2 downloads
Description:
Ender Sai Teleporter outfits you with five firearms—.50-Cal Sniper with spyglass-style zoom, AR-15, Shotgun, Minigun and Dual Pistols—cycled with V/C, reverted with H, right-click to aim, left-click to fire and R to reload. Shift + right-click your Vanish Point sai to manage up to five named waypoints and teleport after standing still for five seconds; wield the soul-charged Haunting Blade for four customizable abilities via keybinds or freeze enemies with Ethan’s Remote on a ten-second cooldown. Right-click special blocks or mobs to transform a base bow into any of eleven Elemental Bows (press P for the Rainbow GUI), unlocking powers from wind-push arrows and midair rocket boosts to lava traps, mob breeding, water cages, End-void teleportation—and the Shadow Bow’s true invisibility, which makes you, your armor and weapons completely transparent.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Ender Sai Teleporter" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
2
Sep 30, 2025, 09:23 PM
User request: 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
1
Sep 30, 2025, 08:50 PM
User request: Mod summary: - Minecraft mod adding multi-weapon/item/mob systems: - Vanish Point throwable teleport sai + Waystone-style GUI waypoints (SHIFT+right-click open; create/name up to 5 waypoints; reopen GUI click waypoint to start teleport; player must stand still 5s after initiating; display countdown; throw cooldown until hit/teleport). Vanish Point craft: 3 End Stone Sticks (bucket shape) + Heart of Enderman center + Iron Sword top. Final Vanish Point retexture: Raphael-style sai (two curved prongs), Ender color. - Haunting Blade: souls-powered blade with 4 configurable abilities bound to keybinds (charge leap; charged slash + spectral 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. - Ethans Remote + Battery ammo: ranged item shoots blue immobilizing ray (5s immobilize), uses Battery ammo (Battery = 5 charges), 10s cooldown per shot. Battery recipe (v48): Redstone center, slime balls left/right, Cobblestone top row & bottom row. Remote recipe: Battery center, Diamond top middle, Cobblestone left/right columns, Redstone bottom middle. - Rotary Armory system: Rotary Armory item cycles between 5 guns (.50 sniper, AR-15, Shotgun, Minigun, Dual Pistols) via keybinds (cycle forward V, cycle backward C, revert H). Guns have magazines/overheat/reload mechanics, preserved NBT across swaps, cannot be switched while reloading/overheated; swap plays click sound; ammo HUD/tooltip; magazine tracking via NBT; reload keybind R. - Guns (exact specs): - .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. - Elemental Bow system: many distinct bow item-IDs/variants (each its own item ID & unique texture/model): elemental_bow_base, fire, ice, wind, nature, healing (regen), portal, shadow, lightning, water, end, rainbow, etc. Transform via right-click on specific blocks/entities -> immediate replace in-hand with corresponding variant (preserve NBT optional). Each variant has unique mechanics (see Variant list). - New items: End Stone Stick, Heart of Enderman (Heart of the Sea + 4 Ender Pearls), 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; always sells End Stone (trade: 2 stone + 1 gold -> 1 end stone). - Souls resource: drop from mobs by size/health; cap 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; HUD/visual/sound indicators for soul count, ability usage, and insufficient-souls feedback. - Ghost & Ghost Mount entities: real entity classes with spawn eggs; Ghost = tameable wolf-like fighter; Ghost Mount = ridable 2-player mount (Ghast-like visuals, floaty Ghast-like movement), both visible/persistent, summoned by Haunting Blade, auto-tame to summoner, delayed owner assignment (~20 ticks), prevent burning in daylight, Wither-ghost carries a sword and is not on fire. - Living Matter creation final method: ground + Splash Potion mechanic. Throw Rotten Flesh EntityItem on ground, then hit with Splash Potion of Regeneration within same chunk/≈3 blocks; detect PotionSplashEvent and replace/transform Rotten Flesh EntityItem -> Living Matter (EntityItem replacement); count scales; spawn particles/sound. - Extensive null-check/delay-owner/render guards to avoid NPE crashes. Chronological edit history (one line per notable version/change): - Original (base): Vanish Point throwable teleports on impact (enderpearl-style); Waystone-like GUI (open via keybind default "C") create up to 5 waypoints; teleport requires standing still 5s after initiating; 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 (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 charges remote for 5 uses; 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–v74 (refinements): - 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 (final): 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 (latest): 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). 