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Description:
Mace Trims adds eighteen enchanted netherite maces (6 attack damage, 0.6 attack speed), each themed after a unique armor trim and fully compatible with vanilla enchantments. Shift + right-click to unleash each mace’s special power—Flow’s chainable aerial strikes with live combo display, Vex’s controlled forward dash, Sentry’s progressive power bar (now complete with a horn cue on hit), Host’s one-shot random power (ready instantly when spent), and many more—while sneak + right-click or hold triggers stealth bursts, sonic beams, and other secondary effects. All maces feature crisp, top-right–facing textures with transparent backgrounds for a clean, polished appearance.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Mace Trims" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
5
Aug 5, 2025, 05:54 PM
User request: I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable. Edit v2: There are a variety of important changes I need. For one, the Raiser lifting ability does not work. The particles, cooldown and sound effects are perfect and should not be changed, but it doesnt launch me up. To fix this, instead of manually launching the player, instead give the Levitation 28 effect for 1 second to the player. Additionally, the crafting recipe for the mace is not currently functioning. As a reminder, it should require a single raiser armor trim and a single mace to craft. It is also not currently a base mace, it is a sword instead. It should just be a modified mace with mace enchants. Finally, there is no real visual indicator for the cooldown so maybe add something in chat or a similar indicator of the cooldown. Edit v3: There are still some changes that I would like on the raiser mace. It should have the same damage and attack speed of a regular mace. The crafting recipe is still not functional and doesnt appear in the recipe book. Finally, it still doesnt have a custom texture. Additionally, please add a tide mace. This mace can be used as a riptide 3 trident. This only works in water or rain, exactly like a regular riptide trident. This has a 25 second cooldown between riptide uses. This mace is crafted using a mace and a tide trim, and should have a custom tide trim texture. Edit v4: The crafting recipe still doesnt work for these maces. Also, they still have a very very quick attack speed and possibly lower base ground damage. Please fix this with 100% vanilla mace damage and attack speed. Additionally, it would be best if the tide mace could actually adopt the mechanics of a riptide mace by pulling back and then allowing the player to launch their selves, differentiating it from the raiser mace that simply launches the player. Finally, add a Shaper mace. When the shaper maces ability is active, it deletes any cobwebs, grass, tall flowers, or leaves within a 3 block radius of the player. These are all objects that are often used to avoid mace hits. This effect should last for 10 seconds, and have a 1 minute cooldown. This mace should be themed after the shaper armor trim. Edit v5: For one, the crafting recipes still dont work. As a reminder, I should be able to craft together a mace and an appropriate trim to create the trim maces. Additionally, the maces still has some incorrect stats. The damage scaling in the air is perfect and is the same as a regular mace, but the ground damage is far lower than a vanilla mace. Additionally, trim maces still have an extremely high attack speed. Please just make the attack speed and ground damage EXACTLY the same as a regular mace. On top of that, it would be helpful if you rotated the trim mace textures right about 90 degrees so the maces are held the same way vanilla items are. Also, change the shaper mace ability to only last 5 seconds, because it is very powerful. Additionally, add the silence mace. The player makes no sound while holding this mace. When the player activates the ability, they become fully invisible, with their armor and items becoming invisible as well. The invisibility lasts for 5 seconds and has a 1 minute cooldown. Give the mace a texture themed off of the silence armor trim. You should also make a mace called the Eye mace. The eye mace ability gives blidness for 5 seconds and glowing for 10 seconds to players and mobs within a 10 block radius of the player when it is activated. The cooldown is 45 seconds. Give this mace a texture themed off of the eye trim. Edit v6: I must remind you again. The mace has a default 6 attack damage and 0.6 attack speed. All of the custom maces should maintain these numbers. Secondly, every mace texture should face the top right, like the vanilla mace and the custom silence mace, as this is how vanilla items are designed to face. I would also like you to add scaffolding to the list of things the shaper mace deletes. Additionally, the silence mace should prevent all player noises from being made while the player is holding the mace. This includes footsteps, attacking sounds, block placing sounds, etc... This also means that no player noises will trigger sculk shriekers while it is held. The special invisibility effect should also make the players armor and held items invisible as well. I also want to create a new Bolt mace. This mace has the special effect where successfully landing a mace hit on a player or mob (full in the air mace hit, not a ground hit,) will stun them, stopping them from moving, for 3 seconds. After stunning a player it goes on cooldown for 20 seconds. The mace texture is themed after the bolt trim. You should also add the rib mace. Its special ability gives fire resistance and deletes lava and water in a 3 block radius for 5 seconds. It has a 60 second cooldown as well. It is themed after the rib trim. Finally, please add the coast trim mace. This maces special ability creates a whirlpool with a 3 block radius that sucks in nearby players and mobs for 5 seconds. It is formed though a spiral of particles. It has a 1 minute cooldown. This mace texture is themed after the coast trim. Edit v7: Crafting the maces still doesnt work. As a reminder, the recipe for each custom mace is a vanilla mace crafted with the associated trim, on a crafting table. Also, I can not currently enchant maces in survival mode. They should accept all of the normal mace enchantments, including breach, density, wind burst, unbreaking, mending, bane of arthropods, smite, fire aspect, and any other relevant enchantments. Also, the attack speed and damage is still off. Please make it so the coast whirlpool doesnt effect the player who initiated the ability. The rib trim also needs a new texture because the current one has a white background. Please add a new Wild Mace. This mace will shoot out a vine attack when its ability is activated. If the vine hits a block, the player will be grappled to that block. If the vine hits a player or mob, that play or mob will be grappled to the user. This mace is themed off of the wild trim. You should also add a Ward Mace. This mace ability prevents the player from taking damage and reflects projectiles back at their owner for 5 seconds. It has a 1 minute cooldown. Its texture is based on the ward trim. Finally, add a Wayfinder mace. When the user shift + right clicks on a mob or player, it sets them as a target. For 10 seconds the user gains speed 1, deals 50% extra mace damage to the targeted player, and the player gets glowing. It has a 1 minute 15 second cooldown. The texture is themed off of the Wayfinder trim. Edit v8: The Rib Mace currently does not have any visible texture. The Ward Mace texture needs to be replaced because it has a white background. Also, the ward mace sound and particle effects should be more sculk / warden themed to demonstrate their origin. The Wild Mace should have a larger grappling range, and the grapple should pull the player closer to the target. This also applies to grappling enemies. The Coast Mace whirlpool still pulls in the player who created it, which should not happen. The wayfinder mace doesnt seem like its applying the 50% extra damage to normal mace smash hits. As a reminder, all custom maces should be enchantable with vanilla mace enchantments, even when in survival. It should register as a mace. You should also add a Spire Mace. This mace has a special ability where activating it causes any players or mobs in a 3 block radius, except the caster, to gain levitation 1 for 5 seconds. This ability has a 1 minute cooldown. This Mace is themed after the Spire trim, meaning its texture, particles and sounds should be end themed. Additionally, create a new Dune Mace. This mace has a special ability that can only be activated in the air. When it is triggered, the next time the player hits the ground, they trigger a sandy shockwave that deals a few hearts of extra damage and knocks enemies into the air. This can be paired with the actual mace hit to do some crazy damage. This mace is themed after the Dune trim, so it should be desert and earth themed. Finally, add the Snout Mace. This mace has a special ability called Brutal Rage. For 5 seconds, you automatically break any shields around you and deal +25% damage, but you take +30% damage. This trim is themed after the snout trim, so it should be piglin / hoglin themed. Edit v9: As a reminder, every mace should have the default mace attack damage and attack speed. (6 attack damage and 0.6 attack speed.) Please make whatever edits are needed to make this happen. Please edit the textures of the last three maces (Snout, dune and spire) because all 3 have white backgrounds. Remember that all textures should have transparent backgrounds. Give the eye trim a new texture that looks more like the end. Also, add a new Sentry mace. When this maces ability