication or desync. The gravity system must ignore blocks during holding (entities do not collide while suspended but regain collision after launch). Hotbar slot switching, interruptions, right-click release, or staff un-equipping immediately ends the gravity hold and drops all entities with safe restitution dampening. The entire item must feel hyper-responsive, cinematic, mathematically clean, terrain-aware, impossible to desync, and visually overwhelming without dropping framerate, using GPU compute for particle fields and server authority for all entity movement so the Gravity Staff becomes a visually stunning, physically accurate, extremely powerful gravitational manipulation weapon with scroll-controlled focal distance, shift-launch, extreme range, fixed-point entity locking, and flawless input handling. Edit v14: Create a redesigned purple-core gravitational manipulation staff that functions as an advanced physics-driven entity control artifact with fully deterministic behavior, scroll-wheel distance modulation, and strict visual, audio, and performance rules. The staff operates under a three-stage gravitational pipeline (Capture → Hold → Launch) and must include a scroll-wheel override system that completely disables hotbar scrolling while the player is holding right-click with the staff equipped. Number keys 1–9 must ALWAYS override hotbar selection even while right-click is held, and releasing right-click instantly restores normal scroll behavior. The staff’s appearance must reflect a dark crystalline obsidian body wrapped in animated purple rune conduits, with a floating graviton node at the tip that expands/brightens depending on gravitational charge using sinusoidal intensity modulation. Staff coloration stays strictly within a purple LUT range (#6A00FF → #2A0040 → #B000FF → #450080), and all particle systems must follow this palette except where shaders are texture-locked. The staff must implement a deterministic gravity tether system: when the player right-clicks, entities within an extremely large radius must be pulled rapidly toward a fixed gravitational anchor point located on the player’s view-direction ray, at a system-defined distance (default 7–12 meters, adjustable with scroll-wheel while right-clicking). Captured entities must NEVER drift or overshoot this point; they must instantly converge toward it and remain perfectly locked in place relative to the player’s crosshair. Entity motion must be server-authoritative, using validated gravitational vectors: T = normalize(P_target − P_entity) × gravityStrength, recomputed every tick with prediction for smooth rendering. The staff must suppress all client-driven entity motion and rely on server reconciliation to avoid exploits. Entities supported include mobs, dropped items, minecarts, boats, TNT (non-accelerating unless server-authorized), arrows (frozen mid-air), and most physics-affected objects. Right-click initiates Stage 1: Gravitational Lock-On (3 seconds). This creates a high-density purple spiraling particle helix around the staff tip and along the anchor ray. Particles must use a custom class such as GRAVITON_SPARK using Fibonacci ring emission, deterministic φ/θ sequencing, micro-noise perturbation, and 20k particles/sec GPU-batched output. Screen vignette becomes subtly purple, and a HUD singularity-meter appears showing tether distance. Scroll-wheel movement while holding right-click must modify the anchor distance via: d = clamp(d + scrollDelta × 0.65, 1.5m, 150m) and MUST NOT affect the hotbar. When Stage 1 completes, the system transitions to Stage 2: Gravitational Hold State. Entities stop moving and adhere to a stable multi-shell lattice: three concentric particle shells (r=0.8, 1.2, 1.8) rendered using 1800 particles/frame GPU batch mode with anti-flicker guarantees: maxAge ≥ 80 ticks, alpha smoothing over last 20%, layered double-sphere technique, and tick-aligned deterministic spawn counts. All spawned particles must respect purple palette rules via LUT clamping. A mild purple lens-distortion shader overlays the screen, scaling intensity with gravitational charge. Edit v15: Additionally, ensure that entity movement is strictly clamped to a fixed maximum attraction distance so entities can never travel farther than the defined crosshair-range, regardless of what block or surface the player is looking at. This prevents the system from incorrectly using block hit-distance and instead forces all targeting to rely only on the fixed staff range itself. When right-click is held, the staff should ignore environmental surfaces beyond that range and dynamically compute a point directly in front of the player, exactly at the maximum allowed distance, even if the crosshair is pointed at a block 100+ blocks away. This guarantees consistent behavior where entities always hover at the controlled range value and never snap to distant blocks. On top of that, the launch force must be drastically increased and aligned perfectly with the player’s current look vector using normalized directional velocity so the release feels extremely high-power, fast, and accurate. The system should recalculate the look direction every tick so entities launch toward wherever the player is aiming at the exact moment of release. The launch multiplier should scale significantly when the player is holding Shift, giving a “super-launch” effect that sends affected entities extremely far. When the launch is activated, the staff should enter a short cooldown period that disables suction temporarily to avoid instantly pulling the same entities back in. The scrolling mechanic must be overridden while right-click is held so the hotbar does not change. Instead, scrolling should modify the entity-holding distance in real time, smoothly moving all affected entities closer or farther from the player based on scroll direction. This scroll-based distance adjustment should respect both minimum and maximum clamp values to prevent clipping into the player or exceeding the allowed staff range. All movement should interpolate smoothly to avoid jitter and maintain a stable levitation effect when changing distances. Edit v16: The system must continuously track all entities currently affected by the staff’s gravity field, applying a consistent attraction vector that updates every tick while maintaining strict distance limits and collision-safe positioning. Every affected entity should always face toward the dynamically calculated crosshair-range point, with velocity applied gradually to simulate controlled gravitational pull instead of sudden snapping. The attraction should use a smooth interpolation factor so entities accelerate toward the target point in a stable, predictable manner, while preventing overshooting by clamping their position once they reach the exact hover distance defined by the current scroll-controlled offset. When multiple entities are being held simultaneously, their positions should still update individually based on their unique offsets and angles from the player, but all should ultimately remain centered around the forward crosshair-range axis for consistent alignment. The system must also ensure that entity rotation, hover stability, and collision handling remain reliable even when rapidly adjusting scroll distance, moving, or turning. Entities should never jitter, clip into terrain, or drift sideways when the player changes direction. To achieve this, each tick should recalculate the ideal hover position relative to the player’s look direction using precise vector math, then apply controlled velocity changes that push entities exactly toward that computed target. If the player abruptly turns or moves, the entities should smoothly reorient and slide into their new correct positions without teleporting too harshly. Cooldown management for the staff must be handled in a way that prevents re-attraction until the cooldown fully expires. During cooldown, right-click attraction should be ignored, and entities previously launched should remain unaffected until the staff becomes active again. The cooldown should also visually indicate its status if needed (e.g., item animation ticks, durability bar repurposing, or a glowing state), but this is optional. The system should ensure that cooldown cannot be bypassed through item switching or other actions. The logic must persist across ticks until fully reset.
