April 17, 2026
2 downloads



























































you can give cool new sowers and guns and cars

By robloxdude1234
Airsoft Arsenal adds a large collection of airsoft guns, suppressed variants, a detachable suppressor item, and three grenade types (smoke, flashbang, and BB-burst), all grouped in a dedicated Airsoft Arsenal creative tab for easy access. Right-click to fire guns (they shoot BB projectiles with tuned sounds); in Survival shots consume the gun's durability as BB ammo while Creative gives unlimited fire. To attach a suppressor, hold and right-click the suppressor on a compatible gun (if you have multiple compatible guns, sneak and right-click to cycle the target, then right-click normally to confirm); grenades are used by right-clicking to throw—smoke creates persistent smoke, flashbang causes a blinding/stunning effect in an area, and BB grenades release a short spread of BBs.

By ezeenter
The Anchorshot Grapple is a mechanical grappling gun that allows you to quickly traverse the Minecraft world by shooting hooks that pull you toward your target. Simply right-click to fire a grappling hook in the direction you're facing - the hook will attach to any solid block or entity it hits, then automatically pull you toward the attachment point. This tool is perfect for scaling tall walls, crossing large gaps, or quickly reaching distant locations, with each shot having a brief cooldown period to prevent spam usage.

By open152
The Arcane Physgun lets you grab and manipulate entities, items, vehicles, and now any breakable solid block from up to 20 blocks away — right-click while looking at a mob, item, vehicle, or a normal removable block to pick it up and hold it in front of you; right-click again to gently release. Sneak + right-click will launch the held target at high speed, and when releasing or sneak-releasing a held block the mod will prioritize placing that block back into the world instead of throwing it. The physgun cannot grab other players, and unbreakable blocks like bedrock remain immune; heavier entities will still be thrown with less force than lighter ones.

By lazybn
The Black Hole Fireball is a potent projectile weapon—just right-click to launch a ghast-style fireball (stacks to 16, 2-second cooldown). On impact it becomes a massive, swirling vortex that carves a visible crater up to 16 blocks wide while drawing in soft blocks and all non-creative players and mobs within 24 blocks, complete with streaking debris particles. After 5 seconds the vortex violently implodes and blasts everything outward in a high-velocity burst with explosive and shockwave effects.

By 1999ar13
The Black Hole Gun is a powerful weapon that fires miniature black holes capable of attracting nearby entities and items within an 8-block radius. Simply right-click to fire a projectile that creates a temporary black hole upon impact, which will pull in enemies, animals, and dropped items for 10 seconds before dissipating. The weapon has a 5-second cooldown between shots and limited durability, making each shot count in tactical situations.

By qinyami
⚔️ Celestial Swords — Three mythical blades, each with its own power! 🌀 Kurozai pulls everything into a dark vortex. 🔥 Zanpakuto of Fire unleashes fiery explosions. ❄️ IceGlacial freezes the land with icy spikes. A flashy little mod that brings elemental chaos and style to your Minecraft world!

