Melee Modjam

Explore the top submissions from the August 2025 Melee Modjam.

First Place Winner
ZacharyRL

Mace Trims

The Mace Trims mod adds 16 unique maces to the game, each with their own unique abilities and effects.

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Mace Trims

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Keybind Scrambler Sword - media 1
v1
MC Java 1.21.5

Keybind Scrambler Sword

H
alastor

make a confusing sword every time a player gets hit there setting get changed to another key on they keyboard for 3 seconds and then it would change back to normal

3

Bone Spear - media 1
v3
MC Bedrock

Bone Spear

H
nexus30

make a spear using two sticks and bone stronger than wood more durable than gold and like the trident it can be thrown can be combined with potions Edit v2: the tip of spear is bone, and it works like a sword and doesn't stack Edit v3: change model to look like a spear

7

Dash Scythe - media 1
v1
MC Bedrock

Dash Scythe

H
klight

Dashing scythe - A melee weapon that deals 6 attack damage. Durability - is set to 2000 uses. Abilities - holding down on the screen while holding the scythe for 0.1 seconds grants swiftness ten for one second. After this there is a 4 second cooldown period before the scythe can be held down again. This is meant to look like dashing. Appearance - A Laser Green scythe blade attached to a long gray stick with glowing green stripes. When dashing, emits the electric spark particle while dashing. Crafting - Crafted in a 9x9 crafting table grid, in a similar assembly to the Minecraft hoe, crafted using two blaze rods and two emerald blocks. Enchantments - can be enchanted with unbreaking, sharpness, fire aspect, and mending How to obtain - is obtained in the creative mode inventory in the swords tab. Is /given with ‘Dash_Scythe’, is crafted in the crafting table using the above mentioned items assorted similarly to the hoe items crafting assembly.

251

Voidfang Edge - media 1
v1
MC Java 1.21.5

Voidfang Edge

H
ilikemaribiscutis

"Create a Minecraft melee weapon called the Voidfang Edge, a sleek black-blade sword forged from End essence and enchanted Obsidian. The blade glows faintly with purple runes and emits wisps of void particles when swung. The Voidfang Edge has a unique ability: when you strike an enemy, it opens a mini void portal that pulls in nearby mobs for 3 seconds before closing with a pulse that deals extra damage. Holding the sword gives the player temporary Slow Falling and Night Vision, symbolizing attunement with the void. Design the model to be dark, elegant, and alien, with animated textures for the glowing runes."

40

Nether Sword - media 1
v1
MC Java 1.21.5

Nether Sword

H
ghost

Make a sword called the nether sword with a red orange and yellow colour scheme that has 15 attack damage and bypasses armour in the nether but in the overworld or end it does nothing

3

Heartbreaker Blade - media 1
v1
MC Java 1.21.5
Weapon

Heartbreaker Blade

H
scott

make a weapon that can one hit anything but puts the user on half a heart and unable to wear armor while using it.

3

Billion Damage Sword - media 1
v2
MC Java 1.21.5
OP
Weapon

Billion Damage Sword

H
dreadimatum

Make a sword which does 1000000000 damage Edit v2: name the mod the cosmic blade

18

Tempest Hammer - media 1
v6
MC Java 1.21.5

Tempest Hammer

H
zachrl

This item is called the Tempest Hammer. It looks similar to the mace, with a handle that looks like a breeze rod and a large hammer head with white wind runes. This hammer has the base stats of a diamond axe. It can be enchanted. It has 3 primary abilities. Passive: This hammer gives speed one while held and comes with the wind burst enchantment. Defensive ability: Shift left click a mob or player to create a burst of wind that sends nearby players or mobs flying backward. Offensive ability: Shift right click to create a circle of particles with a 3 block radius. Every other player and mob inside of the radius is given the Tempest Curse. It is signified by swirling white particles above the afflicted creatures heads. The effect lasts for 10 seconds, and once the time runs out the creature is flung into the air. They will fly up a base 5 blocks, but 3 blocks of height are added for every time the payer or mob takes damage while the curse is active. Additionally, when the curse ends there should be a mace smashing particle effect and sound around the player who cast the curse. The curse should have a 45 second cooldown between uses. Additionally, please add a custom description to the hammer in game. The description should include the passive, defensive and offensive ability. Edit v2: 1. The hammer is not giving speed when held, but it should give a speed effect. 2. The Tempest Curse should be symbolized by custom white particles, such as the wind burst particles, that hover over the players head and vanish once the curse triggers and flings the opponent. 3. The Tempest Curse is not flinging the enemies up in the air, but it should be. It is also only playing the mace noise when the curse is first set, and not when it triggers. 4. If the player uses the wind gust ability while in the air, it should allow the player who uses it to fly upward. If they are on the ground, it should keep the current functionality that doesnt boost the player. 5. There is not a custom description or tooltip on the item, and there should be. Edit v3: The current fling mechanic still doesnt work, so here is a new idea. Instead of manually launching things, the new tempest curse effect will apply levitation. At base level, the curse will give levitation 6 for 1 second. Every hit while the curse is active will increase the seconds by 1. As before, when the curse ends, it will apply the total accumulated time. You should also make the curse being used effect more interesting with more particles.Please also make the hammer slower to swing. Edit v4: First of all, the tempest curse still doesnt work properly. It should trigger the effect once the curse time ends and it activates. Second, please change the texture to look like an elongated hammer like version of the vanilla mace with wind runes on it. Make sure its oriented to the top right to match vanilla item orientation. Edit v5: Please make the texture look more like the actual minecraft mace texture, but with the previously requested guidelines. (Hammer like, wind runes.) Additionally, the wind particles when the curse are active are a little excessive. Reduce them so its not quite as intrusive. Finally, make the curse charging time a little shorter but make the levitation multiplier higher so the cursed mob rises faster. Edit v6: This version of the hammer looks cool, but the hammer head should be centered and the colors should better match the minecraft mace. (Darker greys). Also, the curse loading time should only be a couple seconds so the player can get less hits in. Also, the curse should make the enemies go up faster but not for as long.