is activated, the player begins charging up a more powerful mace attack. If they deal or take damage while charging this ability, it is canceled. Every 10 seconds the ability charges for, it will add 10% of damage to the players next mace attack. The maximum boost is 100% bonus damage. At any point while charging the ability the player can mace something to use the damage boost, but this will also cancel the charging. This ability should have a 1 minute cooldown after it is canceled or used. This mace is based off of the sentry trim, but also pillagers. Additionally, add a new vex mace. Activating this mace will trigger the winged power of the vex to make the player dash 15 blocks in the direction they are looking. This ability has a 30 second cooldown. Additionally, every hit with the vex mace has a 10% chance to spawn evoker fangs that do some extra damage. This mace is themed after the vex trim and both vexes and evokers. Also add a Flow Mace. This mace will do +10% damage on every chained hit. A chain lasts until the player touches the ground. Wind charges are not consumed when holding this mace. It is themed after the flow trim, and the breeze. Finally, I want to rework the silence mace. Currently the noise canceling ability and the true invis dont work. Instead, I want holding the silence trim to give the invisibility effect for as long as it is held. The activated ability should shoot a warden beam that deals 3 hearts of damage. Edit v10: The eye trim needs a new texture because it has a white background. Additionally, it should be colored tan like endstone and purple like the end. It can also have some green like eyes of ender. The sentry mace also needs a new texture because it needs to face the top right corner, and it should look more pillager themed. Finally, redo the snout mace to look more like a piglin weapon, build out of gold and blackstone with tusks on it. Finally, recreate the silence mace texture to look more sculk / warden themed. The sentry mace should have a pop up with the current charge progress updating on it. When the player gets hit or deals non-mace damage, it should make a failure sound and say sentry canceled. When the player gets mace damage, it should play the seek sound and say sentry activated. Flow trim occasionally does not properly end combos after touching the ground. Ensure that the trim restarts its combo once the player touches the ground, and the combo potential should go on cooldown for 20 seconds. The mace should also come with wind burst 1, which can be upgraded through enchanted books. Also, remove most of the large particles that gather as the player goes into the air, as it obscures the players vision heavily. The combo message should disappear a couple seconds after the combo ends. Additionally, the vex mace doesnt really make the player dash at the moment. It basically just teleports them a set number of blocks ahead. Instead, it should physically boost them forward in a dash, with 15 blocks of space, as noted. Finally, add a host mace. This mace is special, as it is just a host for the other maces. It starts out as a base level vanilla mace. However, activating its ability will allow it to adopt the powers of a random mace. You can then use the powers of that mace. Once that maces powers are used and its cooldown runs out, the mace returns to being a basic host mace, and the user can roll for a new mace power. This mace is themed after the host trim, and should look pretty basic, as it is just a host. Edit v11: The vex mace is now far too powerful, launching the player very far into the air when used. Reduce the range it can launch the player, especially straight up. Make the sentry mace gain a level every 5 second instead of 10. The flow mace is still very buggy. As a reminder, it should only start a chain once the player lands a mace hit. As soon as the player touches the ground, the chain should fully end and reset, and the cooldown should start. There shouldnt be any issue with the chain remaining or the mace getting confused. You can get rid of the feature that adds the wind burst enchant because it doesnt seem to be working and may contribute to bugs. The host mace isnt working properly. Some mace abilities, like flow, work fine, but most of the activated abilities dont. Please make sure that it allows for adopting a new ability, using that ability, going on that abilties cooldown, and then allowing for a new ability. Repeat the process. As a texture reminder, all textures should face toward the top right and have a clear background. Currently, the sentry trim is not facing top right. The host trim should be modified to look a lot more interesting, more like a mace. The snout mace looks good but should face farther to the top right. The bolt mace looks good, but it should have a more orange base color scheme like the original trim. The rib mace looks good with its current color scheme, but a more riblike pattern would look good. The wild mace should also look more interesting, like an overgrown artifact from a jungle temple. Make sure to follow all texture rules for all of these. Edit v12: The rib, bolt and host maces all need a new texture because they have colored / white backgrounds. The host mace should not have its own cooldown once it is ready to gain a new power. The flow mace no longer has any pop ups and I cant tell if its building a combo. Also, I wanted the seek horn noise to play once someone lands a successful sentry hit, not when they start charging it.
1
Aug 5, 2025, 07:57 AM
User request: I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable. Edit v2: There are a variety of important changes I need. For one, the Raiser lifting ability does not work. The particles, cooldown and sound effects are perfect and should not be changed, but it doesnt launch me up. To fix this, instead of manually launching the player, instead give the Levitation 28 effect for 1 second to the player. Additionally, the crafting recipe for the mace is not currently functioning. As a reminder, it should require a single raiser armor trim and a single mace to craft. It is also not currently a base mace, it is a sword instead. It should just be a modified mace with mace enchants. Finally, there is no real visual indicator for the cooldown so maybe add something in chat or a similar indicator of the cooldown. Edit v3: There are still some changes that I would like on the raiser mace. It should have the same damage and attack speed of a regular mace. The crafting recipe is still not functional and doesnt appear in the recipe book. Finally, it still doesnt have a custom texture. Additionally, please add a tide mace. This mace can be used as a riptide 3 trident. This only works in water or rain, exactly like a regular riptide trident. This has a 25 second cooldown between riptide uses. This mace is crafted using a mace and a tide trim, and should have a custom tide trim texture. Edit v4: The crafting recipe still doesnt work for these maces. Also, they still have a very very quick attack speed and possibly lower base ground damage. Please fix this with 100% vanilla mace damage and attack speed. Additionally, it would be best if the tide mace could actually adopt the mechanics of a riptide mace by pulling back and then allowing the player to launch their selves, differentiating it from the raiser mace that simply launches the player. Finally, add a Shaper mace. When the shaper maces ability is active, it deletes any cobwebs, grass, tall flowers, or leaves within a 3 block radius of the player. These are all objects that are often used to avoid mace hits. This effect should last for 10 seconds, and have a 1 minute cooldown. This mace should be themed after the shaper armor trim. Edit v5: For one, the crafting recipes still dont work. As a reminder, I should be able to craft together a mace and an appropriate trim to create the trim maces. Additionally, the maces still has some incorrect stats. The damage scaling in the air is perfect and is the same as a regular mace, but the ground damage is far lower than a vanilla mace. Additionally, trim maces still have an extremely high attack speed. Please just make the attack speed and ground damage EXACTLY the same as a regular mace. On top of that, it would be helpful if you rotated the trim mace textures right about 90 degrees so the maces are held the same way vanilla items are. Also, change the shaper mace ability to only last 5 seconds, because it is very powerful. Additionally, add the silence mace. The player makes no sound while holding this mace. When the player activates the ability, they become fully invisible, with their armor and items becoming invisible as well. The invisibility lasts for 5 seconds and has a 1 minute cooldown. Give the mace a texture themed off of the silence armor trim. You should also make a mace called the Eye mace. The eye mace ability gives blidness for 5 seconds and glowing for 10 seconds to players and mobs within a 10 block radius of the player when it is activated. The cooldown is 45 seconds. Give this mace a texture themed off of the eye trim. Edit v6: I must remind you again. The mace has a default 6 attack damage and 0.6 attack speed. All of the custom maces should maintain these numbers. Secondly, every mace texture should face the top right, like the vanilla mace and the custom silence mace, as this is how vanilla items are designed to face. I would also like you to add scaffolding to the list of things the shaper mace deletes. Additionally, the silence mace should prevent all player noises from being made while the player is holding the mace. This includes footsteps, attacking sounds, block placing sounds, etc... This also means that no player noises will trigger sculk shriekers while it