1
Dec 10, 2025, 02:13 PM
User request: Create a custom Minecraft item called the Gravity Staff. When the player right-clicks and holds, all entities within a large range (mobs, animals, players) should be pulled toward the point where the player is looking. When the player releases right-click, the pulled entities stop moving and drop naturally. If the player left-clicks while holding right-click, all currently pulled entities are launched outward in the direction the player is looking. The staff should have a magical appearance with glowing particles, preferably purple or blue, while pulling entities. Include all necessary Forge or Fabric mod code in Java, including item registration, event handling, and entity movement logic, with comments explaining each part. Ensure it works with vanilla entities and does not break the game. Optionally, add a cooldown to prevent spamming the pull or launch effect. Include any required JSON or resource files for the item model and texture so the item is fully functional and ready to use in-game. Edit v2: Please edit the existing Gravity Staff item so that when the player right-clicks, the range is much larger, affecting entities that are farther away. Make the staff pull entities toward the player’s crosshair much faster, so they reach the target point quickly. Ensure that while right-click is held, the entities stay locked to the crosshair and are not pushed past it, and adjust the effect so that the crosshair does not make the entities overshoot or move too far—they should remain at the point the player is aiming at. Additionally, fix the left-click functionality so that all currently affected entities are launched outward when left-click is pressed while holding right-click. Keep all other existing functionality, including releasing right-click to drop entities, and maintain the magical particle effects and item behavior. can you edit the staff texture slightly to make it look better Edit v3: Please edit the existing Gravity Staff so that when the player right-clicks and holds, all entities within a much larger range are pulled toward a specific point in the direction the player is looking, then remain locked at that point without drifting, overshooting, or being pushed away. The pull should be fast, and once the entities reach the target point, they must stay at a fixed distance from the player along the crosshair direction for as long as right-click is held. Change the launch action so that entities are launched only at the moment the player presses Shift, not while Shift is held. If the player presses Shift while still holding right-click, all currently affected entities should immediately launch outward. Keep all magical particle effects, existing behavior, and the improved large-range detection. Ensure the entities always stay exactly where the player is aiming, maintaining a stable locked position and not drifting farther away. Edit v4: Please update the Gravity Staff so that when the player right-clicks and holds, all entities within a very large range are pulled rapidly toward a fixed point in the direction of the player’s crosshair. This point should always be at a preset lock-on distance in front of the player, not at the block the player is looking at. Entities must never travel all the way to a block — they should always stop exactly at this set distance from the player, floating in front of the crosshair. Ensure the pull is fast, and once entities reach the lock-on point, they stay locked in place with no drifting, no sliding, and no being pushed past the target. Make the lock-on distance slightly farther from the player than before. Change the launch action so that when the player presses Shift (not holds) while right-clicking, all currently affected entities are launched with much stronger force. After launching, the staff should enter a cooldown period, preventing it from immediately pulling entities again until the cooldown ends. Edit v5: update the Gravity Staff so that all entities within a very large range are still pulled quickly to a fixed lock-on point in front of the player when right-click is held, but now add much stronger launch power so that when the player presses Shift, every affected entity is launched at extremely high speed in the exact direction the player is looking, followed by a cooldown before pulling can begin again. While holding right-click, disable normal hotbar scrolling and instead make scrolling the mouse wheel adjust the distance of the held entities—scrolling forward pulls them closer, and scrolling backward pushes them farther away—while always keeping them perfectly aligned with the crosshair. Ensure entities remain stable at the chosen distance with no drifting, never travel all the way to blocks the player is looking at, and never move past the lock-on point. Keep all previously established behaviors such as rapid pull speed, large detection range, particle effects, and multi-entity control, and feel free to improve internal logic so everything is smooth and visually impressive. Edit v6: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // There are four lights! Time: 2025-12-10 19:59:45 Description: Initializing game java.lang.RuntimeException: Mixin transformation of net.minecraft.class_312 failed at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.getPostMixinClassByteArray(KnotClassDelegate.java:440) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.tryLoadClass(KnotClassDelegate.java:336) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.loadClass(KnotClassDelegate.java:231) at net.fabricmc.loader.impl.launch.knot.KnotClassLoader.loadClass(KnotClassLoader.java:119) at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:526) at knot//net.minecraft.class_310.<init>(class_310.java:525) at knot//net.minecraft.client.main.Main.main(Main.java:249) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:514) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:72) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) Caused by: org.spongepowered.asm.mixin.transformer.throwables.MixinTransformerError: An unexpected critical error was encountered at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:381) at org.spongepowered.asm.mixin.transformer.MixinTransformer.transformClass(MixinTransformer.java:237) at org.spongepowered.asm.mixin.transformer.MixinTransformer.transformClassBytes(MixinTransformer.java:202) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.getPostMixinClassByteArray(KnotClassDelegate.java:435) ... 