1

Blink Dagger - media 1
v2
MC Java 1.21.5

Blink Dagger

H
alastor

make the blink dagger every time the player right clicks they teleport behind what ever mob or player they are looking and moves there camera so they are always looking at what ever is facing away from the player Edit v2: make it do 7 damage

2

Cactus Slimeblade - media 1
v1
MC Bedrock

Cactus Slimeblade

H
nexus30

make a sword using one stick, two catus flowers, and four slime balls, the weapon has surprising high durable

8

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v81
MC Java 1.21.5

Ender Sai Teleporter

H
wonder154

Mod overview (core features) - Minecraft mod adding multi-weapon/item/mob systems: Vanish Point (throwable teleport sai + Waystone-style GUI waypoints), Haunting Blade (souls-powered blade with 4 configurable abilities + passive Soul Speed 3 + Netherite-tier damage), Ethans Remote (ranged immobilize ray + Battery ammo), Rotary Armory (item that cycles between 5 guns with magazine/overheat/reload mechanics), Elemental Bow system (many distinct bow item-IDs/variants each with unique texture/model & mechanics), new items (End Stone Stick, Heart of Enderman, Living Matter, Organism-like Substance, Netherite-Plated Gold Sword, Battery, Rotary Armory, Ethans Remote, Vanish Point, spawn eggs for Ghost & Ghost Mount), Progressor villager (created by placing crying obsidian next to unemployed villager selling End Stone), Souls resource (drops from mobs, cap 500, used by Haunting Blade and Ghost Mount fireball), Ghost & Ghost Mount entities (summonable persistent entities, auto-tame to summoner), Living Matter creation via ground + Splash Potion mechanic, extensive NPE/owner-delay/render guards and canonical safe patterns. Chronological edit history (one line per notable version/change) - Original (base): Vanish Point = throwable teleport on impact (enderpearl-style); Waystone GUI (open via keybind default "C") create up to 5 waypoints; teleport initiation requires standing still 5s; Waystone GUI + 5 waypoints and throw/tp behavior defined. - v2: Expand to multi-weapon + crafting; keep Vanish Point & Waystone GUI; add Progressor villager creation (crying obsidian next to unemployed villager) selling End Stone (trade: 2 stone + 1 gold -> 1 end stone); add End Stone Stick (3 used in Vanish Point craft); Heart of Enderman = Heart of the Sea + 4 Ender Pearls; Vanish Point craft shape specified; add Haunting Blade consuming "souls" for 4 keybound abilities; passive Soul Speed 3 while held; Netherite-tier damage; craft chain: Electro-Inducing Table converts Rotten Flesh -> Living Matter; Bone + Living Matter -> Organism-like Substance; Netherite-Plated Gold Sword via smithing; Haunting Blade craft detailed. - v3: Vanish Point retextured more sai-like (Ender colors); Haunting Blade retextured like Blasphemous Blade; Progressor villager & Electro-Inducing Table implemented; Redstone as fuel; table retextured to electric box. - v4: Waystone GUI opens on SHIFT+right-click (Create Waypoint with name); reopen GUI and clicking waypoint starts teleport with 5s countdown display; Haunting Blade abilities controlled by configurable keybinds; Electro-Inducing Table GUI behaves like Furnace: Redstone fuel, Rotten Flesh input, custom lightning-bolt progress indicator; charged yields Living Matter. - v5: Summons must be mobs (summon Ghostly Companion and Ghost Mount via Haunting Blade using souls); add "souls set" cheat command; Vanish Point retexture changed to Raphael-style sai (two curved prongs), Ender color. - v7: Add ghost mob (tameable, fights like wolf) and ghost mount (bigger ghost rideable by two). Both summonable only by Haunting Blade. - v8: Fix summon crash; implement actual Ghost and Ghost Mount entities; Ghost = Minecraft-style ghost; Ghost Mount = smaller ghast-like visual, ridable by summoner; spawn eggs for both mobs added. - v11: Temporary placeholders while custom mobs prepared: Wither Skeleton as Ghost Companion stand-in (auto-tame, follow/defend/attack, prevent burning; optional glowing eyes/translucent look); Ghast as 2-player flying mount placeholder (rideable like boat, front player controls movement, can shoot fireballs via keybind/cooldown, must not attack or damage terrain, named "Ghost Mount"). - v12: Ghast controllable with WASD like a boat; Wither Skeleton auto-tame on spawn to player holding Haunting Blade; both entities visible (no invisibility by default). - v14: Haunting Blade spectral beam must deal damage and scale with souls if possible; Wither Skeleton (Ghost Companion) must act like tamed wolf: auto-tame on summon, follow/defend/attack, persistent; Ghast Mount: player controls movement while riding; add keybind/right-click to shoot fireballs while ridden; seats 2 players; change Living Matter creation: remove Electro Table conversion option and add ground+splash mechanic — throw Rotten Flesh on ground + splash with Splash Potion of Regeneration -> Rotten Flesh becomes Living Matter (count scales), with particles/sound. - v15: Electro-Inducing Table recommended to work exactly like Furnace GUI with Redstone fuel only; Rotten Flesh -> Living Matter; keep ground alternative; Ghast mount movement: move toward where rider looks; Wither Ghost companion acts like tamed dog: follows/attacks targets owner attacks and defends owner when owner is hit. - v17: Remove Electro-Inducing Table block/GUIs due to GUI limitations; keep ground + Splash Potion mechanic as essential: detect PotionSplashEvent in same chunk/within ~3 blocks and transform EntityItem Rotten Flesh -> Living Matter (EntityItem replacement). - v18: Fix Ghost Mount to move per rider look vector (Vec3); spawn small fireball periodically when ridden (SmallFireball on timer). - v19: Ghost Companion AI fix: Wither Skeleton variant auto-tame to nearest player holding Haunting