Flash Megaweapon ModJam

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Chopper Halo Detonator - media 1
v1
MC Bedrock

Chopper Halo Detonator

H
itseystreem4098

A gun that when you shoot it makes a big and tall green circle then makes helicopter sounds then makes a big explosion

4

Black Hole Shock Launcher - media 1
v1
MC Java 1.21.5

Black Hole Shock Launcher

H
gwidoniusz99

Create me a gun that shoots Black Hole, after firing Black Hole it first sends out several shock waves that destroy blocks a bit and are blue in color, At the same time, in the middle of it (where it was shot) a Black hole appears, which after these few waves grows a little bigger and destroys the blocks around it

4

Black Hole Shockwave Laser - media 1
v1
MC Bedrock

Black Hole Shockwave Laser

H
gwidoniusz99

Create me a gun that shoots Black Hole, after firing Black Hole it first sends out several shock waves that destroy blocks a bit and are blue in color, At the same time, in the middle of it (where it was shot) a Black hole appears (it s not too big). After a few seconds, the player near it gets a darkness effect for 3 seconds and immediately after that, a 50x50 block wide laser is created in the place where the shot was fired,Which destroys blocks from the very bottom (bedrock) to the sky (50x50 wide, just like a laser)'

2

Havoc Minigun - media 1
v3
MC Java 1.21.5

Havoc Minigun

H
mrminechest

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.

4

Laser Nova Protocol - media 1
v4
MC Java 1.21.5

Laser Nova Protocol

H
yaboinasr

Create a high-fidelity, multistage Laser Nuke' weapon for CreativeMode with the following behavior and robust defaults: Targeting: When the player aims and activates the weapon it performs a server-side raycast to lock onto the first valid target (block or mob). The lock is confirmed visually with a semi-transparent targeting reticle and short beep. If the target becomes invalid (moves out of line-of-sight, dies, or is destroyed) before firing, the weapon cancels and returns to idle. Delay & charge: After lock, the weapon waits 3 seconds (configurable) during which it shows a dramatic charge sequence: accumulating energy particles around the target position, a rising heat-hum distortion, increasing hum sound, and a subtle camera shake for nearby players. Screen flash (safely): Immediately when the laser fires, produce a bright full-screen flash effect on players within 120% of the explosion radius that simulates temporary blindness for 2 seconds (configurable). Provide a player opt-out toggle in settings for strong flashes (and a short on-screen warning message if high-intensity flash is enabled). Do not use uncontrolled full-screen whiteouts; blend intensity smoothly and clamp to safe gamma/alpha limits to avoid crashes or seizures. Pre-explosion visual: Instead of instant explosion at the impact, create a large luminous sphere of energy at the locked target position. The sphere should: Start large and slowly shrink over 4 seconds (configurable), scaling visually and emitting particles and shockwave rings. Be purely visual until it finishes shrinking. During shrink time, apply progressive audio and light cues but do not apply destructive damage. Final detonation: When the sphere reaches minimal size, spawn one final, synchronized big explosion effect (nuke-like): massive blast radius, intense overpressure, large crater (if applicable), and high-value server-side damage application. Explosion parameters (radius, max damage, knockback, fire, world modification) are fully configurable and capped by server limits. Network & authority: All destructive effects and damage must be calculated and applied server-side. Clients receive only deterministic visual/sound cues and short lived client-side effects (flash, particles). Protect against desync by validating the locked target and explosion location on the server a final time before spawning destructive effects. Anti-abuse & safety: Include configuration toggles: friendly-fire on/off, world-damage toggle, per-player cooldown, max explosions per minute, and an authorization/whitelist for who may use the weapon. Performance: Limit particle counts (LOD), use distance-based culling, and cap simultaneous active spheres to avoid server/frame drops. If the server is overloaded, degrade visuals gracefully and only run core damage logic. Accessibility & warnings: Add an optional pre-use warning for powerful visual effects and the ability to reduce or disable the screen flash. Provide a config option to replace flash with an alternative (saturation/blur) for sensitive players. Defaults: lock check = instant raycast; lock duration before firing = 3s; sphere shrink = 4s; blindness flash = 2s; explosion radius = configurable (start safe: 15 units) with server clamp; per-player cooldown = 60s. Implement with robust timers, final server validation, and explicit cleanup to avoid lingering invisible entities or orphaned particle emitters.' Edit v2: Fix all the bugs, they are : 1- Item Texture not loading. 2- Particles/effects/VFX not loading. 3- Explosion not even happening—or it happens farther away from the target position. Changes I want : 1- Better item description. 2- Make sure the radius is big enough to be like a nuke. Edit v4: Improvements : 1- Improve the Effects/Particles/VFX. 2- Improve the sound effects. 3- Improve on the Energy Sphere pre-explosion, making it bigger and more prominent like an actual sphere. Changes : 1- Make the explosion WAY bigger. Making a hole that's equal to 100 TNTs! 2- Make the screen flash white bright, blinding the player for a moment.

4

Orbital Blockbuster Railgun - media 1
v1
MC Java 1.21.5

Orbital Blockbuster Railgun

H
alpaca0105

A orbital strike rail gun that strikes and destroys the blocks in a 100 block radius and dose 50 damage

4

Orbital Railgun - media 1
v2
MC Java 1.21.5

Orbital Railgun

H
proking503010

The Orbital Railgun mod for Minecraft is a highly dramatic and destructive addition that introduces a single, extremely powerful weapon capable of reshaping the entire world with one strike. At its core, the mod adds a futuristic tool that allows players to call down a devastating orbital attack from space. Unlike most weapons in Minecraft, this is not simply a sword or bow—it is a large-scale superweapon that can obliterate terrain, annihilate mobs, and even shatter normally indestructible blocks like bedrock. The weapon is obtained by crafting an item called the Orbital Railgun. Once in your hands, it has a unique way of being fired. You begin by right-clicking to aim, which engages the targeting and charging sequence. The weapon is not instant; it has a multi-stage process that builds tension and adds a sense of spectacle to its use. After aiming, the railgun begins transmitting data to “orbit,” which visually appears as a dramatic charging effect. During this phase, entities caught within the target zone are pulled toward the center, signaling the impending devastation. The energy then contracts tightly around the focal point, glowing with intensity. Finally, the strike is unleashed: a massive blast from above slams into the target area, tearing apart the land, vaporizing mobs, and leaving a crater of destruction behind. Visually, the mod is designed to feel cinematic. It uses advanced particle effects, glowing energy beams, and screen-shaking shader effects to make the attack look and feel overwhelming. The moment of impact floods the screen with light and energy, emphasizing that you are wielding something far beyond the scale of Minecraft’s normal weapons. After the strike, the terrain is scarred, often leaving deep pits or flattened zones, showing the true destructive force of the weapon. From a gameplay perspective, the Orbital Railgun is more of a spectacle or a sandbox toy than a balanced weapon. Its purpose is not to enhance survival combat but to create moments of raw, chaotic power. Because it destroys huge sections of land, including bedrock, it is essentially a world-altering tool. Using it irresponsibly can permanently damage your save, making it an item you should experiment with in a test world if you want to see its full effect. Technically, the mod relies on libraries like GeckoLib for animations and Satin for its shader-based visuals. These libraries allow the mod to add smooth custom animations and special lighting effects not normally possible in vanilla Minecraft. Because of these advanced visuals, the mod can be heavy on performance, so players with weaker computers might experience lag or frame drops during the strike sequence. Thematically, the mod represents futuristic military technology, blending science fiction with Minecraft’s blocky world. The idea of summoning an orbital strike from space feels like something from a science fiction film or advanced warfare game, and the mod captures that atmosphere perfectly. It is also worth noting that this mod was originally created as an entry for a modding competition, which means it was designed as a standalone, showpiece idea rather than a long-term project. As such, updates or expansions may not be planned, but the mod in its current form is already polished enough to deliver an unforgettable experience. In summary, the Orbital Railgun mod is a powerful, one-of-a-kind addition to Minecraft that introduces an awe-inspiring weapon of mass destruction. With its detailed firing sequence, visually striking effects, and catastrophic damage, it transforms Minecraft into a stage for science fiction spectacle. It is both a tool for chaos and a showcase of what modding creativity can achieve, turning a simple block-based world into the target of a futuristic orbital cannon. Edit v2: the mod dosent work