9 more Caused by: org.spongepowered.asm.mixin.throwables.MixinApplyError: Mixin [gravity_staff_u6ayquf2.mixins.json:GravityStaffScrollMixin from mod gravity-staff-u6ayquf2] from phase [DEFAULT] in config [gravity_staff_u6ayquf2.mixins.json] FAILED during APPLY at org.spongepowered.asm.mixin.transformer.MixinProcessor.handleMixinError(MixinProcessor.java:686) at org.spongepowered.asm.mixin.transformer.MixinProcessor.handleMixinApplyError(MixinProcessor.java:637) at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:368) ... 12 more Caused by: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException: Critical injection failure: @Inject annotation on gravityStaff$onScroll could not find any targets matching 'onMouseScroll' in net/minecraft/class_312. Using refmap gravity_staff_u6ayquf2.refmap.json [INJECT_PREPARE Applicator Phase -> gravity_staff_u6ayquf2.mixins.json:GravityStaffScrollMixin from mod gravity-staff-u6ayquf2 -> Prepare Injections -> handler$zpe000$gravity-staff-u6ayquf2$gravityStaff$onScroll(JDDLorg/spongepowered/asm/mixin/injection/callback/CallbackInfoReturnable;)V -> Parse -> -> Validate Targets] at org.spongepowered.asm.mixin.injection.selectors.TargetSelectors.validate(TargetSelectors.java:346) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.readAnnotation(InjectionInfo.java:369) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.<init>(InjectionInfo.java:340) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.<init>(InjectionInfo.java:331) at org.spongepowered.asm.mixin.injection.struct.CallbackInjectionInfo.<init>(CallbackInjectionInfo.java:48) at java.base/jdk.internal.reflect.DirectConstructorHandleAccessor.newInstance(DirectConstructorHandleAccessor.java:62) at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:502) at java.base/java.lang.reflect.Constructor.newInstance(Constructor.java:486) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo$InjectorEntry.create(InjectionInfo.java:196) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.parse(InjectionInfo.java:664) at org.spongepowered.asm.mixin.transformer.MixinTargetContext.prepareInjections(MixinTargetContext.java:1399) at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.prepareInjections(MixinApplicatorStandard.java:731) at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.applyMixin(MixinApplicatorStandard.java:315) at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.apply(MixinApplicatorStandard.java:246) at org.spongepowered.asm.mixin.transformer.TargetClassContext.apply(TargetClassContext.java:437) at org.spongepowered.asm.mixin.transformer.TargetClassContext.applyMixins(TargetClassContext.java:418) at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:352) ... 12 more A detailed walkthrough of the error, its code path and all known details is as follows: Please apply a fix to prevent this crash. Edit v7: Uncaught exception in thread "main" java.lang.RuntimeException: error remapping game jars [C:\Users\romeo\.creative-mode\minecraft\versions\1.21.5\1.21.5.jar] at net.fabricmc.loader.impl.game.GameProviderHelper.deobfuscate(GameProviderHelper.java:298) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.initialize(MinecraftGameProvider.java:364) at net.fabricmc.loader.impl.launch.knot.Knot.init(Knot.java:141) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:66) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) Caused by: java.nio.file.NoSuchFileException: C:\Users\romeo\.creative-mode\quick-play\a1a08f12-ed73-4fa9-b135-31218eaed80a\.fabric\remappedJars\minecraft-1.21.5-0.18.2\client-intermediary.jar.tmp at java.base/sun.nio.fs.WindowsException.translateToIOException(WindowsException.java:85) at java.base/sun.nio.fs.WindowsException.rethrowAsIOException(WindowsException.java:103) at java.base/sun.nio.fs.WindowsException.rethrowAsIOException(WindowsException.java:108) at java.base/sun.nio.fs.WindowsFileSystemProvider.isSameFile(WindowsFileSystemProvider.java:465) at java.base/java.nio.file.Files.isSameFile(Files.java:1540) at jdk.zipfs/jdk.nio.zipfs.ZipPath.copy(ZipPath.java:933) at jdk.zipfs/jdk.nio.zipfs.ZipFileSystemProvider.copy(ZipFileSystemProvider.java:179) at java.base/java.nio.file.Files.copy(Files.java:1305) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath$1.visitFile(OutputConsumerPath.java:165) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath$1.visitFile(OutputConsumerPath.java:146) at java.base/java.nio.file.Files.walkFileTree(Files.java:2799) at java.base/java.nio.file.Files.walkFileTree(Files.java:2870) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath.addNonClassFiles(OutputConsumerPath.java:146) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath.addNonClassFiles(OutputConsumerPath.java:130) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath.addNonClassFiles(OutputConsumerPath.java:122) at net.fabricmc.loader.impl.game.GameProviderHelper.deobfuscate0(GameProviderHelper.java:360) at net.fabricmc.loader.impl.game.GameProviderHelper.deobfuscate(GameProviderHelper.java:296) this error happens, fix it so the game stops crashing Edit v8: scrolling on the hotbar shoulds be dissabled while hoding right click with the staff. it should entirtely just be used for changing how close or far entities are moved while holding them with the staff. and make the pushing far more stronger, andf it doesnt seem to be working very well, it should push all entities very far in the direction the player is looking Edit v9: make sure shifting is actually just pushing all entities affected by the staff, in the direction the player is looking. and the scroll wheel isnt making the enties go further away or close, than can you replace that with using the number keys to move entities closer or further, so the 1 key is the default range the entities are when being held by the staff, and any number higher will make the entities affected go further away. and you can bring them closer by pressing a lower number, and this should only work while holding right click with the staff. it should not at all moe what slot the palyer is on, on the hotbar, it only affects zooming the entities further away or close. and just make sure that pressing shift launches the entities before the staff dissables, so the entities actually get launched, right now it seems i\s