Blade as ownerUUID; attack entities owner attacks; defend owner when owner attacked; implement AngerGoal/FollowOwnerTargetGoal analogs or tag with wither_ghost_minion and conditional attack goals. - v20: Prevent null-owner crash; delay assigning owner by ~20 ticks after spawn; add null checks before getOwner()/ownerUUID usage; optional debug logging "Owner set to <player>" on assignment. - v22: Explicit null-check guidance: add null checks before using getOwner().getLastHurtMob() etc.; delay setting owner by 20 ticks. - v23: Provide exact code pattern for goals using getOwner().getLastHurtMob(): if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { ... } else return false; delay owner assignment by 20 ticks. - v25: NPE persists; instruct developer to open custom goal classes (FollowOwner/DefendOwner/AttackOwnerTarget) and add null checks in canUse(), tick(), start() wherever getOwner() used; provide canonical safe code block; insist on not assuming getOwner() non-null. - v26: Visual/behavior tweak: give the Wither summon a sword and ensure it is not on fire (visual/behavior). - v30 & v33: Reported client crashes with stacktrace NPE in renderer (class_898.method_3950 etc.); demand patch to prevent render-thread NPEs; investigate null entity/renderer references and guard rendering calls; two crash logs provided (same underlying render-thread NPE). - v35: Recipe + vanish visual: Netherite-Plated Gold Sword recipe change: Gold Sword + Netherite Scrap on top (smithing); Final Vanish Point retexture to Raphael-style sai (two curved prongs), Ender color. - v41: Mount control & cooldowns: Ghost Mount movement fully controllable (moves in direction player looks, smooth); Fireball projectile cooldown: 10s (user later toggles value); Vanish Point throw cooldown: cannot throw again until it hits/teleports. - v42: Haunting Blade should control Ghost Mount like a fishing-rod mechanic: summoner's sword controls mount movement by look direction; enforce 10s fireball cooldown reliably. - v43: Precise mount movement & cooldown mechanics: mount flies like Ghast but controllable; floaty inertia; implement rider lookVec -> set velocity, lerpMotion smoothing, setNoGravity(true), rotate mount toward rider direction; fireball cooldown via lastFireballTime on entity or cooldown tracker; show visual/sound feedback. - v44: Souls limits + fireball cost: fireball firing costs 10 souls; souls cap set to 500. - v45: Emphasize Ghost Mount controllable movement in survival to avoid riders falling/dying. - v46: Control tied to held item (Haunting Blade): riding control like pig/saddle/carrot-on-a-stick/strider — mount moves where sword points (carrot-on-a-stick style behavior). - v47: New weapon Ethans Remote: ranged item shoots blue TV ray on right-click; hit entity immobilized for 5 seconds; new Battery item (initial recipe): surrounding redstone with cobblestone and two slime balls (later revised); Ethans Remote recipe: Battery center, Diamond top middle, Cobblestone left/right columns, Redstone bottom middle; ammo: Remote uses Battery as ammo; Battery = 5 charges; 10s cooldown per shot. - v48: Remote texture + corrected battery recipe: re-texture remote to in-mod texture (remove PNG background); Battery recipe corrected: Redstone center, slime balls left/right of it, Cobblestone filling top and bottom rows. - v49: Rotary Armory introduction: add Rotary Armory item that cycles between 5 built-in guns (.50 sniper, AR-15, Shotgun, Minigun, Dual Pistols); keybinds: Cycle forward default "V", cycle backward default "C", revert to Rotary Armory default "H"; cycling replaces main-hand item with next gun instance; play click sound; guns cannot be dropped/placed/stored (only available via Rotary Armory system) if specified; gun controls: right-click aim (slows movement, accuracy/zoom for sniper), left-click fire; guns use magazines/reload/overheat mechanics; infinite overall ammo but magazine limited. - v55: Stepwise guns + recipes plan: create 5 gun items with full mechanics/textures as listed above; common rules; Step 2: Rotary Armory item after guns implemented; keybinds V/C/H; ensure unique key IDs; preserve NBT when swapping; guns cannot be stored/dropped. - v56: Weapon switching & ammo display: preserve magazine count and reload state via NBT when swapping; update item display name/lore to show gun name & ammo; play click sound on swap; ammo display via tooltip or custom HUD while holding gun; use scoreboard or NBT timers for reload/overheat and prevent switching while reloading. - v57: Dual pistols visuals + minigun heat bar + sniper zoom: Dual Pistols model show pistols left & right, alternate shots left/right; Minigun heating bar UI while shooting; Sniper aim zoom like Spyglass; Rotary Armory final crafting recipe corrected: Bow center, Redstone around bow, Blaze Rod top-left & top-right, Iron Block bottom-left & bottom-right. - v58: Sniper zoom finesse: smooth FOV reduction like Spyglass while right-click held; spyglass-like overlay; movement slowed while aiming; active only while right-click held. - v59: Reload keybind: add Reload keybind (default "R"). Pressing reload while holding gun triggers reload if magazine not full and gun not reloading/overheated; play anim/sound; block firing and switching until reload completes. - v60: add "Elemental Bow" textured base. - v61: Elemental Bow can change into different variants by right-clicking specific blocks/entities; each variant has unique textures & abilities; right-clicking matching block/entity replaces bow with corresponding variant. - v62: Ensure each bow variant must have unique texture & item model; transformation must update visual immediately. - v63: Final Elemental Bow architecture: each elemental variant its own item ID; transformation replaces item in-hand immediately (preserve NBT optional). Initial