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Description:
Mace Trims adds eighteen enchanted netherite maces themed after armor trims that use true vanilla mace stats (6 attack damage, 0.6 attack speed), are enchantable and repairable like vanilla, and are obtainable in survival — use Shift + right-click to unleash each mace’s unique special ability, with sneak + right-click or holding used for many maces’ secondary or sustained effects (for example, Dune triggers a shockwave on next ground contact, Rib grants continuous fire resistance while held, and Silence fires an improved invisibility beam). Many mace passives now work from anywhere in your inventory (Flow grants permanent Speed I, Raiser prevents fall damage, Silence and other passives are inventory-aware), and the Host mace can adopt other maces’ powers and shows the adopted ability in its tooltip; trim+mace crafting has also been fixed to reliably produce the custom maces in survival. Server operators can press O (default) to open an operator-only settings screen to configure global options such as a per-hit damage cap, disabling mace enchanting, a custom mace inventory cap that drops extras, and whether modded maces are allowed in ender chests.
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This will create a new version of "Mace Trims" for Minecraft Java 1.20.1. The original mod will remain unchanged.
This mod is licensed under the CreativeMode Mods License.
This will create a new mod based on "Mace Trims" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
1
Mar 6, 2026, 11:30 PM
User request: MOST IMPORTANT: Crafting the mace with a trim still DOES NOT produce the output. I have no idea why but this is such a key feature for the gameplay that you MUST fix it, or else the mod does not work in survival. I dont care how you rework it, just get the craft to work with a mace and a trim. Create a new settings menu that can only be accessed by players with operator permissions on a world / in a server. This menu has a keybind to open and should use a vanilla style but with custom elements that match what I want from the menu. Passive mace abilities should now function whenever a mace is in the inventory instead of when it is held. Additionally, make it so raiser mace has a passive ability of preventing fall damage. Flow mace now has a passive ability of permanent speed 1. Add a setting to the settings menu with a damage cap for the mace. This can used on multiplayer to make sure that the mace isnt too op, this cap applies to the vanilla mace and all modded maces. The operator can set a heart number and the mace cannot exceed that number in damage with a single hit. Add a setting for whether maces can be enchanted. If disabled, it makes it so the vanilla mace and all modded maces cant be enchanted, but existing enchants still work. New setting: Mace cap. No default cap. This limits the amount of custom maces that a player can have in their inventory at a time. The operator can set it to any number. I would prefer it to just be impossible to pick up more than this capped number of maces, but also if the player ever has more than the capped number in the inventory it should automatically throw out the extras. New setting: Allow e-chesting. On by default. Turning this off makes it so players can not put any modded maces in an ender chest.
2
Mar 6, 2026, 07:58 AM
User request: The crafting recipes are now registered by creative mode but they still arent functional in game. I am putting the items in the crafting menu but it doesnt show the custom mace output. The dune mace should create the shockwave any time it is used while in the air, but it is currently only doing it when falling from a great height. Change the particles of the whirlpool mace whirlpool to look more like an actual swirl, and throw in a little bit of white particles to look more like rough waters. The silence mace has a very low blast radius, making it hard to hit things. I would actually still prefer true invisibility that makes armor invisible, silences the player and removes particles (lasts 5 seconds), but if thats not possible within the mod framework I would rather the warden beam functions better. Either way, raise the cooldown to 45 seconds. Also, silence mace invisibility should be longer because it blinks in and out. Rib mace should give fire resistance whenever it is held. Maces should not appear enchanted unless they actually have enchants. The host mace is invisible (no texture?) until a power is activated, and turns invisible afterward. It should use the host mace texture. Add a tooltip to the host mace that shows what mace power is currently adopted. It seems like flow chaining doesnt work for the host mace. It doesnt increase damage with combos or activate the cooldown when hitting the ground. Please fix this. It seems like dune being adopted by host also doesnt work at all. The shaper power doesnt do anything when adopted by host. Sentry doesnt charge up when adopted by host. Tide mace doesnt launch the player or activate the cooldown when adopted by host. Bolt mace doesnt go on cooldown and then change when adopted by host. Rib mace doesnt clear liquids when adopted by host. Occasionally the wild mace doesnt recognize blocks when I think it should, this counts for the host version. Make sure it has enough range and recognizes when it hits a block or mob. Do any other bug fixes or quality of life changes required to make this mod more functional and streamlined.
1
Mar 6, 2026, 04:23 AM
User request: Please make all the maces have the regular attack damage and attack speed of a vanilla mace. Right now they have very short cooldowns and do little damage, they should all have 6 attack damage and 0.6 attack speed. Also add descriptive tooltips with each mace's abilities. Add leaf litter and wildflowers to the things that the shaper mace clears. The items are upscaled weirdly, causing the enchant glints to be too small. Try not to upscale the textures at all and maintain completely vanilla enchant glint textures. Change the host mace so that while it has adopted a mace's power it also adopts the texture. It should automatically return to the host texture and be ready to adopt an ability as soon as the adopted cooldown ends. The flow mace is still extremely broken. When the player touches the ground it floods the chat with “Flow chain ended - single hit. Cooldown: 20s,” it should only send a similar message once. While I am on the ground it still disappears and reappears in my inventory rapidly, which can occasionally cause it to be duped. This is weird behaviour. When I start a mace chain the multiplier indicator doesn't go up. Also the flow mace multiplier indicator persists even when the mace is not held, it should not do that. The maces still can't be crafted or smithed on a smithing table, fix that. Also, the maces still can’t be enchanted in a vanilla fashion, fix that