is held. The special invisibility effect should also make the players armor and held items invisible as well. I also want to create a new Bolt mace. This mace has the special effect where successfully landing a mace hit on a player or mob (full in the air mace hit, not a ground hit,) will stun them, stopping them from moving, for 3 seconds. After stunning a player it goes on cooldown for 20 seconds. The mace texture is themed after the bolt trim. You should also add the rib mace. Its special ability gives fire resistance and deletes lava and water in a 3 block radius for 5 seconds. It has a 60 second cooldown as well. It is themed after the rib trim. Finally, please add the coast trim mace. This maces special ability creates a whirlpool with a 3 block radius that sucks in nearby players and mobs for 5 seconds. It is formed though a spiral of particles. It has a 1 minute cooldown. This mace texture is themed after the coast trim. Edit v7: Crafting the maces still doesnt work. As a reminder, the recipe for each custom mace is a vanilla mace crafted with the associated trim, on a crafting table. Also, I can not currently enchant maces in survival mode. They should accept all of the normal mace enchantments, including breach, density, wind burst, unbreaking, mending, bane of arthropods, smite, fire aspect, and any other relevant enchantments. Also, the attack speed and damage is still off. Please make it so the coast whirlpool doesnt effect the player who initiated the ability. The rib trim also needs a new texture because the current one has a white background. Please add a new Wild Mace. This mace will shoot out a vine attack when its ability is activated. If the vine hits a block, the player will be grappled to that block. If the vine hits a player or mob, that play or mob will be grappled to the user. This mace is themed off of the wild trim. You should also add a Ward Mace. This mace ability prevents the player from taking damage and reflects projectiles back at their owner for 5 seconds. It has a 1 minute cooldown. Its texture is based on the ward trim. Finally, add a Wayfinder mace. When the user shift + right clicks on a mob or player, it sets them as a target. For 10 seconds the user gains speed 1, deals 50% extra mace damage to the targeted player, and the player gets glowing. It has a 1 minute 15 second cooldown. The texture is themed off of the Wayfinder trim. Edit v8: The Rib Mace currently does not have any visible texture. The Ward Mace texture needs to be replaced because it has a white background. Also, the ward mace sound and particle effects should be more sculk / warden themed to demonstrate their origin. The Wild Mace should have a larger grappling range, and the grapple should pull the player closer to the target. This also applies to grappling enemies. The Coast Mace whirlpool still pulls in the player who created it, which should not happen. The wayfinder mace doesnt seem like its applying the 50% extra damage to normal mace smash hits. As a reminder, all custom maces should be enchantable with vanilla mace enchantments, even when in survival. It should register as a mace. You should also add a Spire Mace. This mace has a special ability where activating it causes any players or mobs in a 3 block radius, except the caster, to gain levitation 1 for 5 seconds. This ability has a 1 minute cooldown. This Mace is themed after the Spire trim, meaning its texture, particles and sounds should be end themed. Additionally, create a new Dune Mace. This mace has a special ability that can only be activated in the air. When it is triggered, the next time the player hits the ground, they trigger a sandy shockwave that deals a few hearts of extra damage and knocks enemies into the air. This can be paired with the actual mace hit to do some crazy damage. This mace is themed after the Dune trim, so it should be desert and earth themed. Finally, add the Snout Mace. This mace has a special ability called Brutal Rage. For 5 seconds, you automatically break any shields around you and deal +25% damage, but you take +30% damage. This trim is themed after the snout trim, so it should be piglin / hoglin themed. Edit v9: As a reminder, every mace should have the default mace attack damage and attack speed. (6 attack damage and 0.6 attack speed.) Please make whatever edits are needed to make this happen. Please edit the textures of the last three maces (Snout, dune and spire) because all 3 have white backgrounds. Remember that all textures should have transparent backgrounds. Give the eye trim a new texture that looks more like the end. Also, add a new Sentry mace. When this maces ability is activated, the player begins charging up a more powerful mace attack. If they deal or take damage while charging this ability, it is canceled. Every 10 seconds the ability charges for, it will add 10% of damage to the players next mace attack. The maximum boost is 100% bonus damage. At any point while charging the ability the player can mace something to use the damage boost, but this will also cancel the charging. This ability should have a 1 minute cooldown after it is canceled or used. This mace is based off of the sentry trim, but also pillagers. Additionally, add a new vex mace. Activating this mace will trigger the winged power of the vex to make the player dash 15 blocks in the direction they are looking. This ability has a 30 second cooldown. Additionally, every hit with the vex mace has a 10% chance to spawn evoker fangs that do some extra damage. This mace is themed after the vex trim and both vexes and evokers. Also add a Flow Mace. This mace will do +10% damage on every chained hit. A chain lasts until the player touches the ground. Wind charges are not consumed when holding this mace. It is themed after the flow trim, and the breeze. Finally, I want to rework the silence mace. Currently the noise canceling ability and the true invis dont work. Instead, I want holding the silence trim to give the invisibility effect for as long as it is held. The activated ability should shoot a warden beam that deals 3 hearts of damage. Edit v10: The eye trim needs a new texture because it has a white background. Additionally, it should be colored tan like endstone and purple like the end. It can also have some green like eyes of ender. The sentry mace also needs a new texture because it needs to face the top right corner, and it should look more pillager themed. Finally, redo the snout mace to look more like a piglin weapon, build out of gold and blackstone with tusks on it. Finally, recreate the silence mace texture to look more sculk / warden themed. The sentry mace should have a pop up with the current charge progress updating on it. When the player gets hit or deals non-mace damage, it should make a failure sound and say sentry canceled. When the player gets mace damage, it should play the seek sound and say sentry activated. Flow trim occasionally does not properly end combos after touching the ground. Ensure that the trim restarts its combo once the player touches the ground, and the combo potential should go on cooldown for 20 seconds. The mace should also come with wind burst 1, which can be upgraded through enchanted books. Also, remove most of the large particles that gather as the player goes into the air, as it obscures the players vision heavily. The combo message should disappear a couple seconds after the combo ends. Additionally, the vex mace doesnt really make the player dash at the moment. It basically just teleports them a set number of blocks ahead. Instead, it should physically boost them forward in a dash, with 15 blocks of space, as noted. Finally, add a host mace. This mace is special, as it is just a host for the other maces. It starts out as a base level vanilla mace. However, activating its ability will allow it to adopt the powers of a random mace. You can then use the powers of that mace. Once that maces powers are used and its cooldown runs out, the mace returns to being a basic host mace, and the user can roll for a new mace power. This mace is themed after the host trim, and should look pretty basic, as it is just a host. Edit v11: The vex mace is now far too powerful, launching the player very far into the air when used. Reduce the range it can launch the player, especially straight up. Make the sentry mace gain a level every 5 second instead of 10. The flow mace is still very buggy. As a reminder, it should only start a chain once the player lands a mace hit. As soon as the player touches the ground, the chain should fully end and reset, and the cooldown should start. There shouldnt be any issue with the chain remaining or the mace getting confused. You can get rid of the feature that adds the wind burst enchant because it doesnt seem to be working and may contribute to bugs. The host mace isnt working properly. Some mace abilities, like flow, work fine, but most of the activated abilities dont. Please make sure that it allows for adopting a new ability, using that ability, going on that abilties cooldown, and then allowing for a new ability. Repeat the process. As a texture reminder, all textures should face toward the top right and have a clear background. Currently, the sentry trim is not facing top right. The host trim should be modified to look a lot more interesting, more like a mace. The snout mace looks good but should face farther to the top right. The bolt mace looks good, but it should have a more orange base color scheme like the original trim. The rib mace looks good with its current color scheme, but a more riblike pattern would look good. The wild mace should also look more interesting, like an overgrown artifact from a jungle temple. Make sure to follow all texture rules for all of these.
