18 downloads


Description:
Right‑click the Wither Core to begin a 5‑second dark‑particle transformation that slows you, makes you invisible, and spawns a wither shell which mirrors your movements and grants creative‑style flight — when the morph completes you are switched into Spectator mode (your original gamemode is recorded) and you emit a 4‑block block‑destruction aura. While morphed you can fire wither skulls by left‑clicking (swing) or by right‑clicking entities, the morph lasts 5 minutes (auto‑revert) but can be ended manually by right‑clicking the Wither Core; the spawned wither shell is a collidable, mortal entity with a boss‑bar health display, and if the shell dies you are reverted and killed, so use caution. If you disconnect during the 5‑second transformation it will be cancelled, and if you disconnect while morphed the mod will automatically revert you, despawn the shell, remove invisibility/flight (unless you’re in Creative/Spectator), and clear the morph so you won’t be left stuck or leave frozen shells behind.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Wither Core" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "Wither Core" for Minecraft Java 1.20.1. The original mod will remain unchanged.
18
Nov 25, 2025, 07:44 PM
User request: create an item called “Wither Core” that, when activated, temporarily “turns the player into the wither” using the same logic you would build with command blocks in vanilla. when the player right-clicks with the Wither Core, check that they are not already transformed; if not, apply a long, hidden invisibility effect to the player (like repeatedly running effect give @s invisibility 10 0 true in a tick function), and summon a single wither that will act purely as a visual shell: in vanilla terms this would be something like /summon wither ~ ~ ~ {NoAI:1b,Silent:1b,Invulnerable:1b,NoGravity:1b,Tags:["wither_morph"]}, but the mod should internally ensure it has no AI, no damage interactions, and effectively no real collision/hitbox for gameplay purposes (the player’s hitbox is the “real” one). store a link between the player and their wither shell (e.g. via UUID or a tag system) so you always know which wither belongs to which player. every game tick while the player is morphed, run logic equivalent to a repeating command block chain: execute as <morphed player> at @s run tp <linked wither> ~ ~ ~ to hard-sync the wither’s position to the player’s feet, and also sync rotation exactly like data modify entity <linked wither> Rotation set from entity @s Rotation, so the wither always faces exactly where the player is looking. while in this morphed state, listen for right-click actions when the player is not holding any item in their main hand; when that happens, fire a wither skull from the wither/player in the direction the player is aiming, just like the real wither attack: in vanilla this would be similar to execute as <morphed player> at @s run summon wither_skull ~ ~1 ~ {direction:[<lookVecX>,<lookVecY>,<lookVecZ>]} or using ^ ^ ^ local coordinates to shoot forward from the player’s look vector. also, while morphed, on every tick run a small area effect around the player that deletes blocks within a 4-block radius (but excluding bedrock/indestructible blocks and anything you consider protected) — in vanilla that would be like execute as <morphed player> at @s run fill ~-4 ~-4 ~-4 ~4 ~4 ~4 air destroy but the mod should implement this efficiently and safely, effectively turning everything in a 4-block sphere/cube around the player into air as they move, simulating a wither’s destructive presence. when the item is first activated, before the invisibility and wither linking fully take effect, play a 5-second transformation animation around the player using dark/black particles: think of chaining several particle commands around the player like execute at @s run particle minecraft:smoke ~ ~ ~ and minecraft:soul_fire_flame, minecraft:ash, etc., in a tightening and then expanding pattern for about 5 seconds, during which the mod can either freeze the player or slow them dramatically to sell the transformation effect. after the 5-second animation finishes, toggle the internal “morphed_as_wither” state to true, ensure the wither shell is spawned and linked, and begin the per-tick mirror logic (teleport + rotation sync + block destruction + skull firing on right-click empty hand). when the morph ends (for example, if the player right-clicks the Wither Core again or a timer expires), remove the wither shell, clear the invisibility, stop the block-destroy effect and input interception, and return the player to normal. the key is: implement this exactly like a highly-optimized datapack would using repeating command blocks and tags, but encapsulated as a single, clean Wither Core item that handles invisibility, fake wither mirroring, wither-skull shooting on empty-hand right-click, 4-block-radius block deletion around the player, and a 5-second dark particle transformation sequence on activation. Edit v2: when the player transforms into the wither, activate creative mode-style flight. additionally, create a /team containing both the wither and the player, and set collisionRule to never(disband the team when the player transforms back). additionally, make it so the wither skull projectile can be activated when left-clicking with an empty hand OR anything else Edit v4: when the player transforms into the wither: - the /spectate function is disabled - the player is changed to spectator mode - a 5 minute timer is set before the player is reverted back to original gamemode - the wither's hitbox is turned back on - other mobs and players can now kill the wither, its health should reduce in the boss bar too - if the wither is killed, the player is reverted back to their original gamemode, then killed Edit v9: make the wither able to take damage and lose health Edit v10: when the player leaves the game while the wither core is in effect and then rejoins, they are permanently in spectator mode and the shell is stuck in place. fix this by despawning the shell and reverting to the players original game mode when they disconnect.