just killing them\, and dropping them. make it so its not to power ful, but it launches them a noticable amount. wqithout lag\ Edit v10: number keys should still be able to be used for the hot bar, just not when the player is holding right click while holding the staff. and also make sure 9 can also be used as a zoom for a number key, right now \it jsut works liek a regular number key and takes the palyer to that slot, but fix it. Edit v11: i need the number keys to work when the gavity staff is not in hand at all. and the 9 key to work as a zoom mode, and also doesnt work on the hotbar when the character is holding the gravity staff. also have it from 1 to 9 on the keys, that it makes the entities goes a lot further a way, so its a bigger range Edit v12: edit the Fabric (Minecraft 1.21.5) item called the Gravity Staff (64×64 texture, glowing runic design), built on a physics-first, math-driven, GPU-accelerated animation system with strict client/server separation (World.isClient guards everywhere, @Environment annotations, ClientPlayNetworking/ServerPlayNetworking packets, PacketByteBuf size limits, server-side validation for all entity manipulation, and no logic executed client-side except particles, HUD, and predicted visuals). Holding right-click activates a gravity-well channeling state, instantly overriding normal scroll behavior so the scroll wheel adjusts the gravity focal distance (entities are pulled closer or further along the player’s exact look vector in real time), while the number keys always remain hotbar-functional and never used for zooming or distance changes. The staff continuously identifies all entities in a massive radius (100–150 blocks) using server-side sphere queries + line-of-sight checks + predictive chunk preloading for distant entity validation; all affected entities are pulled rapidly through space with a mathematically smooth interpolation curve (e.g., exponential ease or t³ spring-damp curve) toward a single fixed point at the current scroll-controlled distance along the player’s crosshair, clamped so entities never overshoot, drift, shake, or get pushed away—once they reach the focal point, they remain perfectly locked in a stable orbital anchor, updating every tick to remain exactly at that distance regardless of what block the crosshair intersects. The staff must support hundreds of entities simultaneously through octree spatial partitioning, multithreaded entity-pull calculations, server-authorized vector corrections, and client-side GPU compute particle rendering using memory-mapped buffers, frustum culling, occlusion culling, frame-budget–adaptive particle LOD, and full object pooling for perfect performance even under extreme stress. While holding right-click, the staff generates escalating magical gravitational VFX: GPU-accelerated spirals of compressed space particles (white core, black rim, green energy arcs), Lorentz-force–style distortion spirals, sector rings, Bézier-curve tendrils, and Perlin-noise vortex fog, all bound to a strict palette (greens 00FF00→003300, plus pure white #FFFFFF and pure black #000000) and respecting block occlusion. Scroll-wheel distance adjustments cause visible compression/expansion ripples across held entities using GPU instanced sphere distortion fields. The staff plays cinematic SFX: low-frequency 40–60Hz gravity hum, rising 250Hz resonance when increasing focal distance, and compressed 6–8kHz spatial crackling when pulling entities rapidly. Pressing Shift while holding right-click triggers a gravity discharge launch for all currently affected entities with massively amplified launch power, firing them explosively in the exact direction the player is looking using a normalized vector multiplied by a high ballistic multiplier, fully server-authorized to prevent cheats; after launch, a configurable cooldown is applied so the staff cannot immediately recapture entities (HUD cooldown ring, synced via packets). Launch effects include: shockwave rings, green-white implosion flash, gravitational lensing distortions, radial debris particles, Doppler-shifted launch sonic pulse, and a short-range screen shake. All systems must handle packet loss gracefully, include try/catch protection, use safe scheduling for entity movement, reject invalid positions, protect from NaN vectors, throttle physics if TPS drops, and prevent duplication or desync. The gravity system must ignore blocks during holding (entities do not collide while suspended but regain collision after launch). Hotbar slot switching, interruptions, right-click release, or staff un-equipping immediately ends the gravity hold and drops all entities with safe restitution dampening. The entire item must feel hyper-responsive, cinematic, mathematically clean, terrain-aware, impossible to desync, and visually overwhelming without dropping framerate, using GPU compute for particle fields and server authority for all entity movement so the Gravity Staff becomes a visually stunning, physically accurate, extremely powerful gravitational manipulation weapon with scroll-controlled focal distance, shift-launch, extreme range, fixed-point entity locking, and flawless input handling. Edit v14: Create a redesigned purple-core gravitational manipulation staff that functions as an advanced physics-driven entity control artifact with fully deterministic behavior, scroll-wheel distance modulation, and strict visual, audio, and performance rules. The staff operates under a three-stage gravitational pipeline (Capture → Hold → Launch) and must include a scroll-wheel override system that completely disables hotbar scrolling while the player is holding right-click with the staff equipped. Number keys 1–9 must ALWAYS override hotbar selection even while right-click is held, and releasing right-click instantly restores normal scroll behavior. The staff’s appearance must reflect a dark crystalline obsidian body wrapped in animated purple rune conduits, with a floating graviton node at the tip that expands/brightens depending on gravitational charge using sinusoidal intensity modulation. Staff coloration stays strictly within a purple LUT range (#6A00FF → #2A0040 → #B000FF → #450080), and all particle systems must follow this palette except where shaders are texture-locked. The staff must implement a deterministic gravity tether system: when the player right-clicks, entities within an extremely large