By t_rem
create a minecraft item that has the following description: Mod Name: Collector of Souls Description of the mechanic: Create a gameplay system where the player automatically absorbs the souls of any creature that dies near them (hostile or passive mobs). Souls are a new invisible resource tracked for each player. Soul Collection Rules: When any nearby creature dies within a short radius (5 to 10 blocks), the player absorbs 1 soul. Souls float briefly as a small glowing particle effect before automatically being absorbed. Progression System: Souls give permanent stat bonuses. Each soul milestone grants a new boost: 10 souls: Small health boost 100 souls: Small strength boost 500 souls: Small defense boost 1,000 souls: Medium health boost 5,000 souls: Medium strength boost 10,000 souls: Medium defense boost 20,000 souls: Large health boost 50,000 souls: Large strength boost 200,000 souls: Large defense boost 1,000,000 souls: Massive all‑stats buff Stat types: Extra hearts (max health) Increased attack damage Increased damage resistance Death penalty: When the player dies, they permanently lose 75% of their soul total. Visual & UI elements: Add a simple soul counter in the HUD (top left or above XP bar). Add dark-purple or ghostly particle effects when collecting a soul. When reaching a milestone, show a short message such as: “Soul Power Increased!” General style: A dark‑fantasy theme, similar to XP mechanics in Minecraft but with more progression and risk. Edit v2: Completely remove the “soul_absorb” sound. Do not register it, do not play it, and remove all references from the code and assets. This sound causes a crash because it is registered dynamically after registries are frozen. Fix the soul counter HUD. The soul counter at the top of the screen must update correctly. It should no longer stay stuck at zero. Ensure proper synchronization between the server-side soul value and the HUD display. Implement a new, balanced, and fun progression system for soul bonuses. Use exactly the milestone progression described below. The goal is to make progression rewarding without making the player overpowered too quickly. Beginner milestones (fast early progression) 10 souls: +0.5 heart 25 souls: +1% attack speed 50 souls: +1 heart 100 souls: +2% movement speed Intermediate milestones 250 souls: +1 armor 500 souls: +1 heart 1,000 souls: +2% attack damage 2,500 souls: +1 armor Advanced milestones 5,000 souls: +1 heart 10,000 souls: +3% damage resistance 25,000 souls: +2 hearts 50,000 souls: +5% attack damage Late‑game, long‑term milestones 100,000 souls: +3 hearts 250,000 souls: +5 armor 500,000 souls: +5% total speed 1,000,000 souls: +5 hearts, +10% attack damage, +5 armor All bonuses must be cumulative and persistent. Players must keep their bonuses after relogging. Make sure bonuses cannot duplicate or stack incorrectly. Edit v3: 1. Fix the crash: remove the dynamic sound registration The mod must completely remove the sound event "soul_absorb". The crash happens because the mod tries to register this sound during gameplay, inside an entity death handler: IllegalStateException: Registry is already frozen (trying to add key ResourceKey[minecraft:sound_event / collector-of-souls-hc6mpv5u:soul_absorb]) Action required: Delete every line of code that registers "soul_absorb" after startup. Do NOT register sounds dynamically inside events (e.g., onEntityDeath). If a sound is needed later, it must be statically registered during mod initialization. If the sound is not needed, remove it entirely. 2. Fix the soul counter HUD The soul counter displayed at the top of the screen must work correctly. Current issue: The soul count shown to the player always stays at 0, even when souls are gained. Fix requirements: Ensure the HUD refreshes every tick or on soul-update events. Make the HUD value synchronized with the actual server-side soul count. Remove any client-side caching that prevents updates. Ensure the HUD updates even when souls are gained from entity deaths. 3. Implement a fully rebalanced and more fun milestone progression Replace the current milestone system with the following exact progression. These bonuses must be cumulative, persistent, and correctly saved/loaded. Beginner milestones (fast progression) 10 souls: +0.5 heart 25 souls: +1% attack speed 50 souls: +1 heart 100 souls: +2% movement speed Intermediate milestones 250 souls: +1 armor 500 souls: +1 heart 1,000 souls: +2% attack damage 2,500 souls: +1 armor Advanced milestones 5,000 souls: +1 heart 10,000 souls: +3% damage resistance 25,000 souls: +2 hearts 50,000 souls: +5% attack damage Late‑game milestones 100,000 souls: +3 hearts 250,000 souls: +5 armor 500,000 souls: +5% total speed 1,000,000 souls: +5 hearts +10% attack damage +5 armor 4. Persistence and stacking rules Implement these rules: Bonuses must persist through relogging and game restarts. Bonuses must not duplicate when re‑entering the world. Milestones must unlock only once per soul threshold. Soul data must be synchronized 100% reliably between client and server. 