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. - 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). - 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 and Rotary Armory crafting (Bow center, Redstone around bow, Blaze Rod top-left & top-right, Iron Block bottom-left & bottom-right). - Ethans Remote: immobilizing blue ray for 5s, Battery ammo (5 charges), 10s cooldown, exact battery recipe and textures. - Elemental Bow system (exact): each variant its own item ID & unique texture/model; transformation by right-clicking specific block/entity replaces in-hand item immediately; implement exact variant mechanics: - Wind Bow: wind charges work like arrows (v79: shoot an arrow that behaves like a wind charge); holding grants Slow Falling; shooting under player launches them upward; while Elytra-gliding, shooting behind gives rocket-like boost; if airborne and using bow without shooting, propel player in direction they shoot. - Fire Bow: spawns lava under target's standing block on hit; offhand Fire Bow emits real dynamic light; shooting a furnace adds 1 fuel cycle when smeltable present. - Shadow Bow: true invisibility of player and armor to others using Fabric render events/layer cancellation (no injection into shouldRender), hitting mobs applies Blindness for 5s. - Regen Bow: lifesteal heals player 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 are valid 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 a dirt+cobblestone enclosure that traps them. - Water Bow: on hit spawns a glass cage (1 floor, 3 tall, 1 above head) around target filled with water. - End Bow: 3 shots only; single target hit 3 times -> teleport to End void; after 3 shots transform to Rainbow Bow. - Rainbow Bow: GUI on keybind to select abilities from any bow except End Bow; stores abilities; not transformable via right-click. - 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, Cobblestone top row & bottom row; 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 log "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 v80: make a new custom potion effect called "true invisibility" the effect works almost like normal invisibility except it has no particles, and it hides armor, and weapons making them invisible too so you arent seen by anyone, then make it so when holding the shadow bow you get this effect
1
Sep 30, 2025, 08:12 PM
User request: Mod summary: - 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 + Battery ammo; Rotary Armory system with 5 guns (.50 sniper, AR-15, Shotgun, Minigun, Dual Pistols) with magazines/overheat/reload mechanics and cycling via a Rotary Armory item; Elemental Bow system with many distinct bow item-IDs/variants that transform via right-click on specific blocks/entities, each with unique abilities; new items (End Stone Stick, Heart of Enderman, Living Matter, Organism-like Substance, Netherite-Plated Gold Sword, Battery); Progressor villager selling End Stone; Souls resource (mob drops, cap 500, "souls set" cheat); Ghost & Ghost Mount entities + spawn eggs; extensive null-check/delay-owner/render guards to avoid NPE crashes. Chronological edit history (one line per notable version/change): - Original (base): Vanish Point throwable teleports on impact (enderpearl-style); Waystone-like GUI (open via keybind default "C") create up to 5 waypoints; teleport requires standing still 5s after initiating; Waystone GUI + 5 waypoints and throw/tp behavior defined. - v2: Expand to multi-weapon + crafting; keep Vanish Point & Waystone GUI; add Progressor villager (create by placing crying obsidian next to unemployed villager) always sells 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: 3 End Stone Sticks (bucket shape) + Heart of Enderman center + Iron Sword top; add Haunting Blade (Blasphemous Blade look) consuming mob-dropped "souls" for 4 abilities bound to keys: charge leap, charged slash + beam, summon Ghost Companion (wolf-like, tamed), summon Ghost Mount (rideable by 2); passive Soul Speed 3 while held; Netherite-tier damage; crafting chain: Electro-Inducing Table converts Rotten Flesh -> Living Matter; Bone + Living Matter -> Organism-like Substance; Netherite-Plated Gold Sword via smithing (Gold Sword + Netherite Scrap); Haunting Blade craft: Netherite-Plated Gold Sword bottom + Wither Skeleton Skull middle + Organism-like Substance top. - v3: Vanish Point retextured more sai-like (Ender colors); Haunting Blade retextured like Blasphemous Blade; Progressor villager creation & selling implemented; Electro-Inducing Table implemented; Redstone as fuel; table retextured to electric box. - v4: Vanish Point GUI opens on SHIFT+right-click (Create Waypoint with name); reopen GUI and clicking a 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 charges remote for 5 uses; 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: - .50 Cal Sniper: 1 shot then 2s reload, high damage, zoom. - AR-15: 30 shots, 2.5s reload, automatic. - Shotgun: 6 shells, 3s reload, pellet spread. - Minigun: 100 shots, overheat after 5s, 0.5s spin-up. - Dual Pistols: 16 shots alternating, 2s reload. Common rules: right-click aim, left-click fire, NBT magazine tracking, muzzle flash, recoil, prevent switching while reloading. 