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Description:
Metal Knuckles are a fast fist weapon that build Kill Charges when you kill hostile or neutral‑aggressive (some don't apply, mainly Slimes) mobs; sneak + right‑click cycles your unlocked Limit Breaks and right‑click (with an empty offhand) uses the selected Break on the living entity closest to your crosshair within 8 blocks (players are not valid targets). Limit Breaks include Beat Rush (up to three quick punches targeting the crosshair target and nearby neighbors), Meteodrive (an uppercut that heavily slows the target and causes a small block‑only terrain break), Meteor Strike (strong AoE damage with a medium terrain break), and Final Heaven (a dash plus massive particle explosion) — using any Break grants 10 seconds of fall‑ and explosion‑damage immunity so you won’t hurt yourself. In Creative mode all Breaks are auto‑unlocked and free; the item tooltip shows your Kill Counter, unlocked Breaks and usage counts (Final Heaven shows as “???” until unlocked by breaking a note block), and the offhand must be empty to use Limit Breaks.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Metal Knuckles" 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 "Metal Knuckles" for Minecraft Java 1.20.1. The original mod will remain unchanged.
6
Oct 6, 2025, 07:43 PM
User request: Metal Knuckles Description: "The gauntlets of a renegade...this pair of gloves allow you to punch faster than harder than normal, and move slightly faster. With both hands occupying them, unleash some destructive Limit Breaks with right click (charged by enough kills, and can switch between them." What it does: A new weapon that has the same damage as a Iron Sword, but the attack speed of your fists, and passively gives you Swiftness I while in your main hand, and is treated as a Sword with how it attacks and the Enchantments that can be put on it. You can also repair it to full by combining it with a Netherite Ingot while crafting. However, this weapon has a special function, as when you kill a mob, you will have a Kill Counter that when charged up, allows you to unleash a selected Limit Break by right clicking (there ll be a pop-up when a Limit Break is ready to use)! You can switch between your unlocked Limit Breaks by crouching and right clicking at the same time, and your Kill Counter will NOT be reset by doing this. There are 4 levels of Limit Breaks, with 2 in each level (except the last one), with the first Limit in each level being unlocked either automatically for the first one or through total kills with the Metal Knuckles, and the second Limit in each level requiring uses with the first Limit (only show a message the first time you unlock the x-2 Limits, to prevent spamming while using the x-1 Limits). The final Limit Break is special, requiring you to do a specific task and unlocking all previous Limit Breaks before unlocking it. In Creative Mode, all Limit Breaks will automatically be learned, and can be used without filling up the Kill Counter. Using a Limit Break will also grant you temporary fall damage immunity for the next 10 seconds, to make sure you don't die from fall damage by Limits that launch you high into the air. Additionally, if you have enough overflow in the Kill Counter, and have enough to unleash the next Limit Break in sequence (#1-1, #1-2, #2-1, #2-2, #3-1, #3-2, #4), it will unleash those extra Limit Breaks in order with a Limit Sequence, depending on how much in the Kill Counter you have left, even allowing you to unleash all 7 Limit Breaks in a row if you have enough saved up in the Kill Counter! If the targeted mob is killed during a Limit Sequence, it'll automatically target another nearby mob instead of wasting the extra Limit Breaks. There can also be a HUD element nearby the hotbar of how much you have in the Kill Counter currently, since it's more important to know with this weapon. Limit Break #1-1: Beat Rush (unlocked automatically, needs 5 kills to unleash). Punch the nearest hostile or neutral Mob 3 times, each dealing the same damage as the Knuckles. Limit Break #1-2: Somersault (unlocked by using Beat Rush 5 times, needs 5 kills to unleash or use in sequence after Beat Rush). Kicks the nearest hostile or neutral mob, dealing 1.5x the Knuckle's damage, and launches both you and that mob into the air. Limit Break #2-1: Waterkick (unlocked by defeating 40 hostile/neutral mobs with the Metal Knuckles, needs 6 kills to unleash or use in sequence after Somersault). Kicks the nearest hostile/neutral mob, dealing 1.75x the Knuckle's damage, and gives that mob both Weakness I and Slowness II for 1 minute. Limit Break #2-2: Meteodrive (unlocked by using Waterkick 6 times, needs 6 kills to unleash or use in sequence after Waterkick). Grabs the nearest neutral/hostile mob and slams them into the ground, dealing 2x the Knuckle's damage, and making them unable to move for a short time. Limit Break #3-1: Dolphin Blow (unlocked by defeating 80 hostile mobs with the Metal Knuckles, needs 7 kills to unleash or use in sequence after Meteodrive). Uppercut the nearest neutral/hostile mob (while also having a visual effect of a Dolphin coming out of the ground briefly), dealing 1.75x the Knuckle's damage, and giving yourself Swiftness II and Dolphin's Grace for 1 minute. Limit Break #3-2: Meteor Strike (unlocked by using Dolphin Blow 7 times, needs 7 kills to unleash or use in sequence after Dolphin Blow). Grab the nearest neutral/hostile mob, then both the player and that mob will launch HIGH into the air, before crashing down in a visual explosion, doing 2x the Knuckle's damage to that mob, and 1.5x damage to any nearby mob in that explosion (not the player). Limit Break #4: FINAL HEAVEN (unlocked by letting the music disk "chirp" fully play out on a Jukebox nearby while the Metal Knuckles are equipped, needs 10 kills to unleash or use in sequence after Meteor Strike). Has a long-wind up, but afterwards, launch yourself to the nearest neutral/hostile mob and punch through them with a MASSIVE explosion, dealing 3x the Knuckle's damage to them, and 2x to any nearby mobs (not the player). What it looks like: A relatively simple black glove that has metal spikes on the knuckle area, meant for hurting.' Edit v2: Part 1: THE LIMIT SEQUENCE SYSTEM IS ENTIRELY BROKEN, so remove that part from it entirely. Instead, just have it so that pressing right click will use that Limit Break on the nearest hostile or neutral mob (while your offhand is open), and shifting and right clicking will switch it to the next Limit Break. You can keep the Kill Counter not being reset on Limit Break switching or use and the GUI though, as a bonus. Also, remove the "f3 + H" part from the description, and instead have it show a list of the Limit Breaks (both unlocked and locked, and their amount of times used nearby), with FINAL HEAVEN being replaced with "???" until it's unlocked. Part 2: The Kill Counter is currently not being increased by killing neutral mobs, only hostile ones, so make it so that both neutral and hostile mob kills will increase the Kill Counter. Additionally, Limit Breaks will also be able to attack both neutral and hostile mobs. Part 3: Currently, it's called "Limit Breaker Gauntlets", and not "Metal Knuckles" like I wanted it to be. So make sure it's renamed to "Metal Knuckles". Part 4: Additionally, holding the weapon will not grant the holder Swiftness I like I wanted it to. So make it so that while you're holding the weapon, you have Swiftness I as long as you're holding it. Part 5: I don't think Beat Rush will be able to work properly as is, so instead, have it do 3 punches on the nearest neutral/hostile mob (not the player actually punching them, just 3 hits on them, maybe with louder hit markers to differentiate it from regular punches), with each dealing the same damage as the weapon. Edit v3: Part 1: Currently, all Limit Breaks have to be unlocked manually even in Creative Mode. So, in Creative Mode, all Limit Breaks will automatically and immediately be learned, and can be used without filling up the Kill Counter (with the Kill Counter not going down even if a Limit Break is used). Part 2: Beat Rush is currently very underwhelming. So now, it'll do 3 punches back to back on its target (with enough delay so they hit properly), with each punch doing the same damage as the weapon. Part 3: I realized a mistake in that I called the buff Swiftness instead of Speed (I was thinking of the Potion of Swiftness there). So now, the Metal Knuckles will passively give Speed I while in your main hand, and Dolphin Blow will give Speed II, Dolphin's Grace, and Haste II for 1 minute when used (along with it's original attack). Part 4: Somersault, Meteor