5. Clean and robust implementation Remove all unused or obsolete sound/event code. Ensure no dynamic registry operations happen after initialization. Log an error message if any code tries to modify registries during gameplay. Edit v4: The mod includes a progression system based on soul milestones. Each milestone triggers exactly once when reached and grants a permanent cumulative bonus. The bonuses follow these exact thresholds: at 10 souls, +0.5 heart; at 25 souls, +1 percent attack speed; at 50 souls, +1 heart; at 100 souls, +2 percent movement speed; at 250 souls, +1 armor; at 500 souls, +1 heart; at 1000 souls, +2 percent attack damage; at 2500 souls, +1 armor; at 5000 souls, +1 heart; at 10000 souls, +3 percent damage resistance; at 25000 souls, +2 hearts; at 50000 souls, +5 percent attack damage; at 100000 souls, +3 hearts; at 250000 souls, +5 armor; at 500000 souls, +5 percent total speed; and at 1000000 souls, +5 hearts, +10 percent attack damage, and +5 armor. These bonuses must stack logically, persist permanently, and never apply twice or remove themselves unexpectedly. Use clean, modular class structure separating data storage, event handling, milestone logic, HUD rendering, and packet communication. The server must always be the authority on soul values; the client is display‑only. Use only safe, modern APIs, avoid deprecated methods, and avoid mixins unless absolutely required. Edit v5: Fix the crash caused by the packet registration error. The mod must ensure that the soul_sync packet is registered only once and never re‑registered on the client or during runtime. Remove any duplicate PayloadTypeRegistry registration calls and keep packet registration strictly inside the mod initialization phase. Edit v6: The Collector of Souls is a passive progression item as you defeat hostile mobs, with every kill granting you a soul that contributes toward powerful permanent bonuses. Every 100 souls collected unlocks a milestone that grants you increased health, strength, resistance, speed, luck, experience levels, and valuable resources like diamonds, netherite, and even bedrock. Right-click the item at any time to check your current soul count and milestone progress, or simply watch the real-time HUD display in the top-left corner of your screen that shows your souls and progress toward the next milestone. Be careful though—dying will cost you 75% of your current souls, but all previously earned bonuses remain permanent even after death. Edit v7: Every 100 souls collected from hostile mobs only grants one random permanent bonus. All bonuses awarded are displayed directly on the item. Edit v8: Each 100 souls collected from hostile mobs grants one random permanent bonus chosen from: +0.5 to +1 heart, +1–2% strength, +1–2% resistance, +1–2% speed, +1–4% luck, 15–30 Minecraft experience levels, 5–20 diamonds, 1–2 netherite ingots, or 1 bedrock block. All awarded bonuses are displayed on the item. Edit v9: Each 66 souls collected ,not 100 souls, from hostile mobs grants one random permanent bonus from the defined bonus . Edit v10: Hostile mobs now grant different soul amounts when killed. Endermen give 5 souls, Ravagers give 50, the Ender Dragon gives 5000, the Wither gives 1000, Elder Guardians give 200, and Wardens give 300. All other hostile mobs, including Slimes, give 1 soul. Edit v11: Add special reward tiers at 100 souls, 1,000 souls, 10,000 souls, 50,000 souls, and 100,000 souls. These special tiers should grant rewards that are 5 times stronger than the normal rewards given every 66 souls. Do not display the exact bonuses anywhere. Only show, when hovering over the item, how many special tiers have been unlocked (out of 5). The system should track and update this count automatically. Edit v18: Add a power aura system based on the player’s total number of souls. When the player reaches each soul milestone, they unlock a corresponding particle trail behind them (never in front), with a dense and clearly visible effect: • 100 souls → white particle trail • 1,000 souls → yellow particle trail • 10,000 souls → blue particle trail • 50,000 souls → red particle trail • 100,000 souls → black particle trail Each time the player unlocks one of these milestones, in addition to gaining the new aura, play an epic and dark sound effect to emphasize the achievement. The aura should always appear behind the player and follow them smoothly. Edit v19: Every 66 souls collected from hostile mobs, the player receives one random bonus chosen from the following pool: +0.5 to +1 heart, +1–2% strength, +1–2% resistance, +1–2% speed, +1–4% luck, 15–30 experience levels, 5–20 diamonds, 1–2 netherite ingots, or 1 bedrock block. All bonuses awarded are displayed on the item. At each special milestone (100, 1,000, 10,000, 50,000, and 100,000 souls), the player receives one random bonus from the same list, but multiplied by 5, meaning: +2.5 to +5 hearts +5–10% strength +5–10% resistance +5–10% speed +5–20% luck 75–150 experience levels 25–100 diamonds 5–10 netherite ingots 5 bedrock blocks All multiplied bonuses are also displayed on the item. Edit v20: Be careful, it’s impossible to respawn because of the mod. The bonuses are permanent and cannot be lost by dying. However, as soon as the player dies, don’t apply them anymore; wait for the player to respawn for the bonuses to be applied to them again. Edit v24: The bonuses granted from collected souls must be truly permanent and must never be removed, reset, or cleared on player death. Do not reset the item either; its stored bonuses and special‑tier counts must remain untouched. When the player dies, only reduce the current soul count by 75%. Do not modify or remove any of the permanent bonuses (hearts, strength, resistance, speed, luck, experience, diamonds, netherite ingots, or bedrock). Health regeneration effects must never trigger automatically at death. Do not restore health, do not reapply hearts during the death state, and do not interfere with the respawn screen. Edit v25: Make the sound effect for all special soul milestones (100, 1,000, 10,000, 50,000, and 100,000 souls) much louder and more powerful than before, so it feels truly epic and intense. In addition, add a small, subtle sound effect that plays every time the player reaches a regular 66‑soul milestone. This small sound must be short, soft, and clearly less dramatic than the special milestone sounds. Do not modify anything else in the mod.