radius must be pulled rapidly toward a fixed gravitational anchor point located on the player’s view-direction ray, at a system-defined distance (default 7–12 meters, adjustable with scroll-wheel while right-clicking). Captured entities must NEVER drift or overshoot this point; they must instantly converge toward it and remain perfectly locked in place relative to the player’s crosshair. Entity motion must be server-authoritative, using validated gravitational vectors: T = normalize(P_target − P_entity) × gravityStrength, recomputed every tick with prediction for smooth rendering. The staff must suppress all client-driven entity motion and rely on server reconciliation to avoid exploits. Entities supported include mobs, dropped items, minecarts, boats, TNT (non-accelerating unless server-authorized), arrows (frozen mid-air), and most physics-affected objects. Right-click initiates Stage 1: Gravitational Lock-On (3 seconds). This creates a high-density purple spiraling particle helix around the staff tip and along the anchor ray. Particles must use a custom class such as GRAVITON_SPARK using Fibonacci ring emission, deterministic φ/θ sequencing, micro-noise perturbation, and 20k particles/sec GPU-batched output. Screen vignette becomes subtly purple, and a HUD singularity-meter appears showing tether distance. Scroll-wheel movement while holding right-click must modify the anchor distance via: d = clamp(d + scrollDelta × 0.65, 1.5m, 150m) and MUST NOT affect the hotbar. When Stage 1 completes, the system transitions to Stage 2: Gravitational Hold State. Entities stop moving and adhere to a stable multi-shell lattice: three concentric particle shells (r=0.8, 1.2, 1.8) rendered using 1800 particles/frame GPU batch mode with anti-flicker guarantees: maxAge ≥ 80 ticks, alpha smoothing over last 20%, layered double-sphere technique, and tick-aligned deterministic spawn counts. All spawned particles must respect purple palette rules via LUT clamping. A mild purple lens-distortion shader overlays the screen, scaling intensity with gravitational charge. Edit v15: Additionally, ensure that entity movement is strictly clamped to a fixed maximum attraction distance so entities can never travel farther than the defined crosshair-range, regardless of what block or surface the player is looking at. This prevents the system from incorrectly using block hit-distance and instead forces all targeting to rely only on the fixed staff range itself. When right-click is held, the staff should ignore environmental surfaces beyond that range and dynamically compute a point directly in front of the player, exactly at the maximum allowed distance, even if the crosshair is pointed at a block 100+ blocks away. This guarantees consistent behavior where entities always hover at the controlled range value and never snap to distant blocks. On top of that, the launch force must be drastically increased and aligned perfectly with the player’s current look vector using normalized directional velocity so the release feels extremely high-power, fast, and accurate. The system should recalculate the look direction every tick so entities launch toward wherever the player is aiming at the exact moment of release. The launch multiplier should scale significantly when the player is holding Shift, giving a “super-launch” effect that sends affected entities extremely far. When the launch is activated, the staff should enter a short cooldown period that disables suction temporarily to avoid instantly pulling the same entities back in. The scrolling mechanic must be overridden while right-click is held so the hotbar does not change. Instead, scrolling should modify the entity-holding distance in real time, smoothly moving all affected entities closer or farther from the player based on scroll direction. This scroll-based distance adjustment should respect both minimum and maximum clamp values to prevent clipping into the player or exceeding the allowed staff range. All movement should interpolate smoothly to avoid jitter and maintain a stable levitation effect when changing distances.
1
Dec 10, 2025, 01:46 PM
User request: Create a custom Minecraft item called the Gravity Staff. When the player right-clicks and holds, all entities within a large range (mobs, animals, players) should be pulled toward the point where the player is looking. When the player releases right-click, the pulled entities stop moving and drop naturally. If the player left-clicks while holding right-click, all currently pulled entities are launched outward in the direction the player is looking. The staff should have a magical appearance with glowing particles, preferably purple or blue, while pulling entities. Include all necessary Forge or Fabric mod code in Java, including item registration, event handling, and entity movement logic, with comments explaining each part. Ensure it works with vanilla entities and does not break the game. Optionally, add a cooldown to prevent spamming the pull or launch effect. Include any required JSON or resource files for the item model and texture so the item is fully functional and ready to use in-game. Edit v2: Please edit the existing Gravity Staff item so that when the player right-clicks, the range is much larger, affecting entities that are farther away. Make the staff pull entities toward the player’s crosshair much faster, so they reach the target point quickly. Ensure that while right-click is held, the entities stay locked to the crosshair and are not pushed past it, and adjust the effect so that the crosshair does not make the entities overshoot or move too far—they should remain at the point the player is aiming at. Additionally, fix the left-click functionality so that all currently affected entities are launched outward when left-click is pressed while holding right-click. Keep all other existing functionality, including releasing right-click to drop entities, and maintain the magical particle effects and item behavior. can you edit the staff texture slightly to make it look better Edit v3: Please edit the existing Gravity Staff so that when the player right-clicks and holds, all entities within a much larger range are pulled toward a specific point in the direction the player is looking, then remain locked at that point without drifting, overshooting, or being pushed away. The pull should be fast, and once the entities reach