8

Neon Singularity Cannon - media 1
v6
MC Java 1.21.5

Neon Singularity Cannon

H
xykcuk

make me an item which looks like a plasma ray gun which if charged for 5 seconds will summon on the directed block a circle of white dust particles of a radius of 25 blocks where there will also be a cross in the middle which spins for 3 seconds and after it finishes spinning there will start to form a black ball out of dark dust and also some cyan dust at the bottom to make a neon effect and the black ball will expand until it reaches the white dust border and when its fully charged it will suck any mob into it with a very high force in the radius of 50 blocks any entity will be sucked into the black ball and after 10 seconds it will explode with a huge crater dealing 100 damage to anything in the radius of 75 blocks and in the radius of 150 blocks it will deal 20 damage Edit v2: right now it doesnt charge up or does anything fix it please Edit v3: make it so that it plays a sound when its fully charged smth like a warden shot and fix the whole mechanic of the explosion because right now nothing spawns no white particle circle, no cross, no black circle ball, no explosion, no cyan neon effect, no pulling can you fix everything please Edit v4: it still doesnt work, lets make it like that rework this whole thing, no charge up time just a circle of white particles spawns with a radius of 25 blocks on the block where the player is looking, then it spawns from the middle a white cross which starts spinning for 3 seconds, and then a black ball starts forming while pulling any mob with a huge force into it for 10 seconds and after its fully formed (until the white circle) it will explode making a huge crator and dealing 100 damage to any mob in the range of 75 blocks from it Edit v5: ty! everything works, but now can you make everything more dense like make more particles in the black ball so you almost wouldnt be able to see through it, add more particles to the circle because rn there are gaps in there also make the cross bigger for like 3 blocks and make it spin faster and make it red Edit v6: ty! now can you make it so when the black ball reaches half it's size it will shoot out 4 more black balls which are like 1/4 of its max size which will also make explosions (make them like 7 blocks the size maybe) and they will all explode at the same time as the main black ball

3

The Doombringer - media 1
The Doombringer - media 2
The Doombringer - media 3
The Doombringer - media 4
The Doombringer - media 5
v2
MC Java 1.21.5

The Doombringer

H
i_was_whattheflip

A remote named the Doombringer which when held in main hand, red dust particles form on what block the mouse is currently hovering on, within a 2k block radius. When right clicked, the dust particles turn into blue soul flames and after 5 seconds, a beacon beam shoots up into the sky from the position that the flames were, and the beacon beam starts off yellow, fades to red in a 10 second animation and then the beam disappears and sonic boom particles start from the build limit and then down into the ground and the sonic boom particles spawn in a 10 block raduis and any blocks within gets destroyed, and bedrock turns to obsidian. In a 20 block raduis, any leaves or glass gets destroyed, dirt gets turned into coarse dirt, and coal block (not ore) explodes, and water and lava also evaporates. Mobs in 15 block radius get wither effect for 45 seconds. Each use requires 3 gunpowder and cools down for 120 ticks. Edit v2: The targetable range is now 8k blocks. The airstrike will keep going until bedrock or obsidian and any blocks it destroys don't emit particles and don't drop (except ore blocks and chest contents and shulker boxes). The airstrike particles is not only the end rod particle but also the sonic boom particle, wind burst particle and enchantment particle. The airstrike particles (except the end rod particle) is emitted with a delta of 3. Also upon use, a beam of dust particles and end rod particles and enchantment table particles move up into the sky for 150 blocks, emitted with a delta of 0.5.

3

Halo Strike - media 1
v6
MC Java 1.21.5

Halo Strike

H
furkankskn

Create a custom futuristic laser weapon for Minecraft. The weapon must be a unique item with a sci-fi gun model (not replacing a vanilla item). When the player right-clicks, it fires like a laser rifle. The projectile immediately determines an impact point (block or entity), which becomes the “center” of the effect. At impact: Burst: 32 straight particle rays instantly shoot outward from the center, using particles such as end_rod, soul_fire_flame, or firework. They travel straight for ~0.1 seconds. Circle Morph: Between 0.1–0.6 seconds, the rays smoothly rotate and curve (ease-out interpolation) until they form a perfect glowing circle around the center (radius ≈ 3 blocks). Charge: At 0.6 seconds, the circle pulses and small sparks run along its edge to simulate energy charging. Laser Beam: From 0.65–1.0 seconds, a vertical beam descends from ~20 blocks above, striking the exact center. The beam appears as a thin, bright white-blue core with a glowing aura, similar to a beacon beam but custom. Impact: At ~1.0 seconds, the beam hits, triggering a flash, a shockwave ring, and particle scattering. Entities in the radius take configurable energy damage (e.g., 10–15 hearts). Weapon details: Has its own custom 3D model resembling a sci-fi laser rifle. Right-click = shoot laser. Left-click can work as melee. Includes cooldown (e.g., 3–5 seconds per shot) or limited durability. Adjustable settings: ray count (16/24/32), circle radius, beam width, damage. Visual & Audio: Colors: white-blue or magenta glow, energy-like. Edit v2: When the weapon is fired and the laser beam descends from above, it should deal damage to all entities at the impact center. The laser beam must be larger and more dramatic: The beam starts very high in the sky (much taller than before). As it travels downward, its length increases and the beam gradually becomes thicker the closer it gets to the ground. At the final impact point, the beam delivers heavy damage in a wide radius. Immediately on impact, trigger a large explosion-like effect: bright flash, expanding shockwave ring, scattering particles, and a big blast sound. The overall size, damage radius, and beam thickness should all be bigger than the previous version. Edit v3: laser must be taller and add a large blackhole explossion effect Edit v4: Laser is too short and we cant see fill with partticles and laser must be very long and made explossion part longer like 4 or 5 second long Edit v5: Everything is already perfect. Now add one more feature: when the weapon is fired, create a massive laser beam that descends from extremely high above — about 200 blocks up in the sky — directly down to the impact point. This laser must be filled with dense, heavy particle effects so it looks overwhelming and powerful. The beam should be bright, long, and dramatic, reaching all the way from 200 blocks above down to the ground, with continuous glowing particles surrounding it as it falls. On impact, it should strike the target area with intense energy and deal strong damage. Edit v6: Fix the laser: it doesn’t go all the way down, make sure it actually descends to the ground.