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: elemental_bow_base, elemental_bow_fire, elemental_bow_ice, elemental_bow_wind, elemental_bow_nature, elemental_bow_healing, elemental_bow_portal, elemental_bow_shadow, elemental_bow_lightning (plus Water Bow, End Bow, Rainbow Bow later). Transformation: right-click matching block/entity replaces bow item ID (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–v74 (refinements): - 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 (final): 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 (latest): 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. 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. - 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 replace/transform EntityItem Rotten Flesh -> Living Matter (EntityItem replacement; count scales); spawn particles/sound. - 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): - Five guns with exact magazine sizes/reload times/overheat/behavior: - .50 Sniper: 1 shot, 2s reload, high damage, sniper zoom (smooth FOV reduction) while right-click held; movement slowed while aiming. - AR-15: 30 rounds, 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, NBT magazine tracking, muzzle flash, recoil; prevent switching while reloading/overheated; reload keybind "R"; preserve NBT across swaps; prevent dropping/storing guns if specified by Rotary Armory; ammo HUD/tooltip; click sound on swap; keybinds V (cycle forward), C (cycle backward), H (revert to Rotary Armory). - 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 ray immobilizing hit entity for 5s; uses Battery ammo (Battery gives 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; remote texture fixed. - Elemental Bow system (exact): - Each bow variant its own item ID & unique texture/model (elemental_bow_base, elemental_bow_fire, elemental_bow_ice, elemental_bow_wind, elemental_bow_nature, elemental_bow_healing, elemental_bow_portal, elemental_bow_shadow, elemental_bow_lightning, elemental_bow_water, elemental_bow_end, elemental_bow_rainbow, etc.). - Transformation: right-click specific block/entity replaces bow in-hand immediately (preserve NBT optional) and update visuals. - Implement exact variant mechanics: - Wind Bow: wind charges same speed/physics as arrows; shooting under player launches them upward; while Elytra-gliding, shooting behind gives rocket-like boost; holding grants Slow Falling. - Fire Bow: spawns lava under target's standing block on hit; offhand Fire Bow emits real dynamic light; shooting a furnace adds 1 fuel cycle when smeltable present. - Shadow Bow: true invisibility of player and armor to others; hitting mobs applies Blindness for 5s. - Regen Bow: lifesteal heals player by percentage of damage dealt; shooting two breedable mobs causes breeding (v78: arrows must detect hits on two different breedable mobs of same species within 10 seconds and, if both are valid adults, trigger natural "in love" state); shooting a baby mob matures it instantly. - Nature Bow: bonemeal effect only when shooting the ground (not on mobs); when shooting mobs, ground around them rises forming a dirt+cobblestone enclosure that traps them (nearly bubble-like). - Water Bow: on hit spawns 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 auto-transform into Rainbow Bow. - Rainbow Bow: after transforming from End Bow, pressing a keybind opens a GUI to select abilities from any bow except End Bow; stores chosen abilities; not transformable via right-click. - Ensure distinct texture/model assets and immediate swap; Rainbow Bow GUI keybind implemented. - 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+right-click via 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, Cobblestone top row & bottom row; 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 log "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, and fall back gracefully for future API changes (applies to v77). - 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 physics/Slow Falling; 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 v79: make it so the wind bow shoots an arrow that works like a wind charge, not shoot a wind charge i just want it to work like one. also make it so if you are in air with the bow instead of shooting anything it just propels you the direction you shoot
Click here for installation instructions
This mod is licensed under the CreativeMode Mods License.