the target point, they must stay at a fixed distance from the player along the crosshair direction for as long as right-click is held. Change the launch action so that entities are launched only at the moment the player presses Shift, not while Shift is held. If the player presses Shift while still holding right-click, all currently affected entities should immediately launch outward. Keep all magical particle effects, existing behavior, and the improved large-range detection. Ensure the entities always stay exactly where the player is aiming, maintaining a stable locked position and not drifting farther away. Edit v4: Please update the Gravity Staff so that when the player right-clicks and holds, all entities within a very large range are pulled rapidly toward a fixed point in the direction of the player’s crosshair. This point should always be at a preset lock-on distance in front of the player, not at the block the player is looking at. Entities must never travel all the way to a block — they should always stop exactly at this set distance from the player, floating in front of the crosshair. Ensure the pull is fast, and once entities reach the lock-on point, they stay locked in place with no drifting, no sliding, and no being pushed past the target. Make the lock-on distance slightly farther from the player than before. Change the launch action so that when the player presses Shift (not holds) while right-clicking, all currently affected entities are launched with much stronger force. After launching, the staff should enter a cooldown period, preventing it from immediately pulling entities again until the cooldown ends. Edit v5: update the Gravity Staff so that all entities within a very large range are still pulled quickly to a fixed lock-on point in front of the player when right-click is held, but now add much stronger launch power so that when the player presses Shift, every affected entity is launched at extremely high speed in the exact direction the player is looking, followed by a cooldown before pulling can begin again. While holding right-click, disable normal hotbar scrolling and instead make scrolling the mouse wheel adjust the distance of the held entities—scrolling forward pulls them closer, and scrolling backward pushes them farther away—while always keeping them perfectly aligned with the crosshair. Ensure entities remain stable at the chosen distance with no drifting, never travel all the way to blocks the player is looking at, and never move past the lock-on point. Keep all previously established behaviors such as rapid pull speed, large detection range, particle effects, and multi-entity control, and feel free to improve internal logic so everything is smooth and visually impressive. Edit v6: It looks like the game crashed with the following stacktrace: ---- Minecraft Crash Report ---- // There are four lights! Time: 2025-12-10 19:59:45 Description: Initializing game java.lang.RuntimeException: Mixin transformation of net.minecraft.class_312 failed at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.getPostMixinClassByteArray(KnotClassDelegate.java:440) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.tryLoadClass(KnotClassDelegate.java:336) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.loadClass(KnotClassDelegate.java:231) at net.fabricmc.loader.impl.launch.knot.KnotClassLoader.loadClass(KnotClassLoader.java:119) at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:526) at knot//net.minecraft.class_310.<init>(class_310.java:525) at knot//net.minecraft.client.main.Main.main(Main.java:249) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:514) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:72) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) Caused by: org.spongepowered.asm.mixin.transformer.throwables.MixinTransformerError: An unexpected critical error was encountered at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:381) at org.spongepowered.asm.mixin.transformer.MixinTransformer.transformClass(MixinTransformer.java:237) at org.spongepowered.asm.mixin.transformer.MixinTransformer.transformClassBytes(MixinTransformer.java:202) at net.fabricmc.loader.impl.launch.knot.KnotClassDelegate.getPostMixinClassByteArray(KnotClassDelegate.java:435) ... 9 more Caused by: org.spongepowered.asm.mixin.throwables.MixinApplyError: Mixin [gravity_staff_u6ayquf2.mixins.json:GravityStaffScrollMixin from mod gravity-staff-u6ayquf2] from phase [DEFAULT] in config [gravity_staff_u6ayquf2.mixins.json] FAILED during APPLY at org.spongepowered.asm.mixin.transformer.MixinProcessor.handleMixinError(MixinProcessor.java:686) at org.spongepowered.asm.mixin.transformer.MixinProcessor.handleMixinApplyError(MixinProcessor.java:637) at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:368) ... 12 more Caused by: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException: Critical injection failure: @Inject annotation on gravityStaff$onScroll could not find any targets matching 'onMouseScroll' in net/minecraft/class_312. Using refmap gravity_staff_u6ayquf2.refmap.json [INJECT_PREPARE Applicator Phase -> gravity_staff_u6ayquf2.mixins.json:GravityStaffScrollMixin from mod gravity-staff-u6ayquf2 -> Prepare Injections -> handler$zpe000$gravity-staff-u6ayquf2$gravityStaff$onScroll(JDDLorg/spongepowered/asm/mixin/injection/callback/CallbackInfoReturnable;)V -> Parse -> -> Validate Targets] at org.spongepowered.asm.mixin.injection.selectors.TargetSelectors.validate(TargetSelectors.java:346) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.readAnnotation(InjectionInfo.java:369) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.<init>(InjectionInfo.java:340) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.<init>(InjectionInfo.java:331) at org.spongepowered.asm.mixin.injection.struct.CallbackInjectionInfo.