abilities specified (Ice freeze, Fire ignite/lava, Lightning strike, Nature vines, Healing lifesteal, Portal teleport, Shadow blind/weaken, Wind knockback/up). - v64: final texture enforcement: ensure every elemental bow variant has distinct texture/model; if earlier builds failed, enforce unique assets and immediate swap. - v65: final fixes and Wind Bow behavior: Regen (healing) bow texture: make cupid-themed; Wind Bow on arrow hit apply custom knockback pushing target backward away from impact point + upward Y velocity; compute using arrow motion vector. - v66: Elemental Bow final updates & new bows (finalized mechanics): - Each elemental variant its own item ID & unique texture/model; replace item in-hand on transform (preserve NBT optional). - BOW UPDATES: 1) Wind Bow: shoots wind charges instead of arrows; grants Slow Falling while held; shooting under player launches them upward and enables gliding; shooting while gliding gives rocket-like boost; uses Wind Charge knockback mechanic for enemies and self-launch. 2) Fire Bow: spawns lava beneath targets on hit; acts as portable torch when in offhand (emits real dynamic light); shooting a furnace adds fuel for one smelt cycle when smeltable present. 3) Shadow Bow: grants wielder "true invisibility" (invisible even with armor). 4) Regen Bow (Axolotl theme): lifesteal heals wielder for portion of damage; shooting two breedable mobs makes them breed; shooting a baby mob matures it instantly. 5) Nature Bow: traps targets inside raised wall of terrain blocks instead of vines; shooting ground acts like Bonemeal, growing plants/crops in a radius. NEW: 6) Water Bow: on hit spawns a glass cage (1 floor, 3 tall, 1 above head) around target filled with water. 7) End Bow: 3 shots only; if a single target is hit 3 times, teleport them to the End void; after 3 shots transform automatically into Rainbow Bow. 8) Rainbow Bow: after transforming from End Bow, pressing a keybind opens a GUI to select abilities from ANY bow except End Bow; Rainbow Bow no longer transforms via right-click; it keeps chosen abilities. - v70: final additions: End Bow unique texture; after 3 shots transform into Rainbow Bow with its own texture; Rainbow Bow GUI on keybind lets player select abilities from all bows (except End Bow). - v71: Fire Bow: on-hit spawn lava under the target's standing block; Fire Bow in offhand emits real dynamic light (not Night Vision); shooting a furnace gives it 1 fuel cycle when smeltable present. - v72: Regen Bow: lifesteal heals player for percentage of damage dealt; shooting two breedable mobs makes them breed; shooting baby mob matures instantly. - v73: Wind Bow final adjustments: wind charges fire with arrow speed/physics; shooting under player launches them upward; while Elytra-gliding, shooting behind gives rocket-like boost; holding Wind Bow grants Slow Falling. - v74: Shadow Bow final: true invisibility for player and armor; hitting mobs applies Blindness for 5s. - v75: Nature Bow change: Bonemeal effect only when shooting the ground (not when hitting mobs). Mobs shot with Nature Bow are encased by ground: the ground around them moves upward trapping them inside a nearly bubble-like enclosure of dirt and cobblestone. - v76: Add a custom True Invisibility effect where the player and their armor become invisible to other players and mobs (vanilla Invisibility insufficient). Make armor, items, and nametags hidden too. Apply this custom True Invisibility when holding the Shadow Bow. - v77: Do not inject into shouldRender or any hardcoded methods for the Shadow Bow true invisibility effect. Instead, make a safe custom invisibility effect that: - Hides the player’s body, armor, and held items from other players. - Works on Minecraft 1.21.5 without crashing. - Uses Fabric’s render events or layer render cancellation rather than direct method injections. - Does not rely on mixins targeting non-existent methods. - Falls back gracefully if the rendering API changes in future versions. - v78 (edit): Regen Bow Mob Breeding: arrows shot from the regen Bow must detect when they hit two different breedable mobs of the same species within 10 seconds; if both are valid adults, trigger Minecraft’s natural "in love" state as if the player fed them their breeding item. - v79 (edit): Wind Bow behavior change: wind bow should shoot an arrow that works like a wind charge (i.e., arrow functions as a wind charge), not "shoot a wind charge" entity; additionally, if player is in air and uses the bow without shooting (i.e., right-clicking while airborne instead of firing an arrow), it should instead propel the player in the direction they shoot (propel player by bow look direction while airborne). - v80 (latest): Add a new custom potion effect "true invisibility" that: works almost like normal invisibility except it has no particles, hides armor and weapons (invisible to everyone), and is applied to the player while holding the Shadow Bow. Persistent/finalized technical & gameplay requirements (implement exactly) - Souls system: - Souls drop from mobs by size/health; cap at 500; Haunting Blade abilities consume souls; Ghost Mount fireball costs 10 souls; spectral beam should scale with souls if possible; include "souls set" cheat command; provide HUD/visual/sound indicators for soul count, ability usage, and insufficient-souls feedback. - Vanish Point GUI & throw behavior: - SHIFT+right-click opens GUI to create/name up to 5 waypoints; reopen GUI click waypoint to start teleport; player must stand still 5s after clicking to teleport; display countdown; enforce throw cooldown (cannot throw again until it hits/teleports); Vanish Point craft exact recipe: 3 End Stone Sticks (bucket shape) + Heart of Enderman center + Iron Sword top; final retexture: Raphael-style sai (two curved prongs), Ender color. - Haunting Blade