1
Aug 5, 2025, 07:15 AM
User request: I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable. Edit v2: There are a variety of important changes I need. For one, the Raiser lifting ability does not work. The particles, cooldown and sound effects are perfect and should not be changed, but it doesnt launch me up. To fix this, instead of manually launching the player, instead give the Levitation 28 effect for 1 second to the player. Additionally, the crafting recipe for the mace is not currently functioning. As a reminder, it should require a single raiser armor trim and a single mace to craft. It is also not currently a base mace, it is a sword instead. It should just be a modified mace with mace enchants. Finally, there is no real visual indicator for the cooldown so maybe add something in chat or a similar indicator of the cooldown. Edit v3: There are still some changes that I would like on the raiser mace. It should have the same damage and attack speed of a regular mace. The crafting recipe is still not functional and doesnt appear in the recipe book. Finally, it still doesnt have a custom texture. Additionally, please add a tide mace. This mace can be used as a riptide 3 trident. This only works in water or rain, exactly like a regular riptide trident. This has a 25 second cooldown between riptide uses. This mace is crafted using a mace and a tide trim, and should have a custom tide trim texture. Edit v4: The crafting recipe still doesnt work for these maces. Also, they still have a very very quick attack speed and possibly lower base ground damage. Please fix this with 100% vanilla mace damage and attack speed. Additionally, it would be best if the tide mace could actually adopt the mechanics of a riptide mace by pulling back and then allowing the player to launch their selves, differentiating it from the raiser mace that simply launches the player. Finally, add a Shaper mace. When the shaper maces ability is active, it deletes any cobwebs, grass, tall flowers, or leaves within a 3 block radius of the player. These are all objects that are often used to avoid mace hits. This effect should last for 10 seconds, and have a 1 minute cooldown. This mace should be themed after the shaper armor trim. Edit v5: For one, the crafting recipes still dont work. As a reminder, I should be able to craft together a mace and an appropriate trim to create the trim maces. Additionally, the maces still has some incorrect stats. The damage scaling in the air is perfect and is the same as a regular mace, but the ground damage is far lower than a vanilla mace. Additionally, trim maces still have an extremely high attack speed. Please just make the attack speed and ground damage EXACTLY the same as a regular mace. On top of that, it would be helpful if you rotated the trim mace textures right about 90 degrees so the maces are held the same way vanilla items are. Also, change the shaper mace ability to only last 5 seconds, because it is very powerful. Additionally, add the silence mace. The player makes no sound while holding this mace. When the player activates the ability, they become fully invisible, with their armor and items becoming invisible as well. The invisibility lasts for 5 seconds and has a 1 minute cooldown. Give the mace a texture themed off of the silence armor trim. You should also make a mace called the Eye mace. The eye mace ability gives blidness for 5 seconds and glowing for 10 seconds to players and mobs within a 10 block radius of the player when it is activated. The cooldown is 45 seconds. Give this mace a texture themed off of the eye trim. Edit v6: I must remind you again. The mace has a default 6 attack damage and 0.6 attack speed. All of the custom maces should maintain these numbers. Secondly, every mace texture should face the top right, like the vanilla mace and the custom silence mace, as this is how vanilla items are designed to face. I would also like you to add scaffolding to the list of things the shaper mace deletes. Additionally, the silence mace should prevent all player noises from being made while the player is holding the mace. This includes footsteps, attacking sounds, block placing sounds, etc... This also means that no player noises will trigger sculk shriekers while it is held. The special invisibility effect should also make the players armor and held items invisible as well. I also want to create a new Bolt mace. This mace has the special effect where successfully landing a mace hit on a player or mob (full in the air mace hit, not a ground hit,) will stun them, stopping them from moving, for 3 seconds. After stunning a player it goes on cooldown for 20 seconds. The mace texture is themed after the bolt trim. You should also add the rib mace. Its special ability gives fire resistance and deletes lava and water in a 3 block radius for 5 seconds. It has a 60 second cooldown as well. It is themed after the rib trim. Finally, please add the coast trim mace. This maces special ability creates a whirlpool with a 3 block radius that sucks in nearby players and mobs for 5 seconds. It is formed though a spiral of particles. It has a 1 minute cooldown. This mace texture is themed after the coast trim. Edit v7: Crafting the maces still doesnt work. As a reminder, the recipe for each custom mace is a vanilla mace crafted with the associated trim, on a crafting table. Also, I can not currently enchant maces in survival mode. They should accept all of the normal mace enchantments, including breach, density, wind burst, unbreaking, mending, bane of arthropods, smite, fire aspect, and any other relevant enchantments. Also, the attack speed and damage is still off. Please make it so the coast whirlpool doesnt effect the player who initiated the ability. The rib trim also needs a new texture because the current one has a white background. Please add a new Wild Mace. This mace will shoot out a vine attack when its ability is activated. If the vine hits a block, the player will be grappled to that block. If the vine hits a player or mob, that play or mob will be grappled to the user. This mace is themed off of the wild trim. You should also add a Ward Mace. This mace ability prevents the player from taking damage and reflects projectiles back at their owner for 5 seconds. It has a 1 minute cooldown. Its texture is based on the ward trim. Finally, add a Wayfinder mace. When the user shift + right clicks on a mob or player, it sets them as a target. For 10 seconds the user gains speed 1, deals 50% extra mace damage to the targeted player, and the player gets glowing. It has a 1 minute 15 second cooldown. The texture is themed off of the Wayfinder trim. Edit v8: The Rib Mace currently does not have any visible texture. The Ward Mace texture needs to be replaced because it has a white background. Also, the ward mace sound and particle effects should be more sculk / warden themed to demonstrate their origin. The Wild Mace should have a larger grappling range, and the grapple should pull the player closer to the target. This also applies to grappling enemies. The Coast Mace whirlpool still pulls in the player who created it, which should not happen. The wayfinder mace doesnt seem like its applying the 50% extra damage to normal mace smash hits. As a reminder, all custom maces should be enchantable with vanilla mace enchantments, even when in survival. It should register as a mace. You should also add a Spire Mace. This mace has a special ability where activating it causes any players or mobs in a 3 block radius, except the caster, to gain levitation 1 for 5 seconds. This ability has a 1 minute cooldown. This Mace is themed after the Spire trim, meaning its texture, particles and sounds should be end themed. Additionally, create a new Dune Mace. This mace has a special ability that can only be activated in the air. When it is triggered, the next time the player hits the ground, they trigger a sandy shockwave that deals a few hearts of extra damage and knocks enemies into the air. This can be paired with the actual mace hit to do some crazy damage. This mace is themed after the Dune trim, so it should be desert and earth themed. Finally, add the Snout Mace. This mace has a special ability called Brutal Rage. For 5 seconds, you automatically break any shields around you and deal +25% damage, but you take +30% damage. This trim is themed after the snout trim, so it should be piglin / hoglin themed. Edit v9: As a reminder, every mace should have the default mace attack damage and attack speed. (6 attack damage and 0.6 attack speed.) Please make whatever edits are needed to make this happen. Please edit the textures of the last three maces (Snout, dune and spire) because all 3 have white backgrounds. Remember that all textures should have transparent backgrounds. Give the eye trim a new texture that looks more like the end. Also, add a new Sentry mace. When this maces ability is activated, the player begins charging up a more powerful mace attack. If they deal or take damage while charging this ability, it is canceled. Every 10 seconds the ability charges for, it will add 10% of damage to the players next mace attack. The maximum boost is 100% bonus damage. At any point while charging the ability the player can mace something to use the damage boost, but this will also cancel the charging. This ability should have a 1 minute cooldown after it is canceled or used. This mace is based off of the sentry trim, but also pillagers. Additionally, add a new vex mace. Activating this mace will trigger the winged power of the vex to make the player dash 15 blocks in the direction they are looking. This ability has a 30 second cooldown. Additionally, every hit with the vex mace has a 10% chance to spawn evoker fangs that do some extra damage. This mace is themed after the vex trim and both vexes and evokers. Also add a Flow Mace. This mace will do +10% damage on every chained hit. A chain lasts until the player touches the ground. Wind charges are not consumed when holding this mace. It is themed after the flow trim, and the breeze. Finally, I want to rework the silence mace. Currently the noise canceling ability and the true invis dont work. Instead, I want holding the silence trim to give the invisibility effect for as long as it is held. The activated ability should shoot a warden beam that deals 3 hearts of damage. Edit v10: The eye trim needs a new texture because it has a white background. Additionally, it should be colored tan like endstone and purple like the end. It can also have some green like eyes of ender. The sentry mace also needs a new texture because it needs to face the top right corner, and it should look more pillager themed. Finally, redo the snout mace to look more like a piglin weapon, build out of gold and blackstone with tusks on it. Finally, recreate the silence mace texture to look more sculk / warden themed. The sentry mace should have a pop up with the current charge progress updating on it. When the player gets hit or deals non-mace damage, it should make a failure sound and say sentry canceled. When the player gets mace damage, it should play the seek sound and say sentry activated. Flow trim occasionally does not properly end combos after touching the ground. Ensure that the trim restarts its combo once the player touches the ground, and the combo potential should go on cooldown for 20 seconds. The mace should also come with wind burst 1, which can be upgraded through enchanted books. Also, remove most of the large particles that gather as the player goes into the air, as it obscures the players vision heavily. The combo message should disappear a couple seconds after the combo ends. Additionally, the vex mace doesnt really make the player dash at the moment. It basically just teleports them a set number of blocks ahead. Instead, it should physically boost them forward in a dash, with 15 blocks of space, as noted. Finally, add a host mace. This mace is special, as it is just a host for the other maces. It starts out as a base level vanilla mace. However, activating its ability will allow it to adopt the powers of a random mace. You can then use the powers of that mace. Once that maces powers are used and its cooldown runs out, the mace returns to being a basic host mace, and the user can roll for a new mace power. This mace is themed after the host trim, and should look pretty basic, as it is just a host.