<init>(CallbackInjectionInfo.java:48) at java.base/jdk.internal.reflect.DirectConstructorHandleAccessor.newInstance(DirectConstructorHandleAccessor.java:62) at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:502) at java.base/java.lang.reflect.Constructor.newInstance(Constructor.java:486) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo$InjectorEntry.create(InjectionInfo.java:196) at org.spongepowered.asm.mixin.injection.struct.InjectionInfo.parse(InjectionInfo.java:664) at org.spongepowered.asm.mixin.transformer.MixinTargetContext.prepareInjections(MixinTargetContext.java:1399) at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.prepareInjections(MixinApplicatorStandard.java:731) at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.applyMixin(MixinApplicatorStandard.java:315) at org.spongepowered.asm.mixin.transformer.MixinApplicatorStandard.apply(MixinApplicatorStandard.java:246) at org.spongepowered.asm.mixin.transformer.TargetClassContext.apply(TargetClassContext.java:437) at org.spongepowered.asm.mixin.transformer.TargetClassContext.applyMixins(TargetClassContext.java:418) at org.spongepowered.asm.mixin.transformer.MixinProcessor.applyMixins(MixinProcessor.java:352) ... 12 more A detailed walkthrough of the error, its code path and all known details is as follows: Please apply a fix to prevent this crash. Edit v7: Uncaught exception in thread "main" java.lang.RuntimeException: error remapping game jars [C:\Users\romeo\.creative-mode\minecraft\versions\1.21.5\1.21.5.jar] at net.fabricmc.loader.impl.game.GameProviderHelper.deobfuscate(GameProviderHelper.java:298) at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.initialize(MinecraftGameProvider.java:364) at net.fabricmc.loader.impl.launch.knot.Knot.init(Knot.java:141) at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:66) at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23) Caused by: java.nio.file.NoSuchFileException: C:\Users\romeo\.creative-mode\quick-play\a1a08f12-ed73-4fa9-b135-31218eaed80a\.fabric\remappedJars\minecraft-1.21.5-0.18.2\client-intermediary.jar.tmp at java.base/sun.nio.fs.WindowsException.translateToIOException(WindowsException.java:85) at java.base/sun.nio.fs.WindowsException.rethrowAsIOException(WindowsException.java:103) at java.base/sun.nio.fs.WindowsException.rethrowAsIOException(WindowsException.java:108) at java.base/sun.nio.fs.WindowsFileSystemProvider.isSameFile(WindowsFileSystemProvider.java:465) at java.base/java.nio.file.Files.isSameFile(Files.java:1540) at jdk.zipfs/jdk.nio.zipfs.ZipPath.copy(ZipPath.java:933) at jdk.zipfs/jdk.nio.zipfs.ZipFileSystemProvider.copy(ZipFileSystemProvider.java:179) at java.base/java.nio.file.Files.copy(Files.java:1305) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath$1.visitFile(OutputConsumerPath.java:165) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath$1.visitFile(OutputConsumerPath.java:146) at java.base/java.nio.file.Files.walkFileTree(Files.java:2799) at java.base/java.nio.file.Files.walkFileTree(Files.java:2870) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath.addNonClassFiles(OutputConsumerPath.java:146) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath.addNonClassFiles(OutputConsumerPath.java:130) at net.fabricmc.loader.impl.lib.tinyremapper.OutputConsumerPath.addNonClassFiles(OutputConsumerPath.java:122) at net.fabricmc.loader.impl.game.GameProviderHelper.deobfuscate0(GameProviderHelper.java:360) at net.fabricmc.loader.impl.game.GameProviderHelper.deobfuscate(GameProviderHelper.java:296) this error happens, fix it so the game stops crashing Edit v8: scrolling on the hotbar shoulds be dissabled while hoding right click with the staff. it should entirtely just be used for changing how close or far entities are moved while holding them with the staff. and make the pushing far more stronger, andf it doesnt seem to be working very well, it should push all entities very far in the direction the player is looking Edit v9: make sure shifting is actually just pushing all entities affected by the staff, in the direction the player is looking. and the scroll wheel isnt making the enties go further away or close, than can you replace that with using the number keys to move entities closer or further, so the 1 key is the default range the entities are when being held by the staff, and any number higher will make the entities affected go further away. and you can bring them closer by pressing a lower number, and this should only work while holding right click with the staff. it should not at all moe what slot the palyer is on, on the hotbar, it only affects zooming the entities further away or close. and just make sure that pressing shift launches the entities before the staff dissables, so the entities actually get launched, right now it seems i\s just killing them\, and dropping them. make it so its not to power ful, but it launches them a noticable amount. wqithout lag\ Edit v10: number keys should still be able to be used for the hot bar, just not when the player is holding right click while holding the staff. and also make sure 9 can also be used as a zoom for a number key, right now \it jsut works liek a regular number key and takes the palyer to that slot, but fix it. Edit v11: i need the number keys to work when the gavity staff is not in hand at all. and the 9 key to work as a zoom mode, and also doesnt work on the hotbar when the character is holding the gravity staff. also have it from 1 to 9 on the keys, that it makes the entities goes a lot further a way, so its a bigger range Edit v12: edit the Fabric (Minecraft 1.21.5) item called the Gravity Staff (64×64 texture, glowing runic design), built on a physics-first, math-driven, GPU-accelerated animation system with strict client/server separation (World.isClient guards everywhere, @Environment annotations, ClientPlayNetworking/ServerPlayNetworking packets, PacketByteBuf size limits, server-side validation for all entity manipulation, and no logic executed client-side except particles, HUD, and predicted visuals). Holding right-click activates a gravity-well channeling state, instantly overriding normal scroll behavior so the scroll wheel adjusts the gravity focal distance (entities are pulled closer or further along the player’s exact look vector in real time), while the number keys always remain hotbar-functional and never used for zooming or distance changes. The staff continuously identifies all entities in a massive radius (100–150 blocks) using server-side sphere queries + line-of-sight checks + predictive chunk preloading for distant entity validation; all affected entities are pulled rapidly through space with a mathematically smooth interpolation curve (e.g., exponential ease or t³ spring-damp curve) toward a single fixed point at the current scroll-controlled distance along the player’s crosshair, clamped so entities never overshoot, drift, shake, or get pushed away—once they reach the focal point, they remain perfectly locked