specifics: - Four abilities bound to configurable keybinds: charge leap; charged slash + beam; summon Ghost Companion; summon Ghost Mount. - Passive Soul Speed 3 while held; Netherite-tier damage. - Craft: Netherite-Plated Gold Sword bottom + Wither Skeleton Skull middle + Organism-like Substance top. - Ghost Companion & Ghost Mount must be real entity classes: spawn eggs, visible names, persistent, auto-tame to Haunting Blade wielder with delayed owner assignment (~20 ticks), attack/defend per owner, prevent burning in daylight, Wither-ghost must hold a sword and not be on fire. - Ghost Companion behavior: act like tamed dog: follows owner, attacks targets owner attacks, defends owner when owner hit; implement AI goals with canonical null-safe checks in canUse/start/tick. - Ghost Mount behavior: - Rideable by up to two players; primary rider controls movement only when holding Haunting Blade (carrot-on-a-stick/fishing-rod style); move per rider lookVec with smoothing (lerpMotion), setNoGravity(true), pitch/yaw following, floaty Ghast-like movement; prevent terrain damage and autonomous attacks; seats 2 players with primary control. - Fireball spawn on keybind with default 10s cooldown and cost 10 souls; enforce via lastFireballTime or ItemCooldownTracker; deduct souls, block fireball if insufficient souls with feedback. - Living Matter creation (final): Ground + Splash mechanic: throw Rotten Flesh EntityItem on ground then hit with Splash Potion of Regeneration within same chunk/≈3 blocks; detect PotionSplashEvent and transform EntityItem Rotten Flesh -> Living Matter (EntityItem replacement) with particle/sound feedback; count scales. - NPE & owner timing & render crash avoidance: - Always null-check owner before calls; canonical snippet required: if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { /* use owner */ } else return false; - Delay setting owner reference/UUID by ~20 ticks after summon spawn; optional debug log "Owner set to <player>". - Patch canUse(), start(), tick() in custom goal classes to guard owner usage. - Guard client render-thread entity/renderer lookups to avoid NPEs (per crash logs class_898.method_3950). - If custom AI limited, fallback to item-procedure/tick events with NBT UUID matching. - Fireball cooldown/souls enforcement: use world.getGameTime() lastFireballTime or ItemCooldownTracker; deduct 10 souls on fire; show sound/particle and enforce cooldown; block action on insufficient souls. - Netherite-Plated Gold Sword & Vanish Point visuals: Netherite-Plated Gold Sword recipe: Gold Sword + Netherite Scrap on top (smithing); Vanish Point retexture to Raphael-style sai Ender theme. - Spawn eggs: provide spawn eggs for Ghost & Ghost Mount. - Rotary Armory & guns (exact mechanics): - Implement five guns with exact magazine sizes/reload times/overheat/behavior: - .50 Cal Sniper: 1 shot, 2s reload, high damage, right-click aim zoom like Spyglass (smooth FOV reduction), movement slowed while aiming. - AR-15: 30 shots, 2.5s reload, automatic fire. - Shotgun: 6 shells, 3s reload, pellet spread. - Minigun: 100 shots, overheat after 5s continuous fire, 0.5s spin-up, heat bar UI while shooting. - Dual Pistols: 16 shots, alternate left/right shots, 2s reload, dual visuals. - Common rules: right-click aim, left-click fire, muzzle flash, recoil, prevent switching while reloading/overheated, prevent dropping/storing guns if flagged by Rotary Armory system, preserve NBT when swapping, reload keybind R, cycle keybinds V/C and revert H, play click sound on swap, ammo HUD/tooltip, magazine tracking via NBT. - Rotary Armory crafting: Bow center, Redstone around bow, Blaze Rod top-left & top-right, Iron Block bottom-left & bottom-right. - Ethans Remote: - Right-click shoots blue immobilizing ray that immobilizes target for 5s; uses Battery ammo (Battery = 5 charges); 10s cooldown per shot; Battery recipe (v48): Redstone center, slime balls left/right of it, Cobblestone top row & bottom row; Remote recipe: Battery center, Diamond top middle, Cobblestone left/right columns, Redstone bottom middle. - Elemental Bow system (exact): - Each elemental variant its own item ID & unique texture/model; transformation by right-clicking specific blocks/entities replaces in-hand item immediately (preserve NBT optional). - Implement exact variant mechanics: - Wind Bow: shoot an arrow that behaves like a wind charge (arrow functions as wind charge); holding grants Slow Falling; shooting under player launches them upward and enables gliding; while Elytra-gliding, shooting behind gives rocket-like boost; if airborne and using the bow without shooting (right-click while airborne), propel player in the look direction. - Fire Bow: on-hit spawn lava under the target's standing block; Fire Bow in offhand emits real dynamic light; shooting a furnace adds 1 fuel cycle when smeltable present. - Shadow Bow: apply custom True Invisibility (no particles, hides armor/weapons/nametags from other players and mobs) via Fabric render events/layer cancelation (no method injections); hitting mobs applies Blindness 5s. - Regen Bow: lifesteal heals wielder by percentage of damage dealt; arrows must detect hits on two different breedable mobs of same species within 10s and trigger natural "in love" state if both adults; shooting a baby mob matures it instantly. - Nature Bow: bonemeal effect only when shooting the ground; when shooting mobs, ground around them rises forming dirt+cobblestone enclosure trapping them. - Water Bow: on hit spawn a glass cage (1 floor, 3 tall, 1 above head) around target filled with water. - End Bow: 3 shots only; if a single target is hit 3 times, teleport them to the End void; after 3 shots transform into Rainbow Bow. - Rainbow Bow: GUI on keybind lets player select abilities from all bows (except End Bow); stores chosen abilities; not