Description:


Voltage Mullet is a helmet-mounted energy cannon. Equip it and you gain a powerful forward-firing laser that can shred through enemies at range. The helmet also provides full knockback resistance, making you a sturdy duelist. The mod's signature feature is the Laser Clash system: when two players' beams meet in mid-air, the game locks both beams at the impact point and turns the fight into a rapid button-mashing showdown.
| Item | Type | Slot |
|---|---|---|
| Voltage Mullet | Helmet / Laser Cannon | Head armor |
The Voltage Mullet is the mod's single item. It functions as both a piece of head armor and an active weapon. It appears in the Combat creative tab.
Armor stats:
When your laser beam and another player's laser beam intersect in mid-air, a Laser Clash is triggered:
A clash ends when any of the following occur:
| Condition | Result |
|---|---|
| Your side pushes the point to the maximum limit | You win |
| The opponent stops firing or runs out of mana | You win |
| The timer expires with your side ahead | You win |
The losing player suffers:
Important: During an active clash, releasing Ctrl does not cancel your beam. You must keep tapping it to mash. Only truly stopping your fire (losing all mana) counts as a forfeit.
Craft the Voltage Mullet at a crafting table. The recipe requires two iron helmets as a base, a Nether Star for power, an Echo Shard for targeting, iron ingots for the frame, and dyes to finish the assembly.
The item is also available directly from the Combat creative tab.
The Ruin Staff is a powerful magical weapon that fires a destructive beam up to 50 blocks, shattering blocks in a 5-block radius on impact and dealing massive damage to nearby creatures; right-click to unleash ruin, mindful of the 2‑second cooldown and the staff's limited durability. This update reduces the staff's memory footprint and avoids forcing extra chunk loads during use, so it runs more smoothly on lower-memory systems. The mod also logs your JVM heap at startup and will warn if your launcher memory settings could cause startup problems, with guidance to lower Xmx or increase your Windows paging file.

This mod expands the Trickster Spirit into a full environmental menace and toolkit: small prank‑biomes (Prankmoss, Tricksterwood, Heckleflowers, Snickerbushes, Jester Stone) slowly convert nearby terrain and drop Trickster Essence, berries and craftable prank materials you can use for decorative placeables or unpredictable consumables. Trickster Spirits now drift among all nearby living targets and execute a balanced variety of pranks—player, mob and block chaos, mob jolts/renames/effect storms and sound choirs, flashy block mirages and disco effects, weather shifts, timed random summons of entities or items, and self‑mutations like random changes to size and speed—most summoned things and pranks are temporary to keep the mayhem controlled. To start, seek spirits at night or near prank patches, harvest essence and materials, experiment with recipes and berries, and manage or encourage trickster activity while watching spirit counts and nearby mobs since spirits now roam and target any living creature.

Pharaoh’s Pyramid Vehicle lets you deploy and drive a massive stepped pyramid (13×13 base, 8‑block tall shell) that flattens and rebuilds the ground as it moves while refusing to step into spaces that would clip, sink, or overlap; right‑click any exterior block to enter Driver Mode (you sit in a fixed driver seat centered 2 blocks above the base) and steer with WASD at 2.2 blocks/sec (speed shown in the action bar). The Eye of Ra teleports you into a persistent 17×17×12 pocket home with a return portal that still remounts you back into the driver seat, while the Pyramid Exit Sign now returns you to the top center of the mobile pyramid and forcibly dismounts you before and after teleport so you’re free to move alone atop it. Shift dismounts, Space triggers a Sandstorm Burst (10s cooldown), the Heart of Ra toggles movement so you can look freely while steering, and the moving pyramid produces golden edge glows, lit hieroglyphs, warm chanting, drifting sand motes and a sandstone dust trail while violently shoving mobs out of its swept path.
Tunnel Runner is a self-contained tunneling vehicle with a three‑lane furnace, a 54‑slot cargo hold, an automatic rear rail layer, an active drill that damages and knocks back mobs, seating for two, engine/wheel sounds with speed‑based pitch, and placement/occupant protections. While riding, press E to open the Tunnel Runner menu (it overrides your inventory key) to access your player inventory, the vehicle’s cargo, smelter, and track/support compartments, and shift‑click the rear model to open the rear utility bay — it defaults to drive mode (Space = forward 4‑block diagonal jump, Shift = forward 4‑block diagonal dive, Ctrl = exit) and the on‑screen hint telling you to press Shift to unmount has been removed so Shift is kept for dive behavior. Either rider can steer and use HUD/menus; hold left mouse to enter mining mode (HUD shows level, diagonal, and shallow behaviors), hold right mouse while moving forward to place from the utility bay (placement now works outside tunnels and can be used simultaneously with mining), manual placement runs at the same slower speed as mining for precision, Auto Place will automatically place supports and the current grid layer when a 3x3 space is detected, the utility bay’s +1/+10/+32/+64 buttons refill and craft from your inventory and the Runner’s cargo and Clear returns real items, and opening the smelter no longer causes a network error.
This mod is licensed under the CreativeMode Mods License.