5

v43
MC Java 1.21.5
Weapon
Fun

Orbital Railgun Cataclysm

H
klow

Mod: Orbital Railgun (Fabric, Minecraft 1.21.5). Single weapon item (64×64 texture). Core goals: cinematic math/particle/physics-first animation pipeline; strict client/server separation; progressive visual complexity; terrain-awareness; performance safeguards; mathematically perfect spheres/domes (Fibonacci/voxel); terrain-adaptive systems; effectively unlimited particle budgets via GPU compute & spatial data structures; predictive chunk preloading; robust server-side validation for destructive actions. Palette rules: v5+ Greens explicit ranges, Pure White #FFFFFF, Pure Black #000000; v8+ mandate: no aiming particles during targeting UI. Persistent technical & safety mandates: strict client/server separation (World.isClient guards, @Environment, ClientPlayNetworking/ServerPlayNetworking, PacketByteBuf), packet-size limits, server authorization for destructive actions, try/catch around spawns, null checks, hotbar/charge-interruption handling, cooldowns & HUD sync, predictive chunk preloading, occlusion/frustum culling, LOS checks, GPU compute shaders, memory-mapped buffers, octree/BVH, object pooling, multithreading, adaptive LOD/frame-budget. Cinematic SFX mapping v15: replace TNT/explosion sounds, layered SFX per palette, never white alone, mandatory mixing. v1 (Original) — Activation & pipeline: - Activation: hold right-click 2s charge (charging particles + screen shake); release triggers 20s orbital sequence. - HUD: circular military scope HUD; target preview cylinder 50-block radius; distance & coords. - Networking/Arch: PacketByteBuf, ParticleManager batching, custom Particle classes, async block updates via ThreadExecutor; LOD reduction beyond 24 chunks; ClientTickEvents; WorldRenderer HUD. - Charging: 2s, ELECTRIC_SPARK ~2k/sec at barrel; screen shake; green vignette; BLOCK_BEACON_ACTIVATE pitched; cap up to 30k/sec. - 20s Animation phases (formulas & counts): - Phase1 SCANNING BEAMS (5s): 8k/sec; 16 horizontal rings + 8 vertical beams rotating; END_ROD white core + ELECTRIC_SPARK green. - Phase2 ORBITAL STRIKE (4s): 12k/sec; projectile from y=256; FIREWORK core 1→8; DRAGON_BREATH spiral trail; descent y(t)=256-(256-y0)*(t/4)^0.5. - Phase3 SPHERE EXPANSION (6s): 20k/sec; R(t)=50*(1-cos(π*t/6))/2; Fibonacci sphere; color progression. - Phase4 SPHERE IMPLOSION (5s): 15k/sec; R(t)=50*(1-t/5)^2; inward accel + turbulence. - Phase5 MEGA EXPLOSION (2s): 50k total (10k EXPLOSION_EMITTER flash; 8 concentric shockwaves; 16 FIREWORK tendrils). - Destruction: cylinder radius 50, y∈[y0-30,y0+30]; instant vaporize layered Air→MAGMA_BLOCK→CRYING_OBSIDIAN; one-shot kill entities; synced/delayed with animation. v2 (Particle/visual escalation): - Charging helix 5k ELECTRIC_SPARK/sec; END_ROD concentric circles 2k/sec; exponential camera shake; layered beacon sounds. - Phase escalations: Phase1 → 15k/sec 32 rings; Phase2 → 20k/sec FIREWORK 2→15 with toroidal DRAGON_BREATH; Phase3 multi-layer spheres R=25/35/50, Fibonacci sphere 3k particles/frame + Perlin displacement + 2Hz color cycling; Phase4 R(t)=50*exp(-2t); Phase5 PLASMA APOCALYPSE 40k/sec. - Performance: culling beyond 32 blocks; batching/instancing; frame-rate adaptive counts; async spawning; math primitives added. v3 (Stability, client/server separation, weapon system): - Enforced strict client/server split; particle/sound/renderers registered; Fabric events; packet size limits; validate positions; try/catch/null checks; World.isClient guards. - Weapon: 12s cooldown, maxDamage 1200; hotbar cooldown overlay; lore tooltip; achievement on first strike. - Palette temporary; destruction layering expanded Air→MAGMA_BLOCK→CRYING_OBSIDIAN→OBSIDIAN; CustomDamageSource "orbital_strike". - Client-only heavy particles; server authoritative destruction; HUD slot progress renderer; cooldown sync via ClientPlayNetworking/ServerPlayNetworking. - Perf & safety: LOD beyond 16 chunks, particle batching, async block updates, hotbar/charge-interruption handling. v4 (Cinematic escalation; authorization for extreme particle densities): - Authorization for ultra-high particle counts (200k+); expanded math complexity and multithreading. - Charging: 30k/sec total with quadruple helix; fractal tendrils. - HUD: military scope, digital readouts, 20-block preview radius. - Phases massively scaled (Phase1 80k/sec; Phase2 descent from y=400; Phase3 100k/sec; Phase4 80k/sec; Phase5 200k total). - Destruction: cylinder layers maintained; adaptive LOD 100% within 24 blocks; multithreaded particle physics. v5 (Production-grade overhaul; strict palette; terrain-aware scanning): - Fixes: hotbar slot-switch bug; charge interruption handling; remove player-centered obstructive particles; weapon-focused effects only. - Charging: 2s, weapon-focused 20k ELECTRIC_SPARK/sec along railgun model; HUD reduced to military scope/crosshair/coords/power. - Palette enforcement (v5+): Greens only (#00FF00→#003300), PURE BLACK #000000, PURE WHITE #FFFFFF; mapping rules; other colors removed. - Terrain-aware phases & extreme counts: - Phase1 ADVANCED GROUND SCANNING (5s) — 100k/sec; beams spawn at y=world.getTopY(x,z)+0.5 following terrain topo. - Phase2 MASSIVE ORBITAL IMPACT (4s) — 120k/sec; projectile scales 20→75; descent y=500-(500-y0)*(t/4)^0.1. - Phase3 ULTRA-DENSE ENERGY SPHERE (6s) — 200k/sec; Fibonacci sphere 10k particles/frame; ~50 particles/block^3. - Phase4 CATASTROPHIC IMPLOSION (5s) — 150k/sec. - Phase5 APOCALYPTIC DETONATION (4s) — 300k total. - Destruction realism: cylinder expansion 30 radius, 90 height; scanning-enhanced block detection; particles respect block boundaries/topology. - Tech/perf: object pooling; frame-rate protection adaptive culling to maintain 60 FPS; multithreaded particle physics; network sync; state validation & recovery. v6 (Mathematical perfection, LIDAR, GPU compute): - Fibonacci sphere explicit formula; Poisson disk sampling targeting 100 particles/block³. - LIDAR scanning: ray casting; beams spawn at world.getTopY+0.2; Hilbert curve coverage; 128 beams @2,000 particles each. - Particle system: occlusion testing (LOS spawn), frustum culling & distance LOD; particles simulate Lorentz force. - Advanced phases: relativistic/GR approximations; per-phase rates up to 500k total. - Tech: memory-mapped buffers for 1M+ particles, GPU compute shaders, octree partitioning, predictive chunk loading, multithreaded physics, object pooling, LOD/occlusion, server validation. v7 (Adaptive density, spatial structures, PDE shockwaves): - Density model N(R)=4πR² × ρ × (1 + 0.2×sin(2πR/10)), ρ = 80 particles/block². - BVH for 1M+ particles; Poisson disk d_min = 2 blocks; beam y=getTopY+0.1+0.05×sin(16πt). - Nuclear projectile physics: ogive profile r(y)=R_max(1-(y/H)²)^(3/2); descent y(t)=y₀ - v₀t + 0.5 g t² × erf(t/2) (v₀=50, g=20); rotation φ(t)=2π(1-exp(-t/2)). - Shockwave PDE: ∂²P/∂t² = c²∇²P + β|∇P|². - Phases scaled to hundreds of thousands/millions; audio physics & reverb scaling. - Tech: GPU fluids, octree, memory streaming, frame budget allocation; adaptive quality if FPS<45; distance culling >200 blocks; predictive chunk loading; server validation. v8 (Mathematically perfect spheres; critical visual mandates): - Mandatory rule: Remove ALL aiming particles — targeting UI must have no particles. - Impact must create a visible crater. - Perfectly solid-looking spheres via Fibonacci + adaptive density algorithms. - Fibonacci sphere formula; terrain-adaptive scanning equations; checkerboard color alternation green #00FF47 and black #000000. - Phases scaled massively (PHASE1 300k; PHASE2 500k + crater + 100k flash; PHASE3 1.5M total 8-layer Fibonacci). - Audio & tech: 150-block audible range; memory & GPU for 2M+; occlusion/frustum culling, LOS checks; server validation; strict palette reiterated. v9 (Unlimited particles; dome generation; terrain-adaptive): - Goal: effectively unlimited particles; FIBONACCI DOME (hemisphere) formula with φ,θ conversions. - Density: N(R)=2πR² × 500 particles/block² (R=80 → ~2,000,000 dome particles). - TERRAIN ADAPTATION ENGINE: realtime height mapping; p.y = max(p.y, y_actual + 0.5); compute normals. - ROTATIONAL ENERGY LAYERS: 5 rings at 