4 downloads
Description:
The Havoc Minigun is a high-tier, two-handed energy weapon: hold right-click to spin the barrels (brief 0.5s spin-up) and continue holding to unleash a sustained stream of fast, glowing cyan projectiles (~20 shots/sec); it consumes Energy Cores from your inventory, reduces your movement speed while held (around 70% normal), and stops firing when you release (with a spin-down). The minigun produces distinct spin-up and continuous firing sounds and visual effects and deals heavy per-shot damage—keep Energy Cores stocked for sustained use. The mod also provides an admin-only server event: use /start_singularity_event to spawn a pulsing build-up sphere that collapses into a world-scale black hole that pulls entities and consumes terrain, and use /activate_anti_singularity to call a massive anti-singularity beam that destroys and resolves the event; this event is highly destructive and performance-intensive, so it should only be used by server operators with caution.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Havoc Minigun" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
4
Oct 2, 2025, 10:41 PM
User request: Mod Description Prompt: The "Havoc" Minigun (Java 1.20.5) The goal is to create a new, high-tier weapon item called the "Havoc" Minigun. This is a bulky, two-handed, futuristic, sci-fi weapon that specializes in extremely high-rate-of-fire sustained damage. 1. Item Model and Visual Appearance The Havoc Minigun must use a highly detailed, custom 3D model (not a 2D item sprite) when held in the first and third person. • Size and Structure: It is a massive weapon, covering a significant portion of the player s screen. It should look heavy and require the player to slow their movement while holding it (see Mechanics). • Barrel Assembly: It features a cluster of four to six visible barrels at the front. These barrels must be the key visual and functional component. • Aesthetics/Color: The weapon should have a distinct, sci-fi military aesthetic. • Main Body: Dark, heavy-duty material (e.g., dark gray or matte black). • Accents: Bright green/cyan/teal glowing accents or panel lines should run along the side of the main body, giving it an energized, futuristic look. The glow should be subtle but visible. • Barrel Rotation: The most critical visual element is that the barrels must continuously rotate once the player holds down the attack (fire) button. 2. Functional Mechanics The Minigun's firing system should be a two-stage process: 1. Spin-Up (Holding Fire): When the player presses and holds the right-click (fire) button, the weapon does not fire immediately. • Visual: The barrels begin to rapidly rotate in a smooth animation. • Sound: A distinct, ramping-up "whine" or "charge-up" sound effect plays as the barrels spin faster. • Duration: The spin-up phase should last for a short, noticeable delay (e.g., 0.5 - 1 second). 2. Sustained Fire (Full Power): Once the spin-up is complete (after the delay), the weapon begins to fire continuously as long as the button is held. • Rate of Fire: Extremely fast, firing projectiles at a very high velocity (e.g., 20+ shots per second). • Visual: Projectiles should be colored with the same green/cyan/teal energy as the accents on the weapon's body, creating a continuous stream of glowing, high-velocity rounds. Muzzle flash should be small and rapid. • Sound: A loud, continuous "BRRRRRT" machine gun sound effect should loop for the duration of the firing. 3. Player Interaction Effects • Movement Penalty: While the player is holding the Minigun, their movement speed must be significantly reduced to reflect the weapon's massive weight (e.g., to 50-75\% of normal walking speed). • Ammo Consumption: The weapon should require a custom, unique ammo item (e.g., "Energy Core" or "Depleted Uranium Magazine") to function. The high rate of fire means ammo consumption is very high, making it a high-cost weapon to use. • Stop/Spin-Down: When the player releases the fire button, the firing immediately stops, and the barrel rotation must slow down and stop with an audible "spin-down" sound effect' Edit v2: Minecraft Mod Creation Prompt: The "Havoc Minigun" and "Singularity Event" (Java 1.20.5) Goal: Create a mod with two distinct, high-quality features: a server-wide, admin-triggered Cosmic Singularity Event and a futuristic, functional Minigun weapon. The previous attempt failed to include the black hole and created a generic item; this prompt clarifies all visual and functional requirements. PART 1: The Server-Shattering "Singularity Event" (Cosmic Black Hole) The core of this mod is the non-craftable, world-destroying, spectacle-focused Singularity Event. 