0
Nov 25, 2025, 06:01 PM
User request: create an item called “Wither Core” that, when activated, temporarily “turns the player into the wither” using the same logic you would build with command blocks in vanilla. when the player right-clicks with the Wither Core, check that they are not already transformed; if not, apply a long, hidden invisibility effect to the player (like repeatedly running effect give @s invisibility 10 0 true in a tick function), and summon a single wither that will act purely as a visual shell: in vanilla terms this would be something like /summon wither ~ ~ ~ {NoAI:1b,Silent:1b,Invulnerable:1b,NoGravity:1b,Tags:["wither_morph"]}, but the mod should internally ensure it has no AI, no damage interactions, and effectively no real collision/hitbox for gameplay purposes (the player’s hitbox is the “real” one). store a link between the player and their wither shell (e.g. via UUID or a tag system) so you always know which wither belongs to which player. every game tick while the player is morphed, run logic equivalent to a repeating command block chain: execute as <morphed player> at @s run tp <linked wither> ~ ~ ~ to hard-sync the wither’s position to the player’s feet, and also sync rotation exactly like data modify entity <linked wither> Rotation set from entity @s Rotation, so the wither always faces exactly where the player is looking. while in this morphed state, listen for right-click actions when the player is not holding any item in their main hand; when that happens, fire a wither skull from the wither/player in the direction the player is aiming, just like the real wither attack: in vanilla this would be similar to execute as <morphed player> at @s run summon wither_skull ~ ~1 ~ {direction:[<lookVecX>,<lookVecY>,<lookVecZ>]} or using ^ ^ ^ local coordinates to shoot forward from the player’s look vector. also, while morphed, on every tick run a small area effect around the player that deletes blocks within a 4-block radius (but excluding bedrock/indestructible blocks and anything you consider protected) — in vanilla that would be like execute as <morphed player> at @s run fill ~-4 ~-4 ~-4 ~4 ~4 ~4 air destroy but the mod should implement this efficiently and safely, effectively turning everything in a 4-block sphere/cube around the player into air as they move, simulating a wither’s destructive presence. when the item is first activated, before the invisibility and wither linking fully take effect, play a 5-second transformation animation around the player using dark/black particles: think of chaining several particle commands around the player like execute at @s run particle minecraft:smoke ~ ~ ~ and minecraft:soul_fire_flame, minecraft:ash, etc., in a tightening and then expanding pattern for about 5 seconds, during which the mod can either freeze the player or slow them dramatically to sell the transformation effect. after the 5-second animation finishes, toggle the internal “morphed_as_wither” state to true, ensure the wither shell is spawned and linked, and begin the per-tick mirror logic (teleport + rotation sync + block destruction + skull firing on right-click empty hand). when the morph ends (for example, if the player right-clicks the Wither Core again or a timer expires), remove the wither shell, clear the invisibility, stop the block-destroy effect and input interception, and return the player to normal. the key is: implement this exactly like a highly-optimized datapack would using repeating command blocks and tags, but encapsulated as a single, clean Wither Core item that handles invisibility, fake wither mirroring, wither-skull shooting on empty-hand right-click, 4-block-radius block deletion around the player, and a 5-second dark particle transformation sequence on activation. Edit v2: when the player transforms into the wither, activate creative mode-style flight. additionally, create a /team containing both the wither and the player, and set collisionRule to never(disband the team when the player transforms back). additionally, make it so the wither skull projectile can be activated when left-clicking with an empty hand OR anything else Edit v4: when the player transforms into the wither: - the /spectate function is disabled - the player is changed to spectator mode - a 5 minute timer is set before the player is reverted back to original gamemode - the wither's hitbox is turned back on - other mobs and players can now kill the wither, its health should reduce in the boss bar too - if the wither is killed, the player is reverted back to their original gamemode, then killed Edit v9: make the wither able to take damage and lose health
0
Nov 25, 2025, 05:42 PM