transformable via right-click. - Enforce unique texture/model per variant; immediate in-hand swap on transform. - Keybinds & HUD: - Register unique configurable keybinds: blade abilities, gun cycle (V/C), revert (H), reload (R), mount fireball/shoot key, Rainbow Bow GUI key, Waystone open (SHIFT+use), etc. - HUD/tooltip: show ammo/magazine counts, reload/overheat/heat bars (minigun), sniper zoom overlay, soul count and feedback, teleport countdown display, Living Matter conversion particles/sound, reload/overheat visuals; prevent firing/switching while reloading/overheated. - Crafting & exact recipes (implement exactly): - Vanish Point: 3 End Stone Sticks (bucket shape) + Heart of Enderman center + Iron Sword top. - Haunting Blade: Netherite-Plated Gold Sword bottom + Wither Skeleton Skull middle + Organism-like Substance top. - Netherite-Plated Gold Sword: Gold Sword + Netherite Scrap on top (smithing). - Ethans Remote & Battery (v48): Battery = Redstone center, slime balls left/right of it, Cobblestone filling top and bottom rows; Remote = Battery center, Diamond top middle, Cobblestone left/right columns, Redstone bottom middle. - Rotary Armory: Bow center, Redstone around bow, Blaze Rod top-left & top-right, Iron Block bottom-left & bottom-right. - NBT & swapping: - Preserve NBT across swaps for guns & elemental bow variants (magazine counts, reload/overheat state, custom data); prevent switching while reloading/overheated. - Safety & canonical code pattern (developer must follow exactly where applicable): - Always null-check owner before owner-method calls: if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { /* use owner */ } else return false; - Delay owner assignment by ~20 ticks after spawn; patch canUse(), start(), tick() in custom goals to guard owner usage; optional debug "Owner set to <player>" on assignment. - Guard client render-thread entity/renderer lookups to prevent NPEs (class_898.method_3950 style crashes). - Do not inject into shouldRender or hardcoded render methods for Shadow Bow invisibility; use Fabric render events or layer render cancellation instead and fall back gracefully for future API changes. - Misc visuals & behavior: - Provide spawn eggs for Ghost & Ghost Mount; ensure mounts do not damage terrain and do not autonomously attack; give Wither summon a sword and prevent burning; enforce gun UI elements (minigun heat bar, sniper zoom overlay), recoil, muzzle flash; souls max 500, fireball cost 10 souls, "souls set" cheat command; implement all specified sound/particle effects. Final implementation checklist (developer must implement exactly as specified) - Implement all craft recipes exactly (Vanish Point, Haunting Blade, Netherite-Plated Gold Sword, Ethans Remote & Battery, Rotary Armory). - Living Matter creation uses ground + Splash Potion detection (PotionSplashEvent) converting Rotten Flesh EntityItem -> Living Matter within ~3 blocks/same chunk with particles/sound. - Summoned mobs are full entity classes: persistent, visible, auto-tame to Haunting Blade wielder with delayed owner assignment (~20 ticks), attack/defend owner, spawn eggs, prevent burning, Wither-ghost has sword & not on fire. - Ghost Mount control per rider lookVec with smoothing (lerpMotion), setNoGravity(true), floaty Ghast-like movement, seats 2, primary control requires Haunting Blade held, fireball keybind with cooldown and 10 souls cost, no terrain damage. - Vanish Point GUI SHIFT+right-click create/name up to 5 waypoints; reopen GUI to select waypoint to teleport with 5s stand-still countdown display; throw cooldown enforced until hit/teleport. - Rotary Armory & guns: implement five guns with exact mags/reloads/overheat, aim/zoom behaviors, dual pistols alternating visuals, minigun heat bar, prevent dropping/storing guns if specified; preserve NBT across swaps; keybinds V/C/H and Reload R implemented. - Ethans Remote: immobilizing blue ray for 5s, Battery ammo (5 charges), 10s cooldown, exact battery recipe and textures. - Elemental Bow system: each variant its own item ID & unique texture/model; right-click transformation immediate; implement all variant mechanics exactly (Wind Bow arrow-as-wind-charge with airborne-propel behavior; Fire Bow lava & offhand dynamic light & furnace fuel; Shadow true invisibility + Blindness; Regen lifesteal & breeding/mature including v78 two-target within 10s breeding detection; Nature ground-encase mobs + bonemeal only when shooting ground; Water Bow glass-water cage; End->Rainbow flow & GUI). - Souls: implement drops, cap 500, costs, "souls set" command, HUD feedback and insufficient-souls feedback. - Null-safety & render safety: canonical null-checks in all custom goals; delay owner assignment by ~20 ticks; guard render-thread calls. - All keybinds unique & configurable; HUD/tooltips/sounds/particles implemented; NBT preserved across swaps; spawn eggs provided. Canonical safe code pattern (developer must follow exactly where applicable) - if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { /* use owner */ } else return false; - Delay owner assignment by ~20 ticks after spawn; patch canUse(), start(), tick() in custom goals to guard owner usage; add optional debug "Owner set to <player>" on assignment. - Guard client render-thread entity/renderer lookups to prevent NPEs (class_898.method_3950 style crashes). - Do not inject into shouldRender or hardcoded render methods for Shadow Bow invisibility; use Fabric render events or layer render cancellation instead and fall back gracefully for future API changes. Edit v81: make the true invisibility effect make the player and anything they are wearing and holding completely transparent, like as if they are surrounded by a box that makes them transparent to anything that looks at them including their armor and whatever they are holding