1. Event Mechanics • Trigger: The event is initiated by an admin-only command (e.g., /singularity start). It must target a specific location or the current player's location. • Staged Activation (Critical): The event must begin with a distinct two-stage sequence: 1. Stage 1 - Build-up (The Sphere): A massive, stationary sphere of intensely glowing white-blue energy appears. It pulses rapidly and emits a loud, ominous, low-frequency thrumming sound audible across the server. 2. Stage 2 - Collapse (The Singularity): After a 5-second delay, the white-blue sphere violently collapses. The light vanishes instantly, leaving behind the Black Hole core. This transition must be accompanied by a sudden, sharp, and powerful implosion sound effect. 2. Visuals and Appearance • Size: The Black Hole entity must be colossal, spanning hundreds of blocks in diameter to serve as a world-scale focus. • The Core: A perfect sphere of absolute, featureless blackness that visually obscures all objects behind it. It must utilize shader effects or rendering trickery to simulate gravitational lensing, bending and severely distorting the terrain and sky visible around its edges. • The Vortex/Accretion Disk: A dynamic, constantly spiraling ring of purple, crimson, and black particles must encircle the core, resembling a chaotic vortex. • Absorption Animation: Blocks must be rapidly destroyed and visually converted into Falling Block entities that accelerate, spiral inward along the vortex, and disappear upon reaching the black core. 3. Gameplay Effects • Destructive Gravity: The singularity must exert a powerful, radial pull force on all non-admin players, mobs, and loose items within its enormous radius, making escape progressively harder the closer they get. • Block Consumption: The singularity must systematically and aggressively destroy common blocks, consuming the terrain and carving out a massive, empty crater. 4. Resolution (The Anti-Singularity Beam) • Trigger: A separate admin command (e.g., /singularity resolve) should instantly trigger the destruction sequence. • Visual: A gigantic, cylindrical column of blinding, bright teal/cyan/blue light is summoned, piercing the center of the black core. • End State: The Black Hole instantly destabilizes, disappearing in a final, brilliant, non-damaging energy burst/implosion, accompanied by a powerful "release" sound effect. PART 2: The "Havoc Minigun" (Weapon Item) Create a high-tier, player-held weapon item that functions exactly as shown in the video. 1. Item Model and Aesthetics • Model: Must use a custom, bulky, two-handed 3D model (no 2D sprite or vanilla item texture). The model must feature a cluster of four to six visible barrels. • Color Scheme: The main body should be dark (matte black/dark gray), with clear, brightly glowing green-cyan accents or panel lines that suggest an energized power source. 2. Firing System • Two-Stage Fire (Hold to Charge): 1. Spin-Up: On right-click (hold), the weapon barrels rotate rapidly, accompanied by a whining/charging sound effect. No shots are fired during this 0.5-second delay. 2. Sustained Fire: After the spin-up, the weapon fires at an extremely high rate of fire (20+ rounds per second) for as long as the button is held. • Projectile and Sound: • Projectiles must be visible, fast-moving, glowing green-cyan energy beams (matching the weapon accents). • The firing sound is a continuous, loud, looping "BRRRRRT" machine gun sound effect. 3. Player Interaction • Movement Penalty: While the Minigun is held, the player's movement speed must be significantly reduced (e.g., to 70\% of normal) to simulate the weapon's massive weight and bulk. • Ammo: The weapon must require a custom, unique ammo item to function. Edit v3: Mod Description Prompt: Server-Shattering Singularities (Java 1.20.5) The goal of this mod is to introduce a rare, server-wide, admin-triggered "lore event" that radically changes the environment and provides a massive, shared challenge to players. The event centers around the sudden manifestation of a colossal, world-eating Black Hole Singularity accompanied by a striking visual and audio spectacle. 