Strike, and FINAL HEAVEN currently do not move the player at all, keeping them still. So, all 3 of those will now also move the user/player respectively like it's originally described (while granting them fall/explosion immunity temporarily so they don't accidentally die by their effects). Part 5: The unlock condition for FINAL HEAVEN is currently broken, so now, it will be unlocked by destroying/mining a Note Block with the Metal Knuckles. Additionally, make sure there's a good amount of flair and sound effects with both unlocking it, and using it. Edit v4: Part 1: The Metal Knuckles are STILL not giving the holder Speed 1 while in your main hand because the buff is only titled "Speed", so have it grant Speed instead while in your main hand. Part 2: Instead of the Limit Break targeting the nearest mob/target within 16 blocks, have it target a mob within 8 blocks that's closest to the player's crosshairs (basically, the mob you're looking at will be the mob effected, unless it's too far away). If the Limit Break can target multiple enemies (like with Beat Rush), then have it target the nearest mob to the first mob hit. If there are no mobs nearby the crosshair (like if they're offscreen), then it will have no valid targets like usual. Part 3: The Kill Charges should also be increased from kills on neutral mobs (such as slimes, iron golems, wolves, etc), not just from hostile mobs. Additionally, Limit Breaks should also be able to be used on neutral mobs as well, to increase use cases. I've asked for this before, but it still wasn't doing this, so maybe try to find a different way to do it. Part 4: Beat Rush is STILL very underwhelming, and doesn't seem to be working correctly. So instead, have it immediately punch 3 targeted mobs (with the punches being focused on 1/2 mobs and slightly delayed instead if those are the only ones within reach), with each punch doing the same damage as the Metal Knuckles. Part 5: Meteodrive will now create a small explosion (about the size of a Creeper explosion) around the targeted mob as well, breaking a few blocks, but not destroying any dropped items or hurting anyone nearby. It will still lock the targeted mob in place. Part 6: Meteor Strike will now create a medium-sized explosion (about the size of a TNT explosion) around the targeted mob as well, breaking a couple of blocks, but not destroying any dropped items or hurting the user. It will still do the same damage to any nearby mobs from the targeted mob. Part 7: FINAL HEAVEN will now cause the player to launch forward first into the targeted mob, before creating a MASSIVE explosion (about 10x the radius of a TNT explosion), that won't break any blocks, destroy any dropped items, or hurt the user. It will still do the same damage as before to any nearby mobs from the targeted mob.
2
Oct 4, 2025, 11:30 PM
User request: Metal Knuckles Description: "The gauntlets of a renegade...this pair of gloves allow you to punch faster than harder than normal, and move slightly faster. With both hands occupying them, unleash some destructive Limit Breaks with right click (charged by enough kills, and can switch between them." What it does: A new weapon that has the same damage as a Iron Sword, but the attack speed of your fists, and passively gives you Swiftness I while in your main hand, and is treated as a Sword with how it attacks and the Enchantments that can be put on it. You can also repair it to full by combining it with a Netherite Ingot while crafting. However, this weapon has a special function, as when you kill a mob, you will have a Kill Counter that when charged up, allows you to unleash a selected Limit Break by right clicking (there ll be a pop-up when a Limit Break is ready to use)! You can switch between your unlocked Limit Breaks by crouching and right clicking at the same time, and your Kill Counter will NOT be reset by doing this. There are 4 levels of Limit Breaks, with 2 in each level (except the last one), with the first Limit in each level being unlocked either automatically for the first one or through total kills with the Metal Knuckles, and the second Limit in each level requiring uses with the first Limit (only show a message the first time you unlock the x-2 Limits, to prevent spamming while using the x-1 Limits). The final Limit Break is special, requiring you to do a specific task and