40° inclination; black rings #000000 with white trails. - Phases scale to millions (PHASE1 800k; PHASE3 8M; PHASE4 12M). - Tech: GPU compute, octree/BVH, memory mapping, predictive preloading; strict palette. v10 (Ultimate mathematical perfection + voxel-solid sphere): - SPHERE GENERATION ALGORITHM (voxel filling): iterate voxels in bbox; spawn cluster if within r(t); r(t) = r_max * (1 - cos(π*t/t_max))/2. - Particle density: 100 particles/voxel for solid appearance. - Color gradient: Core=#001A00, Mid=#006400, Surface=#00FF00, Highlights=#88FF88. - TERRAIN-ADAPTIVE y_actual=getTopY+0.1; normals; dynamic placement above terrain. - Massive counts (millions per phase); GPU compute for voxel calculations; multithreaded terrain sampling; strict palette. v11 (Project: Advanced Terrain Scanning): - Laser Scan Animation + Terrain-Adaptive Particle System. - GEOMETRIC ANIMATION: Rotating Boundary Ring (4-block thick white ring rotates 45°/sec radius 20); 256 Laser Beams follow Lissajous (x=20*cos(3t+φ), z=20*sin(5t+φ)) and extend to terrain intersection; beams hug terrain precisely. - TERRAIN ADAPTATION: Raycast down → y_surface = block_y + 0.2; store material type; voids → ballistic fadeout; multi-resolution sampling. - PARTICLE VISUALS: core/secondary greens #00FF00/#88FF88; impacts spawn enchanted_hit/crit/dust bursts; material-specific reflections. - TECH: particle density ~15,000/frame min; multithreaded sampling for 256-beam update; GPU shaders for beam-terrain collisions; client/server separation; v5+ palette; v8+ no aiming particles. v12 (Project: Nuclear Delivery System): - Formation: voxel-by-voxel formation (core cylinder + parabolic cone + 4 radial fins) 0–1.5s; descent 2.5s easeInOut; trail 20,000 particles/frame lime-green. - Impact: primary flash + sonic shockwave; dust cloud: 500k voxel-filled particles black→lime gradient; crater radius 20 spherical crater. - Tech: GPU shaders compute voxel crater + particle clusters; trails maintain 300-block visibility; explosion persists 2.5s. v13 (Project: Spherical Animation System): - SPHERE GENERATION: Voxel Solid Sphere (per-layer densities Core ρ=80, Mid ρ=100, Surface ρ=150) AND Fibonacci shell formula with golden angle φ = π(3−√5). - TEMPORAL RADIUS FUNCTIONS: smooth expansion, explosive, pulsation, bounce overshoot functions explicitly defined. - PARTICLE VISUALS: greens + white highlights; radial density ρ(d)=ρ_max[1−(d/r)²]³. - Tech: GPU computes Fibonacci shells + voxel fills realtime; particle density ~50,000/frame adaptive to r; strict palette 60% green/25% white/15% black. v14 (Shockwave & Audio System): - Physical shockwave propagation model r(t)=c·t with amplitude decay A(t)=A₀·e^(−kt); triple pulses; particle density at shell ≈ 80,000/frame. - AUDIO: t_delay = d / c; attenuation ∝ 1/d²; stereo panning; Doppler; layered sounds per wave. v15 (Cinematic SFX Redesign): - Replace vanilla TNT/explosion sounds with layered futuristic cinematic SFX; mapping: Green→resonant hums/crystalline tones; White→sharp pings; Black→sub-bass rumble. - Rule: never use TNT sounds; always mix at least one green resonance + one white ping + one black rumble; never white alone. v16 (ORBITAL NUKE 4-PHASE SYSTEM - PRECISE SPEC): - Duration 14s; total ≈16M particles; render range 800 blocks; emissive=true; no fade; unlimited budget assumption; terrain adaptation via getTopY. - PHASE1 TERRAIN SCAN (3s): Boundary ring r=30 thickness=4 rotation 45°/s; 256 points y=topY+0.5 size=2; LASER GRID Lissajous+radial; END_ROD 80%/ELECTRIC_SPARK 20%; green palette. - PHASE2 NUKE DELIVERY (3s): 2s growth +1s contraction; cylinder height=50*(t/2), radius=3*(t/2); energy trail 5k/sec. - PHASE3 PERFECT SPHERE (6s): expansion/contraction formulas; SURFACE via Fibonacci density 8 particles/m² → N=ceil(4πr²*8); color 85% greens/15% white; GLOW size=2.5. - PHASE4 SHOCKWAVE & EXPLOSION (2s): Shockwave (1s) to 50 blocks; MAIN EXPLOSION (1s): 1,000,000 EXPLOSION_EMITTER + 5,000,000 FIREWORK + 4,000,000 CLOUD + 500,000 BLOCK_CRACK. - Particle type breakdown & SFX per v15; tech to support ~16M particles. v19 & v20: - Restatements/refinements of v16: identical PHASE1→PHASE4 numbers/formulas; reassert totals (~16M), render 800 blocks, emissive/no-fade, duration 14s, terrain adaptation, particle distributions and SFX. v21 (Final numeric & algorithmic adjustments) — per-phase numeric refinement & caps: - PHASE1 Scan (4s): Ring r=30,y=h+2,ω=180°/s,dθ=0.125°; layers {29,30,31} → 8640 pts; Lissajous overlay x=29sin(3t),z=29sin(2t+π/2); color distribution 80% Green/15% White/5% Black; Phase1 cap 2M; Range 40Y, 30R (45 shock). - GREEN LASER GRID (256 beams): dust RGB[0,1,0] size=2.5; vertical scan y(t)=80-20t (0–4s); terrain mapping y=max(getTopY+0.5,62); total 61,440 particles over 4s. - PHASE2 PERFECT SPHERE (8s) — SOLID GREEN SPHERE: - Radius funcs: expand 0–4s r(t)=3+27·easeOutElastic(t/4); hold 4–6s r=30; contract 6–8s r=30−27·easeInBack((t−6)/2). - VOXEL SOLID SPHERE ALGORITHM: Δ=0.3 voxel step; inclusion x²+y²+z² ≤ (r−0.5)²; spawn 6 micro-particles/voxel; N(r)≈279·r³ → r=30 ≈ 838k particles. - Surface shell (20% bright green): Fibonacci shell N=2000 φᵢ=arccos(1−2i/N), θᵢ=π(1+√5)i mod 2π. - PHASE3 CYLINDRICAL COLLAPSE (5s): cylinder h=80, r(t)=30·(1−smoothstep(0,1,t/5)); ≈117,920 particles + tendrils; implosion dynamics last 2s. - PHASE4 SHOCKWAVE + EXPLOSION (3s): triple-shell shockwave to r=45 N₁≈180k,N₂≈320k,N₃≈120k; nuclear fireball voxel fill ≈450k; mushroom cloud ~220k. Per-phase caps enforced; totals ~1,987,520 (<2M cap). - Validation: geometric exactness, optimized density ρ=N/V, C² transitions. Cross-cutting algorithms (v10+, v13+, v21+): Fibonacci sphere/dome formulas, hemisphere variants, voxel filling, per-layer & radial density functions, terrain-adaptive raycasts/LIDAR/getTopY sampling/normals/Hilbert/Poisson disk sampling, crater/terrain deformation GPU compute, octree/BVH partitioning, memory mapping, object pools, predictive chunk preloading, GPU compute shaders, anti-flicker & deterministic spawning strategies. v25 (ORBITAL NUKE VISUAL SYSTEM - ENHANCED CINEMATIC SPEC): - Core: 60 FPS guarantee; 5M particles/tick streaming target; Colors 95% GREEN/CYAN, 5% white accents only; animated terrain deformation; SFX phase-locked. - PHASE1 (4s): WHITE BOUNDARY RING triple helix {28.5,30,31.5}; GREEN HOLOGRAPHIC GRID dust RGB[0,1,0.8] size=3; 512 laser beams; ~240,000 particles/tick; SFX 40Hz hum + radar beeps/whooshes Doppler. - PHASE2 PERFECT SPHERE (8s): r(t)=3+27(t/4)³; 7-layer gradient; voxel algorithm no interior gaps; peak 3M at r=30; dynamic lightning bolts. - PHASE3 CYLINDRICAL COLLAPSE (5s): ENERGY VORTEX CYLINDER h=80; radial gradients Outer/Mid/Inner/Axis counts; 16 spirals; anti-gravity block FX. - PHASE4 DETONATION (3s): SHOCKWAVE 5-shell system Shell counts high; NUCLEAR FIREBALL 1.2M; crater 5-block deep, 40-block radius; 500-block audio range. - Streaming & Budgets: 5M/tick target; per-phase tick budgets (P1 240k/tick | P2 850k/tick | P3 460k/tick | P4 1.6M/tick bursts); strict color enforcement. v28 (ORBITAL RAILGUN FIXES — Fabric 1.21.5) — CRITICAL MODIFICATIONS/ADDITIONS ONLY: - Priority fixes: Anti-flickering → Phase 3 sphere modification → Color palette → Audio. - FIX 1 COLOR PALETTE (ALL PHASES): Replace white with green/cyan; New palette: #00AA00,#00FF00,#88FF88,#00FFAA,#008888; Distribution 60% green, 30% cyan, 10% dark; conversions: Dust white→Vec3d(0,1.0,0.67); DUST_COLOR_TRANSITION start=#00AA00 end=#00FFAA; END_ROD→GLOW+green dust overlay. - FIX 2 AUDIO (Addition only; remove only ENTITY_GENERIC_EXPLODE & ENTITY_TNT_PRIMED): per-phase SFX specs; 3D spatial audio; Doppler; 150-block audibility. - FIX 3 SOLID SPHERE (PHASE 3 ONLY): Replace voxel-solid interior with SURFACE-ONLY Fibonacci shell rendering (NO interior particles), keep r(t)&duration; pseudocode for Fibonacci shell; multi-layer shells; LOD rules: 12/m² (<50 blocks), 8/m² (50–150), 4/m² (>150). - FIX 4 ANTI-FLICKERING: - particle.setMaxAge(60) minimum; constant alpha or smooth fade last 20%; synchronized spawning deterministic perTick = spawnRate/20; PersistentParticle subclass preventing random removal; NO distance culling <200 blocks; smooth LOD transitions lodFactor = max(0.2,1.0−(distSq/40000.0)). - CHECKLIST (v28 actionable): map white→green/cyan; remove only two vanilla explosion sounds; add layered SFX; Phase3→Fibonacci shell only; set maxAge ≥60 ticks; force alpha/smooth fade; sync spawn rates to ticks; age-based despawn only; no distance culling <200 blocks; test at distances 10/50/150/300. - Enforcement: MODIFICATIONS/ADDITIONS ONLY. NO removal of existing particle systems/animations except specified sound removals. v35 (ORBITAL NUKE SYSTEM - OPTIMIZED GREEN SPEC) — final optimized numeric & color-forced variant: - CORE: hollow surfaces only, FORCE RGB green/cyan, 400 block SFX range. - PHASE1 SCAN (4s): WHITE RING retained; GREEN GRID (750k/tick) breakdown: 512 beams250k; glow spokes220k; Lissajous160k; terrain scrape120k; SFX set. - PHASE2 SPHERE r=20 (8s) HOLLOW ONLY: r(t)=2+18(t/4)³; FIBONACCI SURFACE N=420k (5 layers 84k each); FX lightning 10k; SFX. - PHASE3 CYLINDER h=80 (5s) HOLLOW: r(t)=30(1−(t/5)⁴); 200 rings Δy=0.4; 800 points/ring; ~600k/tick; 16 spirals; anti-gravity block FX. - PHASE4 DETONATION (3s) HOLLOW: shockwave shells with large per-shell counts; NUCLEAR FIREBALL 1.2M; mushroom cloud; crater 5-block deep, 40-block radius. - LIMITS & RULES: Fibonacci hollow enforcement; burst ranges 750k–2.4M; RGB forced green; 400-block SFX range; hollow-only surfaces. Must respect v28 constraints. v36 (ORBITAL NUKE SYSTEM - FORCE GREEN OPTIMIZED): - CORE: hollow surfaces, ONLY GREEN particles, epic SFX 400 blocks. - PHASE1 SCAN (4s): WHITE RING preserved; GREEN GRID (750k/tick) breakdown with precise RGB scales and particle counts; SFX timeline. - PHASE2 SPHERE r=20 (8s) HOLLOW: FIBONACCI N=420k; 5 GREEN LAYERS (84k each); FX lightning; SFX timeline. - PHASE3 CYLINDER h=80 (5s) SOLID NO FLICKER: r(t)=30(1-(t/5)⁴), 250 rings Δy=0.32, 1000 points/ring; 8 LAYERS (900k/tick) with per-layer counts; spirals & tendrils; anti-flicker enforcement. - PHASE4 DETONATION (13s) ALL GREEN: Shockwave (0-2s r:0→55, 2.6M) eight hollow spheres; FIREBALL (2-5s) hollow r=0→35 1.1M; MUSHROOM (5-13s) torus & stem totals; DISCHARGE lightning/fissures/rain totals; full 13s SFX timeline. - Rules: all green palette except preserved white ring; hollow-surface enforcement; 400-block SFX range; anti-flicker lifetime/alpha/spawn sync per v28; GPU streaming for multi-million bursts; client/server separation. v37 ( Edit: Particle crash/flicker/color-fix request) — TASK ADDED: - Problem: particle crashes (lag/crash when too many spawn), flickering/blinking/disappearing during animations/camera movement, and color bugs (some particles appear white). - Requirement: Fix & optimize particle system while keeping all animations, triggers, and SFX fully intact. DO NOT remove/rewrite/disable any animation controller, tick event, or rendering callback. Only change particle rendering & performance logic. - Goals & Constraints: 1. Continuous visibility: particles must remain visible full intended lifetime; no flicker/blink/vanish. 2. Color restriction (green/blue only): clamp RGB for particles that expose color to either green (R=0,G=1,B=0) or blue (R=0,G=0.3–1,B=1); do NOT recolor texture-only/fixed-shader particles. 3. Performance & stability: soft per-frame spawn limit (example 2000 particles) that skips excess gracefully; pooling/reuse of particle instances; avoid memory leaks & NPEs. 4. Preserve animations: do not touch animation code/controllers/SFX triggers/events; spawn triggers remain identical. 5. Version compatibility: target Fabric API, MC 1.21.5; no new external libs. 6. Technical guidance: use setColor() only on particles exposing it; override tick()/buildGeometry() only if necessary; smooth alpha/extend maxAge to avoid flicker; ensure particles never render fully transparent unless intended. - Output requested: Java-style pseudocode/class snippets showing exact changes + short explanation of why each change prevents flickering and enforces color stability. - Summary enforcement across edits: preserve animation controllers/timings/SFX/spawn triggers; only modify particle classes/renderer logic; enforce v5+ palette rules and progressive color-force (v28 mapping then v35/v36 forced green variants) but v37 narrows allowed colors to green/blue with explicit clamping when supported; implement pooling/object reuse, per-tick soft spawn caps, deterministic tick-aligned spawning, anti-flicker lifetimes (setMaxAge ≥60 ticks or smoother alpha), disable distance culling within specified ranges (v28: <200 blocks), smooth LOD transitions with lodFactor clamping; maintain GPU-side acceleration with CPU fallback. v40 (ORBITAL NUKE SYSTEM - CRASH FIX + GREEN/BLUE OPTIMIZED) — CRITICAL EDIT: - CRITICAL FIXES: - StackOverflow fix: MAX 150k particles/tick (batch spawn async). - Colors: naturally green/blue particles ONLY (happy_villager, glow_squid_ink, soul, dripping_water). - Anti-flicker: double-layer surfaces with offset timing. - Async delays: 2 tick gaps between major spawns. - PHASE 1: SCAN (4s) - WHITE RING: dust 1 1 1 0.5 triple r∈{28,30,32} 15k total. - GREEN GRID (120k/tick sustained): happy_villager 45k/tick (256 beams y=80→terrain step 2 blocks); glow_squid_ink 35k/tick (24 spokes ω=120°/s); soul 25k/tick (Lissajous 6 curves); falling_nectar 15k/tick (terrain every 1.2 blocks). - Async spawn: 1 tick delay between layers. - SFX: 55Hz bass rumble, 175Hz drone, 4.8kHz beep, 1.8Hz radar pulse, digital cascade. - PHASE 2: SPHERE r=20 (8s) DOUBLE-LAYER HOLLOW - r(t)=2+18(t/4)³ [0-4s], hold 4-6s r=20, contraction 6-8s. - FIBONACCI 180k (90k per layer): Layer1 happy_villager even ticks, Layer2 glow_squid_ink odd ticks (anti-flicker). - COLOR GRADIENT zones with allocations (core soul 30k, etc.). - FX: lightning soul particles 3Hz 8k; 24 lightning; rotation sets; spawn batches max 60k/tick with 2 tick buffer. - SFX timeline detailed per 0–8s segments. - PHASE 3: CYLINDER h=80 (5s) TRIPLE-LAYER SOLID - r(t)=30(1-(t/5)⁴), 160 rings Δy=0.5, 600 points/ring. - 3 alternating layers (total 140k/tick): Layer1 happy_villager 55k, Layer2 glow_squid_ink 45k, Layer3 soul 40k. - Radial distribution per layer and axis soul beam; spirals & tendrils; batch limit 50k/tick, 2 tick delay. - SFX timeline segments. - PHASE 4: DETONATION (13s) LAYERED HOLLOW - SHOCKWAVE (0-2s r:0→55, 800k total) 6 hollow spheres spawned over 8 ticks (~100k/tick) with per-shell particle allocations across types; Fibonacci surface; async spawn 2 tick gaps. - FIREBALL (2-5s): hollow r=0→35, 4 layers 450k spawn over 6 ticks (75k/tick) with per-type allocations; pulse r±4 15Hz. - MUSHROOM (5-13s): torus R=28 r=12 hollow 350k + stem r=11 h=50 hollow 200k + spirals 80k; spawn over 12 ticks (50k/tick). - DISCHARGE: 40 lightning soul 80k, 20 fissures glow_squid_ink 45k, rain happy_villager 180k; async batched 2 tick delays. - MEMORY OPTIMIZATION: - Max particles alive: 800k concurrent. - Particle lifetime: 4–8 seconds (auto-despawn). - Chunk unload: clear particles beyond 10 chunks. - Async spawn queue: never exceed 150k/tick. - GC friendly: reuse particle objects. - SFX (13s): detailed SFX timeline per segments. - ANTI-CRASH RULES (explicit): - Batch spawn max 150k/tick. - 2 tick async gaps between phases. - Naturally colored particles only (use Minecraft particle types listed). - Double/triple layering for solidity (anti-flicker). - Particle pool max 800k concurrent. - Auto-despawn old particles. - Final constraints: Fixes must keep all animations/triggers/SFX intact; only change particle rendering, coloring, pooling, spawning budgets, LOD/culling rules, and anti-flicker logic; maintain Fabric 1.21.5 compatibility and server-authoritative destructive actions. v41 (ORBITAL NUKE SYSTEM - NATURAL PARTICLES ONLY) — current edit: - PARTICLES allowed: happy_villager (green), glow_squid_ink (cyan), soul (blue), spore_blossom_air (lime). CORE: 120k/tick max, NO DUST, NO FLICKER, full sphere. - PHASE 1: SCAN (4s) - WHITE RING: end_rod triple r∈{28,30,32} 12k. - GREEN GRID (100k/tick): happy_villager 320 beams y=80→terrain 40k; spore_blossom_air 28 spokes ω=100°/s 30k; glow_squid_ink Lissajous 5 curves 20k; soul terrain every 1.5 blocks 10k. - SFX: precise list (52Hz subwoofer, 168Hz drone, 4.5kHz scanner beep, 