2

Stormpiercer Halberd - media 1
v1
MC Java 1.21.5

Stormpiercer Halberd

H
ilikemaribiscutis

Design a Minecraft melee weapon called the Stormpiercer Halberd — a long, jagged polearm forged from copper, amethyst, and lightning rods. Its blade crackles with static electricity and glows during thunderstorms. When attacking, it builds up a charge meter' with each hit. Upon full charge, right-click to unleash a lightning chain that jumps between nearby enemies, stunning them for 1 second. In rainy weather, the weapon passively gains speed and damage. Visually, the halberd should be long, with a blade shaped like a lightning bolt, a glowing amethyst core, and flickering electric arcs across its surface'

20

Witherclad Iron Claws - media 1
v1
MC Bedrock

Witherclad Iron Claws

H
ghost

Iron claws clad with black accents it has 5 attack points but it applies the wither affect for 15 seconds after every hit and having it in your hand gives you speed 2 and jump boost 2

9

Stormcaller Gauntlet - media 1
v1
MC Java 1.21.5
Weapon
Magic

Stormcaller Gauntlet

H
scott

make the thunder gauntlet. crafted with gold, copper and a lightning rod it can call lightning down on any block or mob including players and has the effect of regular lightning like turning villagers into witches

15

Blinkfrost Dagger - media 1
v1
MC Java 1.21.5

Blinkfrost Dagger

H
dreadimatum

A Dagger Which Teleports you behind the enemy and and gives them slowness. Make it look like the sword on the creativemode.net logo. Name the dagger the "Blinkfrost Dagger"

2

Mace Trims - media 1
v12
MC Java 1.21.5

Mace Trims

H
zachrl

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.

45

Glitch Scythe - media 1
v2
MC Java 1.21.5

Glitch Scythe

H
alastor

make a glitch scythe every time something gets hits by it it gets withered every hit gives +1 one wither till it get to the max wither of 5 for 10 seconds when the player right clicks everything within a 50 block radius will give the player +1 speed Edit v2: make it so when right click only the user gets speed 6 for 9 seconds and everything else around it with a 50 block radius get slowness 6 for 8 seconds

147

Slime Sword Fusion - media 1
v1
MC Java 1.21.5

Slime Sword Fusion

H
wilson

So currently the recipes for the slime sword fusion aren't working. We need a recipe AND advancement for every combination of swords in the corner and slimeball in the middle. MAKE SURE the advancement is granted on start to a player. MAKE SURE you add every recipe correctly

3

Thornroot Fang - media 1
v1
MC Java 1.21.5

Thornroot Fang

H
ilikemaribiscutis

"Create a Minecraft melee weapon named Thornroot Fang, a savage, curved blade grown from ancient jungle roots infused with venomous vines and corrupted sap. Every third hit causes thorny vines to sprout from the ground, ensnaring nearby mobs and applying Poison II for 5 seconds. It also has a passive ability: while sneaking, the player blends with surrounding foliage and gains temporary invisibility. The weapon should have an organic, overgrown look — a mix of dark green vines, glowing toxic sap veins, and gnarled wood twisted into a fang-like blade

5

Cyclone Battle Axe - media 1
v1
MC Java 1.21.5

Cyclone Battle Axe

H
scott

make a battle axe that can be made of iron, diamonds, or netherite. It swings 180 degrees in front of the player and has a long 5 second cooldown. It does more damage than a sword

4

Cosmi Rod Hammer - media 1
v1
MC Java 1.21.5

Cosmi Rod Hammer

H
dreadimatum

A Hammer which sends the enemy 100 blocks into the air and make it look like the cosmi rod.