1. The Event Sequence The event should follow a staged activation: 1. Server-Wide Warning: The event is initiated by an admin command (e.g., /start_singularity_event). This should immediately broadcast a mysterious, urgent, and ominous message to all players (e.g., "A tear in the fabric of reality has opened," "The Void hungers," or a cryptic countdown). 2. Initial Manifestation (The Sphere): A massive, temporary, glowing sphere of energy should appear in a central or pre-determined location. • Appearance: This sphere should be a blinding, ethereal, and faintly pulsating blue-white light, appearing to be composed of highly condensed energy or exotic particles. It is not the black hole yet. • Effect: The sphere is purely visual, but an accompanying server-wide, low-frequency sound (a deep, resonating hum or a rhythmic "thrumming") should begin, signaling the buildup of energy. 3. Singularity Formation (The Black Hole): After a short, suspenseful period (e.g., 5-10 seconds), the luminous sphere violently collapses inward to form the stable Black Hole Singularity. • Visual Transformation: The white-light sphere should shrink rapidly, the light becoming incredibly intense just before it vanishes, leaving behind a core of absolute blackness. • Auditory Cue: This transition should be accompanied by a loud, sharp sound effect, like an explosion followed by a sudden, unnerving silence or a distinct "shwoom" as the singularity stabilizes. 2. The Black Hole Singularity: Appearance and Mechanics The fully formed singularity is the heart of the mod's gameplay and visuals. Appearance: • Core: The center is a perfect, featureless sphere of absolute black—the event horizon—that visually obscures all objects behind it, bending the light around its edges (gravitational lensing effect). • Accretion Disc/Swirl: A dynamic, spiraling, and glowing ring of particles and distorted light should encircle the black core. This ring should be a dark, swirling mix of purple, red, and black, making it look like a terrifying vortex. • Size: The singularity must be colossal, spanning an area large enough to be a server-wide focal point, visibly consuming city blocks and structures. Destructive Mechanics: • Gravitational Pull: The black hole must exert a powerful, radial pull force on all nearby entities and loose blocks, dragging them towards its center. • Effect on Entities: Mobs and players (except creative-mode admins) should be aggressively pulled towards the event horizon. The closer an entity is, the stronger the pull, making escape progressively harder. • Effect on Blocks: Within a large, defined radius, blocks (especially common ones like dirt, stone, and wood) should be rapidly consumed by the black hole, converted into FallingBlock entities and visually pulled into the core before disappearing. • Growth: The Black Hole has an optional slow-growth mechanism, gradually increasing its effective radius and pull strength over a long period to represent an existential, long-term threat to the server's world border. 3. The Resolution (The Anti-Singularity Beam) The event is resolved by a separate, powerful "anti-singularity" effect, as seen in the latter half of the video. 1. Beam Activation: After a second admin command or a specific, difficult-to-achieve in-game objective (e.g., /activate_anti_singularity), a gigantic, vertical Light Beam should emerge from the ground (or be directed from a specific structure) below the black hole. 2. Appearance: This beam must be a dense, perfectly cylindrical column of blinding, bright teal/cyan/blue light that dramatically pierces the black core. The light should emit strong bloom/glow effects, momentarily washing out the surrounding area. 3. Destruction of the Singularity: As the beam impacts the core, the black hole should violently destabilize. This should be visually represented by the accretion disk scattering and the black core shimmering, followed by a final, massive, non-damaging energy burst/implosion. The blast should clear any lingering dust and return the sky to normal, leaving behind a colossal, clean circular crater where the black hole was, or simply making the black hole vanish completely, leaving a giant, empty space. 4. Audio Cue: A final, powerful, high-frequency sound effect—the opposite of the black hole's initial collapse—should signify its destruction. The final effect should be a jaw-dropping visual spectacle, perfect for server-wide streams, challenging players to either escape its pull or gather the resources to defeat it, thus saving the server's world.
