27 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.
Click here for installation instructions
This will create a new version of "Gravity Staff" for Minecraft Java 1.20.1. The original mod will remain unchanged.
This mod is licensed under the CreativeMode Mods License.
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.
12
Dec 10, 2025, 02:19 PM
User request: 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: 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 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.