1.6Hz radar panning). - PHASE 2: SPHERE r=20 (8s) FULL SOLID - r(t)=2+18(t/4)³ [0-4s], hold 4-6s r=20, contraction 6-8s r=20-18((t-6)/2)³. - TRIPLE FIBONACCI 240k (80k each offset): tick offsets for types; explicit Fibonacci formula and coordinates. - ZONES by radius spawn color assignments (soul blue inner → spore lime outer). - FX: lightning soul 20 (2Hz) 6k; rotation sets; halos; spawn cap 80k/tick max. - SFX timeline detailed per 0–8s segments. - PHASE 3: VORTEX CYLINDERS (5s) — 5 cylinders with varying radii & tilts: - Each cylinder defined with r ranges, h shrink 90→20, 180 rings; per-cylinder particle mixes and point/ring counts; tilt transform formula given; synchronized spiral rotation θ(t)=θ₀+10πt; convergence velocity v=25(t/5)⁴ m/s; spawn alternating: 100k/tick max across cylinders. - SFX timeline. - PHASE 4: DETONATION (13s) - SHOCKWAVE (0-2s r:0→55, 720k): 5 hollow Fibonacci spheres async across ticks with per-type allocations; spawn cadence 90k/tick with 2 tick gaps. - FIREBALL (2-5s): hollow r=0→35, 400k with type splits and tick allocations; pulse 14Hz. - MUSHROOM (5-13s): torus R=28 r=12 hollow 320k + stem r=11 h=50 hollow 180k + spirals 70k; spawn over 10 ticks 60k/tick. - DISCHARGE: lightning, fissures, rain allocations; batched 2 tick delays. - SFX: 13s timeline with frequency bands, sonic wall, inferno, storm, decay. - LIMITS & RULES: - 120k/tick max, natural particles only, async gaps, 700k concurrent. - PHASE2 specified as FULL SOLID (triply-offset Fibonacci spawning). - Transform, tilt, rotation and convergence formulas provided; explicit coordinate formulas for Fibonacci and cylinder tilts. - Must preserve all animations/triggers/SFX; only particle/render/pooling/spawn logic modifications allowed. - Test and validate absence of flicker, white/color artifacts, and crashes; obey Fabric 1.21.5 compatibility and server-authoritative destructive actions. Actionable aggregated checklist for implementation (carry-through from entire edit history): - Preserve all animation controllers, spawn triggers, timelines, SFX and server-authoritative destruction; only change particle classes, renderers, pooling, spawning budgets, LOD/culling, anti-flicker & color-clamping logic. - Apply palette rules per version lineage: v5+ green constraints, v28 replace white→green/cyan mapping, v35/v36 forced green/cyan, v37 restrict exposed-color particles to green or blue clamping (R=0,G/B ranges), v40/v41 restrict to specific natural particle types only. - Implement deterministic tick-aligned spawning, per-tick soft spawn caps, async batched spawns with 1–2 tick gaps for large bursts, spawn queue with max per-tick (v40 150k/tick; v41 120k/tick), and concurrent pool caps (e.g., 700k–800k). - Anti-flicker: setMaxAge≥60 ticks where required (v28), persistent particle subclass to prevent random removal, double/triple layered offset-timing spawning for solid appearance, synchronized perTick = spawnRate/20 deterministic divisions, smooth alpha fade last 20% of lifetime. - Color handling: use setColor() only where supported; clamp colors per v37 (green or blue), do not recolor texture-only/fixed-shader particles; apply v28 palette mapping conversions for dust/END_ROD→green overlays. - Performance architecture: GPU compute paths for heavy bursts, memory-mapped buffers, octree/BVH partitioning, predictive chunk loading, occlusion/frustum culling, LOS checks, CPU fallback pooling & streaming, object reuse, avoid NPEs, try/catch around spawns. - Distance/LOD rules: disable distance culling inside thresholds (v28: <200 blocks), LOD factors clamp lodFactor = max(0.2,1.0−(distSq/40000.0)), frame-budget adaptive counts, test at distances 10/50/150/300. - Audio: remove only ENTITY_GENERIC_EXPLODE & ENTITY_TNT_PRIMED (v28), replace with layered cinematic SFX per palette mapping (v15), 3D spatialization, Doppler, attenuation, phase-locked triggers; audible ranges vary (v8 150-block; v25 500-block; v35 400-block; v36 400-block). - Sphere/dome algorithms: implement Fibonacci formulas (explicit φ/θ conversions), hemisphere/dome variants, voxel filling algorithm pseudocode (Δ voxel step, inclusion test x²+y²+z² ≤ (r−0.5)²), per-layer densities, and LOD density rules (v21/v28). - Stability & testing: enforce try-catch, null checks, hotbar/charge interruption handling, HUD sync, cooldowns, packet validation, server-side validation for destructive world changes, and run memory/latency tests to hit 60FPS target under specified per-phase caps and streaming budgets. Edit v42: ORBITAL NUKE SOUNDTRACK - CINEMATIC AUDIO (25s TOTAL) PHASE 1: TARGETING (0-4s) BASS: 48Hz subwoofer rumble crescendo 60%→100%, 85Hz sub-harmonic pulse 0.8Hz heartbeat MID: 165Hz→185Hz metallic drone rising (machine awakening), 495Hz synthetic hum (AI targeting) HIGH: 4.2kHz scanner beep every 0.5s, 7.8kHz digital cascade, 1.5Hz binaural radar LR panning 180° sweep ATMOSPHERE: white noise 2kHz→8kHz sweep, metallic clank percussion random 0.3-0.8s TONE: Oppressive dread, technological menace, inevitability PHASE 2: ENERGY ACCUMULATION (4-12s, 8s) 0-2s CHARGE: 28Hz→168Hz exponential rise (power spooling), 210Hz metallic resonance harmonic growing, 420Hz tension drone, 6kHz crystalline shimmer increasing 2-6s PEAK INTENSITY: 168Hz brutal subwoofer wall maximum, 504Hz screaming harmonic surge, 7.5kHz violent electrical crackling, 4.8Hz bass wobble, 45Hz underlying rumble 6-7.5s CONTAINMENT: 88Hz breathing pulse 4.2Hz modulation (living organism), 265Hz void resonance hum, reduced highs, pressure building 7.5-12s IMPLOSION: 168Hz→42Hz rapid descending whoosh 1.5s (gravitational collapse), space-time compression bass drop, reality warping distortion, 0.15s TOTAL SILENCE at 11.85s TONE: Mounting terror, cosmic dread, pregnant silence PHASE 3: REALITY COLLAPSE (12-17s, 5s) 0-2.7s VORTEX CRESCENDO: 20Hz ultra-subwoofer exponentially growing (world-ending), 355Hz wind howling layered 3 octaves, 155Hz metallic strain grinding (reality tearing), Doppler pitch shift 2.7-4.5s DRAMATIC SILENCE: Only 32Hz faint rumble (void), 0.82Hz heartbeat distant, 12kHz ultra-faint tinnitus ring, suffocating absence 4.5-4.88s APOCALYPSE INCOMING: 32Hz→420Hz explosive pitch escalation (missile scream), frequency sweep exponential, 8kHz dimensional scream rising (reality crack) 4.88-5s SINGULARITY COLLAPSE: 58Hz COLOSSAL PULSE single massive hit (universe-ending), all frequencies compressed, chest-thumping shockwave, immediate Phase 4 transition TONE: Apocalyptic terror, void horror, explosive climax PHASE 4: DETONATION (17-30s, 13s) 0-0.08s INSTANT DETONATION: 8Hz ultra-subwoofer CATASTROPHIC IMPACT (bones vibrating), 20Hz-20kHz white noise burst 80ms, transient peak maximum 0.08-2s SHOCKWAVE WALL: Full-spectrum sonic wall, 28Hz earthquake subsonic chest compression, glass shatter 4kHz-12kHz layered cascade, concrete exploding 200Hz-800Hz, metal tearing 2kHz, building collapse 40Hz-120Hz 2-4s NUCLEAR INFERNO: 42-185Hz modulating roar fire storm, crackling 3kHz-8kHz dense, 5.2kHz metal vaporizing hiss, 1.5kHz screaming energy, 50Hz bass sustained 4-7s MUSHROOM ASCENT: 72Hz thunder rumble sustained, 380Hz tornado howling, debris impacts 100Hz-600Hz random, steam hissing 6kHz-10kHz, atmospheric pressure waves 7-10s ENERGY STORM: 145Hz-11kHz lightning arc symphony, electrical crackling 4kHz-9kHz dense, thunder layers 80Hz-400Hz, 220Hz power overload buzzing, 1.8kHz dimensional tear warping 10-13s APOCALYPTIC DECAY: 38Hz→18Hz slow exponential fadeout, distant thunder 60Hz-150Hz receding, debris rain 2kHz-5kHz settling, wind whistling 800Hz fading, silence at 13s, tinnitus 11kHz last element TONE: Absolute destruction, overwhelming assault, world-ending catastrophe, haunting aftermath TECHNICAL SPECS: Sample: 48kHz 24-bit, heavy bass compression brick wall limiting, subwoofer LFE 20Hz-120Hz dedicated, spatial 5.1 surround/binaural, peak -0.1dBFS, dynamic range 60dB+, audible 400+ blocks MASTERING: Bass +6dB physical impact, highs +3dB clarity, mids -2dB prevent mud, sidechain compression mid/high on bass hits, reverb cathedral 4.5s decay explosion, minimal delay spatial only, saturation analog bass/digital highs (Only touches audio and sfx, and nothing else)