1
Aug 5, 2025, 05:45 AM
User request: I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable. Edit v2: There are a variety of important changes I need. For one, the Raiser lifting ability does not work. The particles, cooldown and sound effects are perfect and should not be changed, but it doesnt launch me up. To fix this, instead of manually launching the player, instead give the Levitation 28 effect for 1 second to the player. Additionally, the crafting recipe for the mace is not currently functioning. As a reminder, it should require a single raiser armor trim and a single mace to craft. It is also not currently a base mace, it is a sword instead. It should just be a modified mace with mace enchants. Finally, there is no real visual indicator for the cooldown so maybe add something in chat or a similar indicator of the cooldown. Edit v3: There are still some changes that I would like on the raiser mace. It should have the same damage and attack speed of a regular mace. The crafting recipe is still not functional and doesnt appear in the recipe book. Finally, it still doesnt have a custom texture. Additionally, please add a tide mace. This mace can be used as a riptide 3 trident. This only works in water or rain, exactly like a regular riptide trident. This has a 25 second cooldown between riptide uses. This mace is crafted using a mace and a tide trim, and should have a custom tide trim texture. Edit v4: The crafting recipe still doesnt work for these maces. Also, they still have a very very quick attack speed and possibly lower base ground damage. Please fix this with 100% vanilla mace damage and attack speed. Additionally, it would be best if the tide mace could actually adopt the mechanics of a riptide mace by pulling back and then allowing the player to launch their selves, differentiating it from the raiser mace that simply launches the player. Finally, add a Shaper mace. When the shaper maces ability is active, it deletes any cobwebs, grass, tall flowers, or leaves within a 3 block radius of the player. These are all objects that are often used to avoid mace hits. This effect should last for 10 seconds, and have a 1 minute cooldown. This mace should be themed after the shaper armor trim. Edit v5: For one, the crafting recipes still dont work. As a reminder, I should be able to craft together a mace and an appropriate trim to create the trim maces. Additionally, the maces still has some incorrect stats. The damage scaling in the air is perfect and is the same as a regular mace, but the ground damage is far lower than a vanilla mace. Additionally, trim maces still have an extremely high attack speed. Please just make the attack speed and ground damage EXACTLY the same as a regular mace. On top of that, it would be helpful if you rotated the trim mace textures right about 90 degrees so the maces are held the same way vanilla items are. Also, change the shaper mace ability to only last 5 seconds, because it is very powerful. Additionally, add the silence mace. The player makes no sound while holding this mace. When the player activates the ability, they become fully invisible, with their armor and items becoming invisible as well. The invisibility lasts for 5 seconds and has a 1 minute cooldown. Give the mace a texture themed off of the silence armor trim. You should also make a mace called the Eye mace. The eye mace ability gives blidness for 5 seconds and glowing for 10 seconds to players and mobs within a 10 block radius of the player when it is activated. The cooldown is 45 seconds. Give this mace a texture themed off of the eye trim. Edit v6: I must remind you again. The mace has a default 6 attack damage and 0.6 attack speed. All of the custom maces should maintain these numbers. Secondly, every mace texture should face the top right, like the vanilla mace and the custom silence mace, as this is how vanilla items are designed to face. I would also like you to add scaffolding to the list of things the shaper mace deletes. Additionally, the silence mace should prevent all player noises from being made while the player is holding the mace. This includes footsteps, attacking sounds, block placing sounds, etc... This also means that no player noises will trigger sculk shriekers while it is held. The special invisibility effect should also make the players armor and held items invisible as well. I also want to create a new Bolt mace. This mace has the special effect where successfully landing a mace hit on a player or mob (full in the air mace hit, not a ground hit,) will stun them, stopping them from moving, for 3 seconds. After stunning a player it goes on cooldown for 20 seconds. The mace texture is themed after the bolt trim. You should also add the rib mace. Its special ability gives fire resistance and deletes lava and water in a 3 block radius for 5 seconds. It has a 60 second cooldown as well. It is themed after the rib trim. Finally, please add the coast trim mace. This maces special ability creates a whirlpool with a 3 block radius that sucks in nearby players and mobs for 5 seconds. It is formed though a spiral of particles. It has a 1 minute cooldown. This mace texture is themed after the coast trim. Edit v7: Crafting the maces still doesnt work. As a reminder, the recipe for each custom mace is a vanilla mace crafted with the associated trim, on a crafting table. Also, I can not currently enchant maces in survival mode. They should accept all of the normal mace enchantments, including breach, density, wind burst, unbreaking, mending, bane of arthropods, smite, fire aspect, and any other relevant enchantments. Also, the attack speed and damage is still off. Please make it so the coast whirlpool doesnt effect the player who initiated the ability. The rib trim also needs a new texture because the current one has a white background. Please add a new Wild Mace. This mace will shoot out a vine attack when its ability is activated. If the vine hits a block, the player will be grappled to that block. If the vine hits a player or mob, that play or mob will be grappled to the user. This mace is themed off of the wild trim. You should also add a Ward Mace. This mace ability prevents the player from taking damage and reflects projectiles back at their owner for 5 seconds. It has a 1 minute cooldown. Its texture is based on the ward trim. Finally, add a Wayfinder mace. When the user shift + right clicks on a mob or player, it sets them as a target. For 10 seconds the user gains speed 1, deals 50% extra mace damage to the targeted player, and the player gets glowing. It has a 1 minute 15 second cooldown. The texture is themed off of the Wayfinder trim. Edit v8: The Rib Mace currently does not have any visible texture. The Ward Mace texture needs to be replaced because it has a white background. Also, the ward mace sound and particle effects should be more sculk / warden themed to demonstrate their origin. The Wild Mace should have a larger grappling range, and the grapple should pull the player closer to the target. This also applies to grappling enemies. The Coast Mace whirlpool still pulls in the player who created it, which should not happen. The wayfinder mace doesnt seem like its applying the 50% extra damage to normal mace smash hits. As a reminder, all custom maces should be enchantable with vanilla mace enchantments, even when in survival. It should register as a mace. You should also add a Spire Mace. This mace has a special ability where activating it causes any players or mobs in a 3 block radius, except the caster, to gain levitation 1 for 5 seconds. This ability has a 1 minute cooldown. This Mace is themed after the Spire trim, meaning its texture, particles and sounds should be end themed. Additionally, create a new Dune Mace. This mace has a special ability that can only be activated in the air. When it is triggered, the next time the player hits the ground, they trigger a sandy shockwave that deals a few hearts of extra damage and knocks enemies into the air. This can be paired with the actual mace hit to do some crazy damage. This mace is themed after the Dune trim, so it should be desert and earth themed. Finally, add the Snout Mace. This mace has a special ability called Brutal Rage. For 5 seconds, you automatically break any shields around you and deal +25% damage, but you take +30% damage. This trim is themed after the snout trim, so it should be piglin / hoglin themed. Edit v9: As a reminder, every mace should have the default mace attack damage and attack speed. (6 attack damage and 0.6 attack speed.) Please make whatever edits are needed to make this happen. Please edit the textures of the last three maces (Snout, dune and spire) because all 3 have white backgrounds. Remember that all textures should have transparent backgrounds. Give the eye trim a new texture that looks more like the end. Also, add a new Sentry mace. When this maces ability is activated, the player begins charging up a more powerful mace attack. If they deal or take damage while charging this ability, it is canceled. Every 10 seconds the ability charges for, it will add 10% of damage to the players next mace attack. The maximum boost is 100% bonus damage. At any point while charging the ability the player can mace something to use the damage boost, but this will also cancel the charging. This ability should have a 1 minute cooldown after it is canceled or used. This mace is based off of the sentry trim, but also pillagers. Additionally, add a new vex mace. Activating this mace will trigger the winged power of the vex to make the player dash 15 blocks in the direction they are looking. This ability has a 30 second cooldown. Additionally, every hit with the vex mace has a 10% chance to spawn evoker fangs that do some extra damage. This mace is themed after the vex trim and both vexes and evokers. Also add a Flow Mace. This mace will do +10% damage on every chained hit. A chain lasts until the player touches the ground. Wind charges are not consumed when holding this mace. It is themed after the flow trim, and the breeze. Finally, I want to rework the silence mace. Currently the noise canceling ability and the true invis dont work. Instead, I want holding the silence trim to give the invisibility effect for as long as it is held. The activated ability should shoot a warden beam that deals 3 hearts of damage.