User request: create an item called “Wither Core” that, when activated, temporarily “turns the player into the wither” using the same logic you would build with command blocks in vanilla. when the player right-clicks with the Wither Core, check that they are not already transformed; if not, apply a long, hidden invisibility effect to the player (like repeatedly running effect give @s invisibility 10 0 true in a tick function), and summon a single wither that will act purely as a visual shell: in vanilla terms this would be something like /summon wither ~ ~ ~ {NoAI:1b,Silent:1b,Invulnerable:1b,NoGravity:1b,Tags:["wither_morph"]}, but the mod should internally ensure it has no AI, no damage interactions, and effectively no real collision/hitbox for gameplay purposes (the player’s hitbox is the “real” one). store a link between the player and their wither shell (e.g. via UUID or a tag system) so you always know which wither belongs to which player. every game tick while the player is morphed, run logic equivalent to a repeating command block chain: execute as <morphed player> at @s run tp <linked wither> ~ ~ ~ to hard-sync the wither’s position to the player’s feet, and also sync rotation exactly like data modify entity <linked wither> Rotation set from entity @s Rotation, so the wither always faces exactly where the player is looking. while in this morphed state, listen for right-click actions when the player is not holding any item in their main hand; when that happens, fire a wither skull from the wither/player in the direction the player is aiming, just like the real wither attack: in vanilla this would be similar to execute as <morphed player> at @s run summon wither_skull ~ ~1 ~ {direction:[<lookVecX>,<lookVecY>,<lookVecZ>]} or using ^ ^ ^ local coordinates to shoot forward from the player’s look vector. also, while morphed, on every tick run a small area effect around the player that deletes blocks within a 4-block radius (but excluding bedrock/indestructible blocks and anything you consider protected) — in vanilla that would be like execute as <morphed player> at @s run fill ~-4 ~-4 ~-4 ~4 ~4 ~4 air destroy but the mod should implement this efficiently and safely, effectively turning everything in a 4-block sphere/cube around the player into air as they move, simulating a wither’s destructive presence. when the item is first activated, before the invisibility and wither linking fully take effect, play a 5-second transformation animation around the player using dark/black particles: think of chaining several particle commands around the player like execute at @s run particle minecraft:smoke ~ ~ ~ and minecraft:soul_fire_flame, minecraft:ash, etc., in a tightening and then expanding pattern for about 5 seconds, during which the mod can either freeze the player or slow them dramatically to sell the transformation effect. after the 5-second animation finishes, toggle the internal “morphed_as_wither” state to true, ensure the wither shell is spawned and linked, and begin the per-tick mirror logic (teleport + rotation sync + block destruction + skull firing on right-click empty hand). when the morph ends (for example, if the player right-clicks the Wither Core again or a timer expires), remove the wither shell, clear the invisibility, stop the block-destroy effect and input interception, and return the player to normal. the key is: implement this exactly like a highly-optimized datapack would using repeating command blocks and tags, but encapsulated as a single, clean Wither Core item that handles invisibility, fake wither mirroring, wither-skull shooting on empty-hand right-click, 4-block-radius block deletion around the player, and a 5-second dark particle transformation sequence on activation. Edit v2: when the player transforms into the wither, activate creative mode-style flight. additionally, create a /team containing both the wither and the player, and set collisionRule to never(disband the team when the player transforms back). additionally, make it so the wither skull projectile can be activated when left-clicking with an empty hand OR anything else Edit v4: when the player transforms into the wither: - the /spectate function is disabled - the player is changed to spectator mode - a 5 minute timer is set before the player is reverted back to original gamemode - the wither's hitbox is turned back on - other mobs and players can now kill the wither, its health should reduce in the boss bar too - if the wither is killed, the player is reverted back to their original gamemode, then killed
Click here for installation instructions
This mod is licensed under the CreativeMode Mods License.