unlocking all previous Limit Breaks before unlocking it. In Creative Mode, all Limit Breaks will automatically be learned, and can be used without filling up the Kill Counter. Using a Limit Break will also grant you temporary fall damage immunity for the next 10 seconds, to make sure you don't die from fall damage by Limits that launch you high into the air. Additionally, if you have enough overflow in the Kill Counter, and have enough to unleash the next Limit Break in sequence (#1-1, #1-2, #2-1, #2-2, #3-1, #3-2, #4), it will unleash those extra Limit Breaks in order with a Limit Sequence, depending on how much in the Kill Counter you have left, even allowing you to unleash all 7 Limit Breaks in a row if you have enough saved up in the Kill Counter! If the targeted mob is killed during a Limit Sequence, it'll automatically target another nearby mob instead of wasting the extra Limit Breaks. There can also be a HUD element nearby the hotbar of how much you have in the Kill Counter currently, since it's more important to know with this weapon. Limit Break #1-1: Beat Rush (unlocked automatically, needs 5 kills to unleash). Punch the nearest hostile or neutral Mob 3 times, each dealing the same damage as the Knuckles. Limit Break #1-2: Somersault (unlocked by using Beat Rush 5 times, needs 5 kills to unleash or use in sequence after Beat Rush). Kicks the nearest hostile or neutral mob, dealing 1.5x the Knuckle's damage, and launches both you and that mob into the air. Limit Break #2-1: Waterkick (unlocked by defeating 40 hostile/neutral mobs with the Metal Knuckles, needs 6 kills to unleash or use in sequence after Somersault). Kicks the nearest hostile/neutral mob, dealing 1.75x the Knuckle's damage, and gives that mob both Weakness I and Slowness II for 1 minute. Limit Break #2-2: Meteodrive (unlocked by using Waterkick 6 times, needs 6 kills to unleash or use in sequence after Waterkick). Grabs the nearest neutral/hostile mob and slams them into the ground, dealing 2x the Knuckle's damage, and making them unable to move for a short time. Limit Break #3-1: Dolphin Blow (unlocked by defeating 80 hostile mobs with the Metal Knuckles, needs 7 kills to unleash or use in sequence after Meteodrive). Uppercut the nearest neutral/hostile mob (while also having a visual effect of a Dolphin coming out of the ground briefly), dealing 1.75x the Knuckle's damage, and giving yourself Swiftness II and Dolphin's Grace for 1 minute. Limit Break #3-2: Meteor Strike (unlocked by using Dolphin Blow 7 times, needs 7 kills to unleash or use in sequence after Dolphin Blow). Grab the nearest neutral/hostile mob, then both the player and that mob will launch HIGH into the air, before crashing down in a visual explosion, doing 2x the Knuckle's damage to that mob, and 1.5x damage to any nearby mob in that explosion (not the player). Limit Break #4: FINAL HEAVEN (unlocked by letting the music disk "chirp" fully play out on a Jukebox nearby while the Metal Knuckles are equipped, needs 10 kills to unleash or use in sequence after Meteor Strike). Has a long-wind up, but afterwards, launch yourself to the nearest neutral/hostile mob and punch through them with a MASSIVE explosion, dealing 3x the Knuckle's damage to them, and 2x to any nearby mobs (not the player). What it looks like: A relatively simple black glove that has metal spikes on the knuckle area, meant for hurting.' Edit v2: Part 1: THE LIMIT SEQUENCE SYSTEM IS ENTIRELY BROKEN, so remove that part from it entirely. Instead, just have it so that pressing right click will use that Limit Break on the nearest hostile or neutral mob (while your offhand is open), and shifting and right clicking will switch it to the next Limit Break. You can keep the Kill Counter not being reset on Limit Break switching or use and the GUI though, as a bonus. Also, remove the "f3 + H" part from the description, and instead have it show a list of the Limit Breaks (both unlocked and locked, and their amount of times used nearby), with FINAL HEAVEN being replaced with "???" until it's unlocked. Part 2: The Kill Counter is currently not being increased by killing neutral mobs, only hostile ones, so make it so that both neutral and hostile mob kills will increase the Kill Counter. Additionally, Limit Breaks will also be able to attack both neutral and hostile mobs. Part 3: Currently, it's called "Limit Breaker Gauntlets", and not "Metal Knuckles" like I wanted it to be. So make sure it's renamed to "Metal Knuckles". Part 4: Additionally, holding the weapon will not grant the holder Swiftness I like I wanted it to. So make it so that while you're holding the weapon, you have Swiftness I as long as you're holding it. Part 5: I don't think Beat Rush will be able to work properly as is, so instead, have it do 3 punches on the nearest neutral/hostile mob (not the player actually punching them, just 3 hits on them, maybe with louder hit markers to differentiate it from regular punches), with each dealing the same damage as the weapon. Edit v3: Part 1: Currently, all Limit Breaks have to be unlocked manually even in Creative Mode. So, in Creative Mode, all Limit Breaks will automatically and immediately be learned, and can be used without filling up the Kill Counter (with the Kill Counter not going down even if a Limit Break is used). Part 2: Beat Rush is currently very underwhelming. So now, it'll do 3 punches back to back on its target (with enough delay so they hit properly), with each punch doing the same damage as the weapon. Part 3: I realized a mistake in that I called the buff Swiftness instead of Speed (I was thinking of the Potion of Swiftness there). So now, the Metal Knuckles will passively give Speed I while in your main hand, and Dolphin Blow will give Speed II, Dolphin's Grace, and Haste II for 1 minute when used (along with it's original attack). Part 4: Somersault, Meteor Strike, and FINAL HEAVEN currently do not move the player at all, keeping them still. So, all 3 of those will now also move the user/player respectively like it's originally described (while granting them fall/explosion immunity temporarily so they don't accidentally die by their effects). Part 5: The unlock condition for FINAL HEAVEN is currently broken, so now, it will be unlocked by destroying/mining a Note Block with the Metal Knuckles. Additionally, make sure there's a good amount of flair and sound effects with both unlocking it, and using it.
1
Oct 4, 2025, 10:08 PM
User request: Metal Knuckles Description: "The gauntlets of a renegade...this pair of gloves allow you to punch faster than harder than normal, and move slightly faster. With both hands occupying them, unleash some destructive Limit Breaks with right click (charged by enough kills, and can switch between them." What it does: A new weapon that has the same damage as a Iron Sword, but the attack speed of your fists, and passively gives you Swiftness I while in your main hand, and is treated as a Sword with how it attacks and the Enchantments that can be put on it. You can also repair it to full by combining it with a Netherite Ingot while crafting. However, this weapon has a special function, as when you kill a mob, you will have a Kill Counter that when charged up, allows you to unleash a selected Limit Break by right clicking (there ll be a pop-up when a Limit Break is ready to use)! You can switch between your unlocked Limit Breaks by crouching and right clicking at the same time, and your Kill Counter will NOT be reset by doing this. There are 4 levels of Limit Breaks, with 2 in each level (except the last one), with the first Limit in each level being unlocked either automatically for the first one or through total kills with the Metal Knuckles, and the second Limit in each level requiring uses with the first Limit (only show a message the first time you unlock the x-2 Limits, to prevent spamming while using the x-1 Limits). The final Limit Break is special, requiring you to do a specific task and unlocking all previous Limit Breaks before unlocking it. In Creative Mode, all Limit Breaks will automatically be learned, and can be used without filling up the Kill Counter. Using a Limit Break will also grant you temporary fall damage immunity for the next 10 seconds, to make sure you don't die from fall damage by Limits that launch you high into the air. Additionally, if you have enough overflow in the Kill Counter, and have enough to unleash the next Limit Break in sequence (#1-1, #1-2, #2-1, #2-2, #3-1, #3-2, #4), it will unleash those extra Limit Breaks in order with a Limit Sequence, depending on how much in the Kill Counter you have left, even allowing you to unleash all 7 Limit Breaks in a row if you have enough saved up in the Kill