3
Aug 1, 2025, 07:38 AM
User request: I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable. Edit v2: There are a variety of important changes I need. For one, the Raiser lifting ability does not work. The particles, cooldown and sound effects are perfect and should not be changed, but it doesnt launch me up. To fix this, instead of manually launching the player, instead give the Levitation 28 effect for 1 second to the player. Additionally, the crafting recipe for the mace is not currently functioning. As a reminder, it should require a single raiser armor trim and a single mace to craft. It is also not currently a base mace, it is a sword instead. It should just be a modified mace with mace enchants. Finally, there is no real visual indicator for the cooldown so maybe add something in chat or a similar indicator of the cooldown. Edit v3: There are still some changes that I would like on the raiser mace. It should have the same damage and attack speed of a regular mace. The crafting recipe is still not functional and doesnt appear in the recipe book. Finally, it still doesnt have a custom texture. Additionally, please add a tide mace. This mace can be used as a riptide 3 trident. This only works in water or rain, exactly like a regular riptide trident. This has a 25 second cooldown between riptide uses. This mace is crafted using a mace and a tide trim, and should have a custom tide trim texture. Edit v4: The crafting recipe still doesnt work for these maces. Also, they still have a very very quick attack speed and possibly lower base ground damage. Please fix this with 100% vanilla mace damage and attack speed. Additionally, it would be best if the tide mace could actually adopt the mechanics of a riptide mace by pulling back and then allowing the player to launch their selves, differentiating it from the raiser mace that simply launches the player. Finally, add a Shaper mace. When the shaper maces ability is active, it deletes any cobwebs, grass, tall flowers, or leaves within a 3 block radius of the player. These are all objects that are often used to avoid mace hits. This effect should last for 10 seconds, and have a 1 minute cooldown. This mace should be themed after the shaper armor trim. Edit v5: For one, the crafting recipes still dont work. As a reminder, I should be able to craft together a mace and an appropriate trim to create the trim maces. Additionally, the maces still has some incorrect stats. The damage scaling in the air is perfect and is the same as a regular mace, but the ground damage is far lower than a vanilla mace. Additionally, trim maces still have an extremely high attack speed. Please just make the attack speed and ground damage EXACTLY the same as a regular mace. On top of that, it would be helpful if you rotated the trim mace textures right about 90 degrees so the maces are held the same way vanilla items are. Also, change the shaper mace ability to only last 5 seconds, because it is very powerful. Additionally, add the silence mace. The player makes no sound while holding this mace. When the player activates the ability, they become fully invisible, with their armor and items becoming invisible as well. The invisibility lasts for 5 seconds and has a 1 minute cooldown. Give the mace a texture themed off of the silence armor trim. You should also make a mace called the Eye mace. The eye mace ability gives blidness for 5 seconds and glowing for 10 seconds to players and mobs within a 10 block radius of the player when it is activated. The cooldown is 45 seconds. Give this mace a texture themed off of the eye trim. Edit v6: I must remind you again. The mace has a default 6 attack damage and 0.6 attack speed. All of the custom maces should maintain these numbers. Secondly, every mace texture should face the top right, like the vanilla mace and the custom silence mace, as this is how vanilla items are designed to face. I would also like you to add scaffolding to the list of things the shaper mace deletes. Additionally, the silence mace should prevent all player noises from being made while the player is holding the mace. This includes footsteps, attacking sounds, block placing sounds, etc... This also means that no player noises will trigger sculk shriekers while it is held. The special invisibility effect should also make the players armor and held items invisible as well. I also want to create a new Bolt mace. This mace has the special effect where successfully landing a mace hit on a player or mob (full in the air mace hit, not a ground hit,) will stun them, stopping them from moving, for 3 seconds. After stunning a player it goes on cooldown for 20 seconds. The mace texture is themed after the bolt trim. You should also add the rib mace. Its special ability gives fire resistance and deletes lava and water in a 3 block radius for 5 seconds. It has a 60 second cooldown as well. It is themed after the rib trim. Finally, please add the coast trim mace. This maces special ability creates a whirlpool with a 3 block radius that sucks in nearby players and mobs for 5 seconds. It is formed though a spiral of particles. It has a 1 minute cooldown. This mace texture is themed after the coast trim. Edit v7: Crafting the maces still doesnt work. As a reminder, the recipe for each custom mace is a vanilla mace crafted with the associated trim, on a crafting table. Also, I can not currently enchant maces in survival mode. They should accept all of the normal mace enchantments, including breach, density, wind burst, unbreaking, mending, bane of arthropods, smite, fire aspect, and any other relevant enchantments. Also, the attack speed and damage is still off. Please make it so the coast whirlpool doesnt effect the player who initiated the ability. The rib trim also needs a new texture because the current one has a white background. Please add a new Wild Mace. This mace will shoot out a vine attack when its ability is activated. If the vine hits a block, the player will be grappled to that block. If the vine hits a player or mob, that play or mob will be grappled to the user. This mace is themed off of the wild trim. You should also add a Ward Mace. This mace ability prevents the player from taking damage and reflects projectiles back at their owner for 5 seconds. It has a 1 minute cooldown. Its texture is based on the ward trim. Finally, add a Wayfinder mace. When the user shift + right clicks on a mob or player, it sets them as a target. For 10 seconds the user gains speed 1, deals 50% extra mace damage to the targeted player, and the player gets glowing. It has a 1 minute 15 second cooldown. The texture is themed off of the Wayfinder trim. Edit v8: The Rib Mace currently does not have any visible texture. The Ward Mace texture needs to be replaced because it has a white background. Also, the ward mace sound and particle effects should be more sculk / warden themed to demonstrate their origin. The Wild Mace should have a larger grappling range, and the grapple should pull the player closer to the target. This also applies to grappling enemies. The Coast Mace whirlpool still pulls in the player who created it, which should not happen. The wayfinder mace doesnt seem like its applying the 50% extra damage to normal mace smash hits. As a reminder, all custom maces should be enchantable with vanilla mace enchantments, even when in survival. It should register as a mace. You should also add a Spire Mace. This mace has a special ability where activating it causes any players or mobs in a 3 block radius, except the caster, to gain levitation 1 for 5 seconds. This ability has a 1 minute cooldown. This Mace is themed after the Spire trim, meaning its texture, particles and sounds should be end themed. Additionally, create a new Dune Mace. This mace has a special ability that can only be activated in the air. When it is triggered, the next time the player hits the ground, they trigger a sandy shockwave that deals a few hearts of extra damage and knocks enemies into the air. This can be paired with the actual mace hit to do some crazy damage. This mace is themed after the Dune trim, so it should be desert and earth themed. Finally, add the Snout Mace. This mace has a special ability called Brutal Rage. For 5 seconds, you automatically break any shields around you and deal +25% damage, but you take +30% damage. This trim is themed after the snout trim, so it should be piglin / hoglin themed.