in a stable orbital anchor, updating every tick to remain exactly at that distance regardless of what block the crosshair intersects. The staff must support hundreds of entities simultaneously through octree spatial partitioning, multithreaded entity-pull calculations, server-authorized vector corrections, and client-side GPU compute particle rendering using memory-mapped buffers, frustum culling, occlusion culling, frame-budget–adaptive particle LOD, and full object pooling for perfect performance even under extreme stress. While holding right-click, the staff generates escalating magical gravitational VFX: GPU-accelerated spirals of compressed space particles (white core, black rim, green energy arcs), Lorentz-force–style distortion spirals, sector rings, Bézier-curve tendrils, and Perlin-noise vortex fog, all bound to a strict palette (greens 00FF00→003300, plus pure white #FFFFFF and pure black #000000) and respecting block occlusion. Scroll-wheel distance adjustments cause visible compression/expansion ripples across held entities using GPU instanced sphere distortion fields. The staff plays cinematic SFX: low-frequency 40–60Hz gravity hum, rising 250Hz resonance when increasing focal distance, and compressed 6–8kHz spatial crackling when pulling entities rapidly. Pressing Shift while holding right-click triggers a gravity discharge launch for all currently affected entities with massively amplified launch power, firing them explosively in the exact direction the player is looking using a normalized vector multiplied by a high ballistic multiplier, fully server-authorized to prevent cheats; after launch, a configurable cooldown is applied so the staff cannot immediately recapture entities (HUD cooldown ring, synced via packets). Launch effects include: shockwave rings, green-white implosion flash, gravitational lensing distortions, radial debris particles, Doppler-shifted launch sonic pulse, and a short-range screen shake. All systems must handle packet loss gracefully, include try/catch protection, use safe scheduling for entity movement, reject invalid positions, protect from NaN vectors, throttle physics if TPS drops, and prevent duplication or desync. The gravity system must ignore blocks during holding (entities do not collide while suspended but regain collision after launch). Hotbar slot switching, interruptions, right-click release, or staff un-equipping immediately ends the gravity hold and drops all entities with safe restitution dampening. The entire item must feel hyper-responsive, cinematic, mathematically clean, terrain-aware, impossible to desync, and visually overwhelming without dropping framerate, using GPU compute for particle fields and server authority for all entity movement so the Gravity Staff becomes a visually stunning, physically accurate, extremely powerful gravitational manipulation weapon with scroll-controlled focal distance, shift-launch, extreme range, fixed-point entity locking, and flawless input handling. Edit v14: Create a redesigned purple-core gravitational manipulation staff that functions as an advanced physics-driven entity control artifact with fully deterministic behavior, scroll-wheel distance modulation, and strict visual, audio, and performance rules. The staff operates under a three-stage gravitational pipeline (Capture → Hold → Launch) and must include a scroll-wheel override system that completely disables hotbar scrolling while the player is holding right-click with the staff equipped. Number keys 1–9 must ALWAYS override hotbar selection even while right-click is held, and releasing right-click instantly restores normal scroll behavior. The staff’s appearance must reflect a dark crystalline obsidian body wrapped in animated purple rune conduits, with a floating graviton node at the tip that expands/brightens depending on gravitational charge using sinusoidal intensity modulation. Staff coloration stays strictly within a purple LUT range (#6A00FF → #2A0040 → #B000FF → #450080), and all particle systems must follow this palette except where shaders are texture-locked. The staff must implement a deterministic gravity tether system: when the player right-clicks, entities within an extremely large radius must be pulled rapidly toward a fixed gravitational anchor point located on the player’s view-direction ray, at a system-defined distance (default 7–12 meters, adjustable with scroll-wheel while right-clicking). Captured entities must NEVER drift or overshoot this point; they must instantly converge toward it and remain perfectly locked in place relative to the player’s crosshair. Entity motion must be server-authoritative, using validated gravitational vectors: T = normalize(P_target − P_entity) × gravityStrength, recomputed every tick with prediction for smooth rendering. The staff must suppress all client-driven entity motion and rely on server reconciliation to avoid exploits. Entities supported include mobs, dropped items, minecarts, boats, TNT (non-accelerating unless server-authorized), arrows (frozen mid-air), and most physics-affected objects. Right-click initiates Stage 1: Gravitational Lock-On (3 seconds). This creates a high-density purple spiraling particle helix around the staff tip and along the anchor ray. Particles must use a custom class such as GRAVITON_SPARK using Fibonacci ring emission, deterministic φ/θ sequencing, micro-noise perturbation, and 20k particles/sec GPU-batched output. Screen vignette becomes subtly purple, and a HUD singularity-meter appears showing tether distance. Scroll-wheel movement while holding right-click must modify the anchor distance via: d = clamp(d + scrollDelta × 0.65, 1.5m, 150m) and MUST NOT affect the hotbar. When Stage 1 completes, the system transitions to Stage 2: Gravitational Hold State. Entities stop moving and adhere to a stable multi-shell lattice: three concentric particle shells (r=0.8, 1.2, 1.8) rendered using 1800 particles/frame GPU batch mode with anti-flicker guarantees: maxAge ≥ 80 ticks, alpha smoothing over last 20%, layered double-sphere technique, and tick-aligned deterministic spawn counts. All spawned particles must respect purple palette rules via LUT clamping. A mild purple lens-distortion shader overlays the screen, scaling intensity with gravitational charge.
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This mod is licensed under the CreativeMode Mods License.