By thukuna3
Right-click with this mystical item to unleash a Domain Expansion: a dramatic, classic Japanese-style shrine (green prismarine roof, shoji-like white walls) with four magma-tongued “mouths” that spawns about 3 blocks behind you and is aligned to the cardinal directions. For 20 seconds the domain creates a 120-block radius sphere that continuously deletes blocks (no drops) except bedrock and the shrine itself, while dealing 1 damage per second to entities inside (players can crouch to avoid damage and the owner is unaffected); players in range receive dramatic sounds and an action-bar announcement. The item has a 60-second cooldown and is consumed in Survival.

By conman1028
The Elytra Jet Bomber is a military-grade aerial combat system that transforms your elytra flight into a high-powered jet experience. Right-click to activate the jet bomber, then start gliding with your elytra to engage enhanced flight mode with jet propulsion boost, exhaust particle effects, and realistic engine sounds. While gliding, hold right-click to unleash continuous weapon fire and automatic TNT carpet bombing - use sneak + right-click to cycle between three ammo modes: rapid-fire arrows, explosive firework missiles, or TNT bombs only mode. (NOTE: Idk what it looks like or if it works, download it and lmk)

By iamsteve7814
Repulsor Flight Armor adds a full Iron Man–style armor set: the charged chestplate grants creative‑style flight (press Space to take off), R fires a powerful repulsor beam and X launches explosive rockets, leggings give Speed V and Jump Boost II while sprinting (charged), boots negate fall damage (charged), and all pieces slowly deplete charge while worn; restore armor charge by right‑clicking an Armor Charger while wearing damaged pieces. Press Y to conjure a Nano Blade directly into your selected main hand (left‑click to attack); pressing Y again or scrolling away makes the blade vanish and it will also be removed immediately if the chestpiece decharges or is taken off. The blade can only ever exist in your currently selected main‑hand slot (any copies elsewhere are removed), conjuring will move whatever is in your main hand into your inventory (or drop it if full), and a 1‑second cooldown is applied whenever the blade is toggled off, scrolled away, or removed so it cannot be spammed or duplicated.

By wilson
Place the Artillery Gun as a 16x16x16 multiblock by right‑clicking (it needs clear space and breaking any part of the structure destroys it and returns the single gun item), and throw a Smoke Grenade (right‑click to throw) to call in an artillery strike: each Artillery Gun within 100 blocks fires three staggered TNT shells from a visible muzzle point that travel in a smooth ballistic arc with up to 10 blocks of spread. This update improves long‑range reliability by compensating muzzle velocity for distant targets, fixes ballistic timing so rounds reach their aim point, makes the TNT fuse dynamic (with a small safety buffer) so shells detonate shortly after landing, and adds a launch sound at the gun.

By epyck_02
Unleash an onslaught of explosive fireballs with the Netherite Firestorm Machine Gun—right-click to activate and hold to continuously fire up to ten blazing shots per second. Shift + right-click to toggle the weapon on or off, and feel the powerful recoil push you back with every explosive blast. Built from netherite, it boasts exceptional durability so you can keep raining fiery devastation without breaking your gun.

By talitharine
The Orbital Laser is a devastating long-range weapon: right-click to lock onto any point up to 100 blocks away, then unleash a swirling, translucent beam that stretches into the sky and detonates like stacked TNT blasts, carving through blocks (except bedrock) and blasting mobs with authentic explosion damage and knockback for 10 seconds. It holds 64 charges—each shot consumes one—and glows with a constant enchantment effect; after firing it enters a 15-second cooldown during which a “recharging” message appears. Use it to precisely reshape terrain or clear out mobs with explosive flair, then wait for the beam to recharge before firing again.