2

Morph Sword - media 1
v4
MC Java 1.21.5

Morph Sword

H
zachrl

Create a new weapon called the morph sword. This sword is crafted from a netherite sword surrounded by a feather, a raw beef, a rotten flesh, a slime ball, a gunpowder a blaze rod, an ender pearl and a ghast tear. This sword is a base level netherite sword, with vanilla sword damage, attack speed and enchants. However, this sword takes on certain abilities from the last mob it killed. It should only gain a new ability if that mob has certain powers coded, if not the sword will have no change. The sword should only gain an ability if it is used to kill a mob. This does not include damage dealt through abilities. All of these abilities should only be active when the player is holding the sword. All nether mob powers should include permanent fire resistance. All ocean mob powers should include permanent water breathing. All snow or cold related mob powers should have immunity to powdered snow freezing effects. Every ability should be coded with appropriate particle effects and mob sounds to bring the abilities to life. Here is a list of the current mob abilities: chicken: Gain slow falling when crouched. Shift+ Right click to shoot an egg. 3 second cooldown. cow: shift + right click to Remove any negative effects. 30 second cooldown. Enderman: Shift + right click to teleport where you are looking. 45 second cooldown. Frog: gain jump boost 3 while crouched. Shift + right click to shoot out your tongue up to 5 blocks and grapple in any mob or player. 30 second cooldown. Rabbit: you will always have jump boost 2 and speed 1. Shift + right click to get a super jump boost of jump boost 5 for 5 seconds. 30 second cooldown. Bee: every hit has a 10% chance to inflict poison 1 for 3 seconds. 10 second cooldown. Evoker: every hit has a 10% chance to summon an Evoker fang that does extra damage. 20 second cooldown. Shift + right click to summon 3 allied vexes that will fight for you for 20 seconds. 1 minute cooldown. Zombie: shift + right click to summon 3 allied zombies that will fight for you for 20 seconds. 1 minute cooldown. Both zombies should have Green leather helmets and one should have a stone sword. Skeleton: shift + right click to shoot an arrow. 10 second cooldown. Snow golem: you are immune to powdered snow effects. Shift + right click to shoot a snowball. 5 second cooldown. Guardian: shift + right click to charge a powerful guardian laser. Shift + right click it again to release it. Elder guardian: shift + right click to charge a powerful laser. Use the ability again to release it. Every hit has a 10% chance to give mining fatigue for 5 seconds to the target. 20 second cooldown. Wither skeleton: every hit has a 10% chance to give wither for 3 seconds to the enemy. 10 second cooldown. Breeze: shift+right click to shoot a wind charge. 10 second cooldown. you also reflect projectiles while crouched. Slime: take no fall damage. When you are under 3 hearts, shrink to ½ size. Dolphin: gain permanent dolphins grace. Shift + right click to give it to any players or mobs in a 5 block radius. 30 second cooldown. Turtle: shift to gain resistance 1 and slowness 1. Shift + right click to raise it to resistance x and slowness x for 15 seconds. 1 minute cooldown. Blaze: Shift + right click to shoot a fireball. 10 second cooldown. Ghast: Shift to gain levitation 1. Shift + right click to shoot an explosive ghast fireball. 30 second cooldown. Shulker: shift to gain resistance 3 and slowness 100. Shift + right click to launch a shulker bullet that gives levitation on hit. 20 second cooldown. GOAT: shift + right click to charge forward, dealing knock back and damage if you hit anything. Stray: Same ability as the skeleton, but the arrows are slowness arrows. Also a snow mob. Husk: Shift + right click to spawn 2 husks that fight for you for 20 seconds. Both should have yellow leather helmets and one should have a stone sword. 1 minute cooldown. You also have a 10% chance to give hunger 1 for 5 seconds on a hit. 20 second cooldown. creeper: shift + right click to create a small explosion. 30 second cooldown. The player should also take 2 hearts of damage. Wandering trader: shift to become invisible. Shift + right click to summon 2 wandering trader llamas that will fight for you for 20 seconds. 1 minute cooldown. Pillager: Shift + right click to summon a pillager and a vindicator. Drowned: Shift+Right click to summon two drowned With cyan leather hats. One has a trident. Edit v2: First of all, the sword should only do 8 attack damage, not 13. Also, the sword should have a distinct sound effect and particle effect when a mob is killed to gain their power. Currently it does not seem like mob powers are being gained, as I cant use them by activating their abilities. Finally, the texture looks good but it should face right to match vanilla item orientations. Edit v3: The texture still needs to be rotated so it faces the top right. Also, all of the shift+right click to activate abilities still dont work. Only some basic ones like sneaking with chicken to get slow falling. Edit v4: Now when I try to use abilities it doesn't actually activate them and just tells me the ability is on cooldown.

196