213

Slow Soul Siphon - media 1
v15
MC Java 1.21.5

Slow Soul Siphon

H
vitzfr

make sure the souls float towards me slowly and then die Edit v2: we are changing the whole thing. its now a laser canon. ok... when i hold right click i should zoom in and it will put a crosshair on my screen. when i left click it will get me out of the zoom in thing, and get rid of the cross hair, it will then proceed to make a large white circle on the ground, that will climb blocks if necessary, the circle will grow to about 10 block radius, and from the center, a cross will expand in a smooth animation, the cross will start spinning after it finishes grow to fit the circle edges, and then another circle will spawn from the center and as it grows to be the same size as the first circle, the crosses will disappear from where they are inside of the new circle, once the new circle expands to be the same size as the first one, a large ball/sphere will grow to fit the original circle, and as it grows a bunch of other circles will move from outside of it spinning around it and going out about 20 blocks from the center, and then moving back in, all of which are still spinning around the main circle, all while a bunch of visual waves will go over all the blocks in a 100 block radius from the main circle, at a 5 second interval. then after 10 seconds of this spinning, wave circles, and mini balls, they will go back into the main ball, the main ball will shrink, and then a HUGE beam will expand breaking all the blocks in its path without particles Edit v3: instead of left clicking, make it if i hold right lick and then crouch thats when it fires Edit v4: everything needs to be denser, the waves need to be more prominent, and the beam needs to go strait down from the sky, make sure the particles are thicker and more visible, otherwise pretty good, but i cant see the small circles, also make sure the waves climb blocks and are always on a surface Edit v5: double the count of particles, and make the second stage climb blocks and always be touching a surface, and increase the range of all the waves to 100 blocks, and make the beam smoother and have waves coming off of that and make it last a while, the beam should cause catastrofic damage Edit v6: the blue shockwaves need to be on the ground, and the ball needs to be halfway into the ground, also after the ball is done, it needs to shrink super small and then the same sort of wave as the first few seconds need to spawn when the beam hits the ground Edit v7: EVERYTHING needs to follow the surface movement, and once the sphere animations are done, have everything shrink before the beam Edit v8: close increase the range of all the shockwaves, and triple the density of the particles, and make it so that 5 waves will come out where the beam hit Edit v9: bring down the density but increase the size of the particles Edit v10: fix the randomly disapearance of particles, make the whole thing slower, fix the wave effect for the laser beam, and make the laser beam longer, and blue, and when its almost done have it start shrinking on every axis exept up and down Edit v11: close but the final shockwave from the beam isnt working, also make the beam massive in hight, it doesnt move down, it grows down from the sky Edit v12: make it so that when the ball shrinks, all the little shockwaves that were sent out will come in with it and the laser needs to be an actual beam from the sky, and needs to be A MASSIVE cylinder in height, also when its coming down the same type of shockwave/ wave in the begining of the animation should shoot out from the center of where it hit, follow the ground movement an all that Edit v13: close, make it smother, and make the beam a massive rod, not a wide bullet, make it expand from world height down to bedrock Edit v14: fix the lag the particles have, and add some sound effects. along with that, for the hud, have it so that a line that fills up about 50 percent of the screen height wise, and then scales to the right and left filling about 50 percent of the screen, and inside the line, which is now 4 lines, there is a see through green hud, and wherever my cursor is, it will spawn the attack on that specific location. no shorter no further, right where I'm aiming, along with that, for the line that scales, its not a line, its a hollow box, made up of 4 white lines, or an outline Edit v15: make it so that it only shoots when i crouch, it works perfectly every time, and make the sound have infinite distance, also make it so that when its fired, it becomes midnight, and when its finished it becomes day 5 seconds after the whole animation is finished, and again make it smoother, lower the particles ammount, and increase particles size