1
Oct 2, 2025, 10:14 PM
User request: Mod Description Prompt: The "Havoc" Minigun (Java 1.20.5) The goal is to create a new, high-tier weapon item called the "Havoc" Minigun. This is a bulky, two-handed, futuristic, sci-fi weapon that specializes in extremely high-rate-of-fire sustained damage. 1. Item Model and Visual Appearance The Havoc Minigun must use a highly detailed, custom 3D model (not a 2D item sprite) when held in the first and third person. • Size and Structure: It is a massive weapon, covering a significant portion of the player s screen. It should look heavy and require the player to slow their movement while holding it (see Mechanics). • Barrel Assembly: It features a cluster of four to six visible barrels at the front. These barrels must be the key visual and functional component. • Aesthetics/Color: The weapon should have a distinct, sci-fi military aesthetic. • Main Body: Dark, heavy-duty material (e.g., dark gray or matte black). • Accents: Bright green/cyan/teal glowing accents or panel lines should run along the side of the main body, giving it an energized, futuristic look. The glow should be subtle but visible. • Barrel Rotation: The most critical visual element is that the barrels must continuously rotate once the player holds down the attack (fire) button. 2. Functional Mechanics The Minigun's firing system should be a two-stage process: 1. Spin-Up (Holding Fire): When the player presses and holds the right-click (fire) button, the weapon does not fire immediately. • Visual: The barrels begin to rapidly rotate in a smooth animation. • Sound: A distinct, ramping-up "whine" or "charge-up" sound effect plays as the barrels spin faster. • Duration: The spin-up phase should last for a short, noticeable delay (e.g., 0.5 - 1 second). 2. Sustained Fire (Full Power): Once the spin-up is complete (after the delay), the weapon begins to fire continuously as long as the button is held. • Rate of Fire: Extremely fast, firing projectiles at a very high velocity (e.g., 20+ shots per second). • Visual: Projectiles should be colored with the same green/cyan/teal energy as the accents on the weapon's body, creating a continuous stream of glowing, high-velocity rounds. Muzzle flash should be small and rapid. • Sound: A loud, continuous "BRRRRRT" machine gun sound effect should loop for the duration of the firing. 3. Player Interaction Effects • Movement Penalty: While the player is holding the Minigun, their movement speed must be significantly reduced to reflect the weapon's massive weight (e.g., to 50-75\% of normal walking speed). • Ammo Consumption: The weapon should require a custom, unique ammo item (e.g., "Energy Core" or "Depleted Uranium Magazine") to function. The high rate of fire means ammo consumption is very high, making it a high-cost weapon to use. • Stop/Spin-Down: When the player releases the fire button, the firing immediately stops, and the barrel rotation must slow down and stop with an audible "spin-down" sound effect' Edit v2: Minecraft Mod Creation Prompt: The "Havoc Minigun" and "Singularity Event" (Java 1.20.5) Goal: Create a mod with two distinct, high-quality features: a server-wide, admin-triggered Cosmic Singularity Event and a futuristic, functional Minigun weapon. The previous attempt failed to include the black hole and created a generic item; this prompt clarifies all visual and functional requirements. PART 1: The Server-Shattering "Singularity Event" (Cosmic Black Hole) The core of this mod is the non-craftable, world-destroying, spectacle-focused Singularity Event. 1. Event Mechanics • Trigger: The event is initiated by an admin-only command (e.g., /singularity start). It must target a specific location or the current player's location. • Staged Activation (Critical): The event must begin with a distinct two-stage sequence: 1. Stage 1 - Build-up (The Sphere): A massive, stationary sphere of intensely glowing white-blue energy appears. It pulses rapidly and emits a loud, ominous, low-frequency thrumming sound audible across the server. 2. Stage 2 - Collapse (The Singularity): After a 5-second delay, the white-blue sphere violently collapses. The light vanishes instantly, leaving behind the Black Hole core. This transition must be accompanied by a sudden, sharp, and powerful implosion sound effect. 2. Visuals and Appearance • Size: The Black Hole entity must be colossal, spanning hundreds of blocks in diameter to serve as a world-scale focus. • The Core: A perfect sphere of absolute, featureless blackness that visually obscures all objects behind it. It must utilize shader effects or rendering trickery to simulate gravitational lensing, bending and severely distorting the terrain and sky visible around its edges. • The Vortex/Accretion Disk: A dynamic, constantly spiraling ring of purple, crimson, and black particles must encircle the core, resembling a chaotic vortex. • Absorption Animation: Blocks must be rapidly destroyed and visually converted into Falling Block entities that accelerate, spiral inward along the vortex, and disappear upon reaching the black core. 3. Gameplay Effects • Destructive Gravity: The singularity must exert a powerful, radial pull force on all non-admin players, mobs, and loose items within its enormous radius, making escape progressively harder the closer they get. • Block Consumption: The singularity must systematically and aggressively destroy common blocks, consuming the terrain and carving out a massive, empty crater. 