1
Aug 1, 2025, 05:40 AM
User request: I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable. Edit v2: There are a variety of important changes I need. For one, the Raiser lifting ability does not work. The particles, cooldown and sound effects are perfect and should not be changed, but it doesnt launch me up. To fix this, instead of manually launching the player, instead give the Levitation 28 effect for 1 second to the player. Additionally, the crafting recipe for the mace is not currently functioning. As a reminder, it should require a single raiser armor trim and a single mace to craft. It is also not currently a base mace, it is a sword instead. It should just be a modified mace with mace enchants. Finally, there is no real visual indicator for the cooldown so maybe add something in chat or a similar indicator of the cooldown. Edit v3: There are still some changes that I would like on the raiser mace. It should have the same damage and attack speed of a regular mace. The crafting recipe is still not functional and doesnt appear in the recipe book. Finally, it still doesnt have a custom texture. Additionally, please add a tide mace. This mace can be used as a riptide 3 trident. This only works in water or rain, exactly like a regular riptide trident. This has a 25 second cooldown between riptide uses. This mace is crafted using a mace and a tide trim, and should have a custom tide trim texture. Edit v4: The crafting recipe still doesnt work for these maces. Also, they still have a very very quick attack speed and possibly lower base ground damage. Please fix this with 100% vanilla mace damage and attack speed. Additionally, it would be best if the tide mace could actually adopt the mechanics of a riptide mace by pulling back and then allowing the player to launch their selves, differentiating it from the raiser mace that simply launches the player. Finally, add a Shaper mace. When the shaper maces ability is active, it deletes any cobwebs, grass, tall flowers, or leaves within a 3 block radius of the player. These are all objects that are often used to avoid mace hits. This effect should last for 10 seconds, and have a 1 minute cooldown. This mace should be themed after the shaper armor trim. Edit v5: For one, the crafting recipes still dont work. As a reminder, I should be able to craft together a mace and an appropriate trim to create the trim maces. Additionally, the maces still has some incorrect stats. The damage scaling in the air is perfect and is the same as a regular mace, but the ground damage is far lower than a vanilla mace. Additionally, trim maces still have an extremely high attack speed. Please just make the attack speed and ground damage EXACTLY the same as a regular mace. On top of that, it would be helpful if you rotated the trim mace textures right about 90 degrees so the maces are held the same way vanilla items are. Also, change the shaper mace ability to only last 5 seconds, because it is very powerful. Additionally, add the silence mace. The player makes no sound while holding this mace. When the player activates the ability, they become fully invisible, with their armor and items becoming invisible as well. The invisibility lasts for 5 seconds and has a 1 minute cooldown. Give the mace a texture themed off of the silence armor trim. You should also make a mace called the Eye mace. The eye mace ability gives blidness for 5 seconds and glowing for 10 seconds to players and mobs within a 10 block radius of the player when it is activated. The cooldown is 45 seconds. Give this mace a texture themed off of the eye trim. Edit v6: I must remind you again. The mace has a default 6 attack damage and 0.6 attack speed. All of the custom maces should maintain these numbers. Secondly, every mace texture should face the top right, like the vanilla mace and the custom silence mace, as this is how vanilla items are designed to face. I would also like you to add scaffolding to the list of things the shaper mace deletes. Additionally, the silence mace should prevent all player noises from being made while the player is holding the mace. This includes footsteps, attacking sounds, block placing sounds, etc... This also means that no player noises will trigger sculk shriekers while it is held. The special invisibility effect should also make the players armor and held items invisible as well. I also want to create a new Bolt mace. This mace has the special effect where successfully landing a mace hit on a player or mob (full in the air mace hit, not a ground hit,) will stun them, stopping them from moving, for 3 seconds. After stunning a player it goes on cooldown for 20 seconds. The mace texture is themed after the bolt trim. You should also add the rib mace. Its special ability gives fire resistance and deletes lava and water in a 3 block radius for 5 seconds. It has a 60 second cooldown as well. It is themed after the rib trim. Finally, please add the coast trim mace. This maces special ability creates a whirlpool with a 3 block radius that sucks in nearby players and mobs for 5 seconds. It is formed though a spiral of particles. It has a 1 minute cooldown. This mace texture is themed after the coast trim. Edit v7: Crafting the maces still doesnt work. As a reminder, the recipe for each custom mace is a vanilla mace crafted with the associated trim, on a crafting table. Also, I can not currently enchant maces in survival mode. They should accept all of the normal mace enchantments, including breach, density, wind burst, unbreaking, mending, bane of arthropods, smite, fire aspect, and any other relevant enchantments. Also, the attack speed and damage is still off. Please make it so the coast whirlpool doesnt effect the player who initiated the ability. The rib trim also needs a new texture because the current one has a white background. Please add a new Wild Mace. This mace will shoot out a vine attack when its ability is activated. If the vine hits a block, the player will be grappled to that block. If the vine hits a player or mob, that play or mob will be grappled to the user. This mace is themed off of the wild trim. You should also add a Ward Mace. This mace ability prevents the player from taking damage and reflects projectiles back at their owner for 5 seconds. It has a 1 minute cooldown. Its texture is based on the ward trim. Finally, add a Wayfinder mace. When the user shift + right clicks on a mob or player, it sets them as a target. For 10 seconds the user gains speed 1, deals 50% extra mace damage to the targeted player, and the player gets glowing. It has a 1 minute 15 second cooldown. The texture is themed off of the Wayfinder trim.
1
Aug 1, 2025, 12:52 AM
User request: I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable. Edit v2: There are a variety of important changes I need. For one, the Raiser lifting ability does not work. The particles, cooldown and sound effects are perfect and should not be changed, but it doesnt launch me up. To fix this, instead of manually launching the player, instead give the Levitation 28 effect for 1 second to the player. Additionally, the crafting recipe for the mace is not currently functioning. As a reminder, it should require a single raiser armor trim and a single mace to craft. It is also not currently a base mace, it is a sword instead. It should just be a modified mace with mace enchants. Finally, there is no real visual indicator for the cooldown so maybe add something in chat or a similar indicator of the cooldown. Edit v3: There are still some changes that I would like on the raiser mace. It should have the same damage and attack speed of a regular mace. The crafting recipe is still not functional and doesnt appear in the recipe book. Finally, it still doesnt have a custom texture. Additionally, please add a tide mace. This mace can be used as a riptide 3 trident. This only works in water or rain, exactly like a regular riptide trident. This has a 25 second cooldown between riptide uses. This mace is crafted using a mace and a tide trim, and should have a custom tide trim texture. Edit v4: The crafting recipe still doesnt work for these maces. Also, they still have a very very quick attack speed and possibly lower base ground damage. Please fix this with 100% vanilla mace damage and attack speed. Additionally, it would be best if the tide mace could actually adopt the mechanics of a riptide mace by pulling back and then allowing the player to launch their selves, differentiating it from the raiser mace that simply launches the player. Finally, add a Shaper mace. When the shaper maces ability is active, it deletes any cobwebs, grass, tall flowers, or leaves within a 3 block radius of the player. These are all objects that are often used to avoid mace hits. This effect should last for 10 seconds, and have a 1 minute cooldown. This mace should be themed after the shaper armor trim. Edit v5: For one, the crafting recipes still dont work. As a reminder, I should be able to craft together a mace and an appropriate trim to create the trim maces. Additionally, the maces still has some incorrect stats. The damage scaling in the air is perfect and is the same as a regular mace, but the ground damage is far lower than a vanilla mace. Additionally, trim maces still have an extremely high attack speed. Please just make the attack speed and ground damage EXACTLY the same as a regular mace. On top of that, it would be helpful if you rotated the trim mace textures right about 90 degrees so the maces are held the same way vanilla items are. Also, change the shaper mace ability to only last 5 seconds, because it is very powerful. Additionally, add the silence mace. The player makes no sound while holding this mace. When the player activates the ability, they become fully invisible, with their armor and items becoming invisible as well. The invisibility lasts for 5 seconds and has a 1 minute cooldown. Give the mace a texture themed off of the silence armor trim. You should also make a mace called the Eye mace. The eye mace ability gives blidness for 5 seconds and glowing for 10 seconds to players and mobs within a 10 block radius of the player when it is activated. The cooldown is 45 seconds. Give this mace a texture themed off of the eye trim. Edit v6: I must remind you again. The mace has a default 6 attack damage and 0.6 attack speed. All of the custom maces should maintain these numbers. Secondly, every mace texture should face the top right, like the vanilla mace and the custom silence mace, as this is how vanilla items are designed to face. I would also like you to add scaffolding to the list of things the shaper mace deletes. Additionally, the silence mace should prevent all player noises from being made while the player is holding the mace. This includes footsteps, attacking sounds, block placing sounds, etc... This also means that no player noises will trigger sculk shriekers while it is held. The special invisibility effect should also make the players armor and held items invisible as well. I also want to create a new Bolt mace. This mace has the special effect where successfully landing a mace hit on a player or mob (full in the air mace hit, not a ground hit,) will stun them, stopping them from moving, for 3 seconds. After stunning a player it goes on cooldown for 20 seconds. The mace texture is themed after the bolt trim. You should also add the rib mace. Its special ability gives fire resistance and deletes lava and water in a 3 block radius for 5 seconds. It has a 60 second cooldown as well. It is themed after the rib trim. Finally, please add the coast trim mace. This maces special ability creates a whirlpool with a 3 block radius that sucks in nearby players and mobs for 5 seconds. It is formed though a spiral of particles. It has a 1 minute cooldown. This mace texture is themed after the coast trim.