By dimon0715
The Orbital Laser Command Cannon is a devastating handheld weapon that calls down an orbital laser strike from space; right-click while holding it to target a block up to 240 blocks away and begin a 2.5 second charge sequence with escalating warning sounds and particles, after which an intense beam fires for 8 seconds — the weapon then has a 10-second cooldown and remaining cooldown is shown in your action bar. This updated version is far more destructive and cinematic: the beam now damages in a wider 9-block radius and carves craters up to 24 blocks deep, with amplified explosions, stacked fireball bursts, brighter flash bursts, denser shockwaves, stronger periodic fire and lava surges, and more frequent randomized blast offsets that melt, vaporize and leave scorched terrain often filled with lava and magma.

By klow
``` Orbital Railgun Cataclysm ├── 🎯 Activation │ ├── ⏱️ 2s charge-up (green energy surge) │ └── 🚀 Launches full 20s orbital sequence │ ├── 🛰️ Phase 1: Target Scan │ ├── 🔄 Rotating white rings (r=30) │ ├── 🌐 Adaptive green laser grid │ └── 📡 Deep hum + radar tones │ ├── ☄️ Phase 2: Energy Formation │ ├── 🔆 Green/blue energy sphere forms │ ├── ⚡ Lightning arcs & halo rotation │ └── 🎶 Rising power sound buildup │ ├── 🌪️ Phase 3: Implosion │ ├── 🌀 Energy compression vortex │ ├── 💫 Space distortion effect │ └── 🔕 Short silence before impact │ ├── 💥 Phase 4: Detonation │ ├── 🌋 Expanding shockwave sphere │ ├── 🔮 Green fireball + mushroom cloud │ └── 📢 Massive explosion (audible range 400+) │ └── 🛠️ System Notes ├── 🧠 GPU particles + server validation ├── 🛡️ Safe tick-based spawning & pooling └── 🎧 Cinematic 25s audio + spatial effects ``` by 7klow for ModJam competition.
By dreadimatum
The Redstone Warhorse is a powerful robotic horse that can be tamed using iron ingots and powered with redstone dust to enable flight and combat abilities. Once tamed and fueled, players can ride this mechanical mount through the skies while using its dual miniguns to shoot arrows at enemies by left-clicking. This high-tech companion requires continuous redstone fuel to maintain its flying capabilities and weapons systems, making it both a formidable ally and a resource investment.

By shadowgamer3783
The Stab And Nuke Rod is a dual‑mode TNT launcher—right‑click to fire toward your crosshair and press K to toggle between Stab (red) and Nuke (gold), with the current mode shown on‑screen when switching or firing. Stab mode creates a precise vertical column of TNT that explodes straight down to bedrock at the target; Nuke mode now spawns a true 60‑block diameter (radius 30) pattern of TNT arranged in concentric rings (dense near the center, progressively sparser toward the edge, with a single TNT at the center), all spawned about 30 blocks above the target and sharing the same fuse so they fall and detonate simultaneously—this larger nuke can be very performance‑heavy, so use with care. The rod has durability (512 uses by default), no loss in Creative, shows a durability bar.

By augmentedwill
This mod adds a system of Devil Fruits that players can consume to learn unique move sets, gain mastery, and access transformations, ultimates, and other active or utility abilities tied to each fruit. Consume a fruit to unlock its moves and use the mod’s in-game ability controls to cycle and activate moves and trigger ultimates or transformations, and the mod now reliably preserves fruit ownership, mastery, cooldowns, transformation flags, and other per-fruit state across world reloads, server joins, and respawns so your powers remain consistent between sessions.

By cryptic_clamps
The Lost Darkness – Endless Nightmare adds the Frenzied Relic, a black-and-red pulsating idol you right‑click to trigger an endless, escalating nightmare sequence. Once activated (10‑second cooldown), the relic layers darkness, vision flickers, nausea, phantom attacks, Warden ambushes, teleporting/jump scares, inventory “cursed” items, lightning, falling blocks, TNT/lava rain and other environmental chaos with periodic taunting messages and a rare cursed chest event — the cascade keeps overlapping and intensifying until you die or disconnect. The effect is per-player and contained to the game (but will alter terrain), so try it in a copy of your world; right‑click again after cooldown to re-trigger and use any cursed items that appear for extra scares.