Counter! If the targeted mob is killed during a Limit Sequence, it'll automatically target another nearby mob instead of wasting the extra Limit Breaks. There can also be a HUD element nearby the hotbar of how much you have in the Kill Counter currently, since it's more important to know with this weapon. Limit Break #1-1: Beat Rush (unlocked automatically, needs 5 kills to unleash). Punch the nearest hostile or neutral Mob 3 times, each dealing the same damage as the Knuckles. Limit Break #1-2: Somersault (unlocked by using Beat Rush 5 times, needs 5 kills to unleash or use in sequence after Beat Rush). Kicks the nearest hostile or neutral mob, dealing 1.5x the Knuckle's damage, and launches both you and that mob into the air. Limit Break #2-1: Waterkick (unlocked by defeating 40 hostile/neutral mobs with the Metal Knuckles, needs 6 kills to unleash or use in sequence after Somersault). Kicks the nearest hostile/neutral mob, dealing 1.75x the Knuckle's damage, and gives that mob both Weakness I and Slowness II for 1 minute. Limit Break #2-2: Meteodrive (unlocked by using Waterkick 6 times, needs 6 kills to unleash or use in sequence after Waterkick). Grabs the nearest neutral/hostile mob and slams them into the ground, dealing 2x the Knuckle's damage, and making them unable to move for a short time. Limit Break #3-1: Dolphin Blow (unlocked by defeating 80 hostile mobs with the Metal Knuckles, needs 7 kills to unleash or use in sequence after Meteodrive). Uppercut the nearest neutral/hostile mob (while also having a visual effect of a Dolphin coming out of the ground briefly), dealing 1.75x the Knuckle's damage, and giving yourself Swiftness II and Dolphin's Grace for 1 minute. Limit Break #3-2: Meteor Strike (unlocked by using Dolphin Blow 7 times, needs 7 kills to unleash or use in sequence after Dolphin Blow). Grab the nearest neutral/hostile mob, then both the player and that mob will launch HIGH into the air, before crashing down in a visual explosion, doing 2x the Knuckle's damage to that mob, and 1.5x damage to any nearby mob in that explosion (not the player). Limit Break #4: FINAL HEAVEN (unlocked by letting the music disk "chirp" fully play out on a Jukebox nearby while the Metal Knuckles are equipped, needs 10 kills to unleash or use in sequence after Meteor Strike). Has a long-wind up, but afterwards, launch yourself to the nearest neutral/hostile mob and punch through them with a MASSIVE explosion, dealing 3x the Knuckle's damage to them, and 2x to any nearby mobs (not the player). What it looks like: A relatively simple black glove that has metal spikes on the knuckle area, meant for hurting.' Edit v2: Part 1: THE LIMIT SEQUENCE SYSTEM IS ENTIRELY BROKEN, so remove that part from it entirely. Instead, just have it so that pressing right click will use that Limit Break on the nearest hostile or neutral mob (while your offhand is open), and shifting and right clicking will switch it to the next Limit Break. You can keep the Kill Counter not being reset on Limit Break switching or use and the GUI though, as a bonus. Also, remove the "f3 + H" part from the description, and instead have it show a list of the Limit Breaks (both unlocked and locked, and their amount of times used nearby), with FINAL HEAVEN being replaced with "???" until it's unlocked. Part 2: The Kill Counter is currently not being increased by killing neutral mobs, only hostile ones, so make it so that both neutral and hostile mob kills will increase the Kill Counter. Additionally, Limit Breaks will also be able to attack both neutral and hostile mobs. Part 3: Currently, it's called "Limit Breaker Gauntlets", and not "Metal Knuckles" like I wanted it to be. So make sure it's renamed to "Metal Knuckles". Part 4: Additionally, holding the weapon will not grant the holder Swiftness I like I wanted it to. So make it so that while you're holding the weapon, you have Swiftness I as long as you're holding it. Part 5: I don't think Beat Rush will be able to work properly as is, so instead, have it do 3 punches on the nearest neutral/hostile mob (not the player actually punching them, just 3 hits on them, maybe with louder hit markers to differentiate it from regular punches), with each dealing the same damage as the weapon.
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This mod is licensed under the CreativeMode Mods License.