1
Jul 31, 2025, 05:12 PM
User request: I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable. Edit v2: There are a variety of important changes I need. For one, the Raiser lifting ability does not work. The particles, cooldown and sound effects are perfect and should not be changed, but it doesnt launch me up. To fix this, instead of manually launching the player, instead give the Levitation 28 effect for 1 second to the player. Additionally, the crafting recipe for the mace is not currently functioning. As a reminder, it should require a single raiser armor trim and a single mace to craft. It is also not currently a base mace, it is a sword instead. It should just be a modified mace with mace enchants. Finally, there is no real visual indicator for the cooldown so maybe add something in chat or a similar indicator of the cooldown. Edit v3: There are still some changes that I would like on the raiser mace. It should have the same damage and attack speed of a regular mace. The crafting recipe is still not functional and doesnt appear in the recipe book. Finally, it still doesnt have a custom texture. Additionally, please add a tide mace. This mace can be used as a riptide 3 trident. This only works in water or rain, exactly like a regular riptide trident. This has a 25 second cooldown between riptide uses. This mace is crafted using a mace and a tide trim, and should have a custom tide trim texture. Edit v4: The crafting recipe still doesnt work for these maces. Also, they still have a very very quick attack speed and possibly lower base ground damage. Please fix this with 100% vanilla mace damage and attack speed. Additionally, it would be best if the tide mace could actually adopt the mechanics of a riptide mace by pulling back and then allowing the player to launch their selves, differentiating it from the raiser mace that simply launches the player. Finally, add a Shaper mace. When the shaper maces ability is active, it deletes any cobwebs, grass, tall flowers, or leaves within a 3 block radius of the player. These are all objects that are often used to avoid mace hits. This effect should last for 10 seconds, and have a 1 minute cooldown. This mace should be themed after the shaper armor trim. Edit v5: For one, the crafting recipes still dont work. As a reminder, I should be able to craft together a mace and an appropriate trim to create the trim maces. Additionally, the maces still has some incorrect stats. The damage scaling in the air is perfect and is the same as a regular mace, but the ground damage is far lower than a vanilla mace. Additionally, trim maces still have an extremely high attack speed. Please just make the attack speed and ground damage EXACTLY the same as a regular mace. On top of that, it would be helpful if you rotated the trim mace textures right about 90 degrees so the maces are held the same way vanilla items are. Also, change the shaper mace ability to only last 5 seconds, because it is very powerful. Additionally, add the silence mace. The player makes no sound while holding this mace. When the player activates the ability, they become fully invisible, with their armor and items becoming invisible as well. The invisibility lasts for 5 seconds and has a 1 minute cooldown. Give the mace a texture themed off of the silence armor trim. You should also make a mace called the Eye mace. The eye mace ability gives blidness for 5 seconds and glowing for 10 seconds to players and mobs within a 10 block radius of the player when it is activated. The cooldown is 45 seconds. Give this mace a texture themed off of the eye trim.
1
Jul 31, 2025, 07:40 AM
User request: I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable. Edit v2: There are a variety of important changes I need. For one, the Raiser lifting ability does not work. The particles, cooldown and sound effects are perfect and should not be changed, but it doesnt launch me up. To fix this, instead of manually launching the player, instead give the Levitation 28 effect for 1 second to the player. Additionally, the crafting recipe for the mace is not currently functioning. As a reminder, it should require a single raiser armor trim and a single mace to craft. It is also not currently a base mace, it is a sword instead. It should just be a modified mace with mace enchants. Finally, there is no real visual indicator for the cooldown so maybe add something in chat or a similar indicator of the cooldown. Edit v3: There are still some changes that I would like on the raiser mace. It should have the same damage and attack speed of a regular mace. The crafting recipe is still not functional and doesnt appear in the recipe book. Finally, it still doesnt have a custom texture. Additionally, please add a tide mace. This mace can be used as a riptide 3 trident. This only works in water or rain, exactly like a regular riptide trident. This has a 25 second cooldown between riptide uses. This mace is crafted using a mace and a tide trim, and should have a custom tide trim texture. Edit v4: The crafting recipe still doesnt work for these maces. Also, they still have a very very quick attack speed and possibly lower base ground damage. Please fix this with 100% vanilla mace damage and attack speed. Additionally, it would be best if the tide mace could actually adopt the mechanics of a riptide mace by pulling back and then allowing the player to launch their selves, differentiating it from the raiser mace that simply launches the player. Finally, add a Shaper mace. When the shaper maces ability is active, it deletes any cobwebs, grass, tall flowers, or leaves within a 3 block radius of the player. These are all objects that are often used to avoid mace hits. This effect should last for 10 seconds, and have a 1 minute cooldown. This mace should be themed after the shaper armor trim.
1
Jul 31, 2025, 06:37 AM
User request: I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable. Edit v2: There are a variety of important changes I need. For one, the Raiser lifting ability does not work. The particles, cooldown and sound effects are perfect and should not be changed, but it doesnt launch me up. To fix this, instead of manually launching the player, instead give the Levitation 28 effect for 1 second to the player. Additionally, the crafting recipe for the mace is not currently functioning. As a reminder, it should require a single raiser armor trim and a single mace to craft. It is also not currently a base mace, it is a sword instead. It should just be a modified mace with mace enchants. Finally, there is no real visual indicator for the cooldown so maybe add something in chat or a similar indicator of the cooldown. Edit v3: There are still some changes that I would like on the raiser mace. It should have the same damage and attack speed of a regular mace. The crafting recipe is still not functional and doesnt appear in the recipe book. Finally, it still doesnt have a custom texture. Additionally, please add a tide mace. This mace can be used as a riptide 3 trident. This only works in water or rain, exactly like a regular riptide trident. This has a 25 second cooldown between riptide uses. This mace is crafted using a mace and a tide trim, and should have a custom tide trim texture.
1
Jul 31, 2025, 06:02 AM
User request: I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable. Edit v2: There are a variety of important changes I need. For one, the Raiser lifting ability does not work. The particles, cooldown and sound effects are perfect and should not be changed, but it doesnt launch me up. To fix this, instead of manually launching the player, instead give the Levitation 28 effect for 1 second to the player. Additionally, the crafting recipe for the mace is not currently functioning. As a reminder, it should require a single raiser armor trim and a single mace to craft. It is also not currently a base mace, it is a sword instead. It should just be a modified mace with mace enchants. Finally, there is no real visual indicator for the cooldown so maybe add something in chat or a similar indicator of the cooldown.
1
Jul 31, 2025, 05:41 AM
User request: I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable.
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This mod is licensed under the CreativeMode Mods License.