4. Resolution (The Anti-Singularity Beam) • Trigger: A separate admin command (e.g., /singularity resolve) should instantly trigger the destruction sequence. • Visual: A gigantic, cylindrical column of blinding, bright teal/cyan/blue light is summoned, piercing the center of the black core. • End State: The Black Hole instantly destabilizes, disappearing in a final, brilliant, non-damaging energy burst/implosion, accompanied by a powerful "release" sound effect. PART 2: The "Havoc Minigun" (Weapon Item) Create a high-tier, player-held weapon item that functions exactly as shown in the video. 1. Item Model and Aesthetics • Model: Must use a custom, bulky, two-handed 3D model (no 2D sprite or vanilla item texture). The model must feature a cluster of four to six visible barrels. • Color Scheme: The main body should be dark (matte black/dark gray), with clear, brightly glowing green-cyan accents or panel lines that suggest an energized power source. 2. Firing System • Two-Stage Fire (Hold to Charge): 1. Spin-Up: On right-click (hold), the weapon barrels rotate rapidly, accompanied by a whining/charging sound effect. No shots are fired during this 0.5-second delay. 2. Sustained Fire: After the spin-up, the weapon fires at an extremely high rate of fire (20+ rounds per second) for as long as the button is held. • Projectile and Sound: • Projectiles must be visible, fast-moving, glowing green-cyan energy beams (matching the weapon accents). • The firing sound is a continuous, loud, looping "BRRRRRT" machine gun sound effect. 3. Player Interaction • Movement Penalty: While the Minigun is held, the player's movement speed must be significantly reduced (e.g., to 70\% of normal) to simulate the weapon's massive weight and bulk. • Ammo: The weapon must require a custom, unique ammo item to function.
1
Oct 2, 2025, 09:44 PM
User request: Mod Description Prompt: The "Havoc" Minigun (Java 1.20.5) The goal is to create a new, high-tier weapon item called the "Havoc" Minigun. This is a bulky, two-handed, futuristic, sci-fi weapon that specializes in extremely high-rate-of-fire sustained damage. 1. Item Model and Visual Appearance The Havoc Minigun must use a highly detailed, custom 3D model (not a 2D item sprite) when held in the first and third person. • Size and Structure: It is a massive weapon, covering a significant portion of the player s screen. It should look heavy and require the player to slow their movement while holding it (see Mechanics). • Barrel Assembly: It features a cluster of four to six visible barrels at the front. These barrels must be the key visual and functional component. • Aesthetics/Color: The weapon should have a distinct, sci-fi military aesthetic. • Main Body: Dark, heavy-duty material (e.g., dark gray or matte black). • Accents: Bright green/cyan/teal glowing accents or panel lines should run along the side of the main body, giving it an energized, futuristic look. The glow should be subtle but visible. • Barrel Rotation: The most critical visual element is that the barrels must continuously rotate once the player holds down the attack (fire) button. 2. Functional Mechanics The Minigun's firing system should be a two-stage process: 1. Spin-Up (Holding Fire): When the player presses and holds the right-click (fire) button, the weapon does not fire immediately. • Visual: The barrels begin to rapidly rotate in a smooth animation. • Sound: A distinct, ramping-up "whine" or "charge-up" sound effect plays as the barrels spin faster. • Duration: The spin-up phase should last for a short, noticeable delay (e.g., 0.5 - 1 second). 2. Sustained Fire (Full Power): Once the spin-up is complete (after the delay), the weapon begins to fire continuously as long as the button is held. • Rate of Fire: Extremely fast, firing projectiles at a very high velocity (e.g., 20+ shots per second). • Visual: Projectiles should be colored with the same green/cyan/teal energy as the accents on the weapon's body, creating a continuous stream of glowing, high-velocity rounds. Muzzle flash should be small and rapid. • Sound: A loud, continuous "BRRRRRT" machine gun sound effect should loop for the duration of the firing. 3. Player Interaction Effects • Movement Penalty: While the player is holding the Minigun, their movement speed must be significantly reduced to reflect the weapon's massive weight (e.g., to 50-75\% of normal walking speed). • Ammo Consumption: The weapon should require a custom, unique ammo item (e.g., "Energy Core" or "Depleted Uranium Magazine") to function. The high rate of fire means ammo consumption is very high, making it a high-cost weapon to use. • Stop/Spin-Down: When the player releases the fire button, the firing immediately stops, and the barrel rotation must slow down and stop with an audible "spin-down" sound effect'
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This mod is licensed under the CreativeMode Mods License.