3

Laser Orbital Sniper - media 1
v3
MC Java 1.21.5
Fun
Weapon
+2 more

Laser Orbital Sniper

H
nicoo

CREA UN ITEM LLAMADO Laser Orbital Sniper con las siguientes funciones y requisitos: Modo 1: rayo frontal de partículas que daña a la primera entidad en la trayectoria hasta 500 bloques y puede prender fuego en el suelo apuntado. Modo 2: al alternar con shift+clic derecho, el arma marca un bloque a hasta 500 bloques; tras 5 s traza un láser vertical desde la capa más alta hasta la más baja que se expande hasta radio 100, con oscurecimiento de la escena, cambios de color, múltiples sonidos y temblores de cámara; al final condensa y explota dejando un cilindro hasta bedrock y una explosión circular. Incluir assets (modelos, texturas, sonidos, partículas), config para ajustar parámetros, cooldowns y permisos de servidor, comprobaciones de protección de regiones y opciones para desactivar destrucción de bloques. Implementación técnica: usar packets para sincronizar efectos cliente-servidor, tareas programadas asíncronas para la expansión del láser, y optimizaciones para evitar chunkloads masivos. Proporciona: estructura de proyecto, clases principales con pseudocódigo, hooks de eventos, ejemplos de archivos JSON para modelo y texturas, nombres de sound assets, y la configuración por defecto del mod. Edit v2: Añade muchísimas más particulas y hazlo muchisimo más poderoso, es un arma creativa, además faltan muchisimos más efectos con la camara como por ejemplo cambios de color en la lente del jugador y mejores animaciones con las particulas, además el primer modo deberia ser un laser continuo que no acabase de dispararse hasta que se vuelva a dar click derecho, además elimina los cooldowns y hazla mucho más poderosa, además añade una mejor skin al arma y añade un temporizador de 5 segundos con el segundo ataque Edit v3: Añade muchisimo más caos, haz que deje fuego, que roten unas lineas verticales que vengan del cielo y de diferentes colores, además haz MUCHISIMO más PODEROSA la explosion, que llegue hasta la bedrock y que el efecto de darkness dure mucho menos,además al acabar deberá aparecer una gran bola blanca que se irá haciendo más chica hasta ser del tamaño de un bloque mientras acerca a todas las entidades cercanas y explotará haciendo muchisimo daño y poniendo un sonido de pitido de flashbang

5

Black Hole Sky Laser - media 1
v10
MC Java 1.21.5

Black Hole Sky Laser

H
zachrl2

Mod summary: - Name: black-hole-sky-laser-erwr3ru5 (item: "extremely powerful laser") - Minecraft target: Fabric, Minecraft 1.21.5 (loader 0.17.2), Fabric API 0.128.2+1.21.5 environment shown in logs. - Item behavior (original request, full sequence): - Right-click: open scoping overlay that zooms camera, adds night vision filter, and enlarges crosshair so targeting is clear. - While scoping, left-click: fire the cannon, triggering a complex firing sequence: 1. Create an X (white particles) on the ground centered on target. 2. X quickly expands to at least 10 blocks radius. 3. Particles then form a circle around the X symbol. 4. The X symbol starts spinning and quickly speeds up. 5. As it speeds, a second circle of white particles forms and expands to the size of the original circle. 6. Once the second circle completes, the circle of particles vanishes and a large black ball of particles forms (size of original white circle) — visual like a black hole surrounding target. 7. Black ball grows slightly, then collapses down to the original target until it disappears. 8. Once it shrinks and disappears, a massive sky laser (made of TNT and blue particles) appears from the sky, blasting a perfect circle down to bedrock. 9. As it blasts, rings of white particles emit from it to add to effect. - Add appropriate sounds and effects at each stage to realize the black hole + sky laser visual/audio effect. Edit history (chronological, include every edit and all diagnostics/requests): - Edit v2 (first reported crash & root cause): - Symptom: Mod prevented game from launching; Mixin injection failure crash. - Key error excerpt: "Critical injection failure: @Inject annotation on applyNightVisionWhileScoping could not find any targets matching 'tick' in net/minecraft/class_1309." - Diagnosis: LivingEntityMixin attempted to inject into LivingEntity.tick (class_1309), but in MC 1.21.5 LivingEntity no longer has tick (method renamed/moved). Mixin throws InvalidInjectionException => crash on startup. - Notes: class_1309 is obfuscated name for LivingEntity. In recent versions, per-tick logic may be in baseTick() or method_6000(). - Suggested fixes/workarounds provided: - Ensure mod built for MC 1.21.5 + Fabric loader being used (compatibility). - Update mod to a version supporting 1.21.5. - Advanced: Edit the mixin: locate replacement tick method in LivingEntity (class_1309) and change @Inject(method = "tick", ...) to correct method name (e.g., baseTick or method_6000). - User requested: "Please apply a fix to prevent this crash." - Edit v3 (game crash log posted; mod version 2.0.0 shown): - Log header: "[16:41:41] Loading Minecraft 1.21.5 with Fabric Loader 0.17.2" - Mods loaded (55), includes: - black-hole-sky-laser-erwr3ru5 2.0.0 - fabric-api 0.128.2+1.21.5 (full nested modules listed in log) - User note: "User was doing: The game was launching" - Request: "Please apply a fix to prevent this crash." - (No new stacktrace details beyond mods list in this edit; implies previous Mixin problem persisted or mod still crashing.) - Edit v4 (new crash log; mod version 3.0.0 shown): - Log header: "[16:48:41] Loading Minecraft 1.21.5 with Fabric Loader 0.17.2" - Mods loaded (55), includes: - black-hole-sky-laser-erwr3ru5 3.0.0 - fabric-api 0.128.2+1.21.5 (modules listed) - Request: "Please apply a fix to prevent this crash." - (Implies mod updated to 3.0.0 but crash still occurs at launch.) - Edit v5 (new crash log; mod version 4.0.0 shown): - Log header: "[16:55:20] Loading Minecraft 1.21.5 with Fabric Loader 0.17.2" - Mods loaded (55), includes: - black-hole-sky-laser-erwr3ru5 4.0.0 - fabric-api 0.128.2+1.21.5 (modules listed) - Request: "Please apply a fix to prevent this crash." - (Implies further mod update to 4.0.0; crash persists.) - Edit v6 (functional bug report): - Symptom: Scoping overlay not working. - Replacement requested: "Just replace it will slowness 255 which zooms in the fov and stops the player from moving." - i.e., remove existing scoping overlay implementation and instead apply the Slowness effect level 255 to the player when scoping to simulate zoom + freeze movement. - Additional symptom: Weapon is not currently firing. - Action requested: Implement the slowness-255 scoping behavior and fix firing logic. - Edit v7 (latest crash; root cause changed to duplicate packet registration): - Crash summary header: - Time: 2025-10-02 17:22:44 - Description: Initializing game - Exception chain: - java.lang.RuntimeException: Could not execute entrypoint stage 'client' due to errors, provided by 'black-hole-sky-laser-erwr3ru5' at 'black_hole_sky_laser_erwr3ru5.BlackHoleSkyLaserClient'! - Caused by: java.lang.IllegalArgumentException: Packet type class_9154[id=black-hole-sky-laser-erwr3ru5:fire_laser] is already registered! - Stack trace highlights: - PayloadTypeRegistryImpl.register throws IllegalArgumentException because the packet id "black-hole-sky-laser-erwr3ru5:fire_laser" already registered. - Crash occurs during client entrypoint initialization at BlackHoleSkyLaserClient.onInitializeClient(BlackHoleSkyLaserClient.java:13) where packet type registration happens. - Full startup trace shows Fabric Loader invoking client entrypoints and creating Minecraft client class_310. - User request: "Please apply a fix to prevent this crash." - Implication: mod attempts to register the same custom network packet type twice (client-side entrypoint registers payload type unconditionally, or registered both client and server or multiple times). Must ensure packet registration is done once, guarded, or use appropriate registration API for single registration. Consolidated required actions to satisfy all edits (explicit targets for fixes/implementation): - Make the item implement exact described firing visual/audio sequence, including particle types, sizes, timing, spin behavior, black-hole particle ball, collapse animation, and sky laser with TNT+blue particles, rings of white particles, and sounds. - Replace/repair scoping overlay: - Either re-implement properly for MC 1.21.5 (correct client-side rendering hooks) OR as requested, replace scoping overlay with applying Slowness effect level 255 while scoping to simulate zoom + no movement; also ensure FOV change/zoom occurs (Slowness 255 historically doesn't change FOV by itself — if replacing, apply both slowness and client FOV change). - Fix mixin injection crash: - Update LivingEntityMixin injection target: identify correct per-tick method name in MC 1.21.5 (class_1309) and change @Inject(method = "tick", ...) to the correct method (e.g., baseTick or method_6000) or use an injection target that exists in 1.21.5. - Ensure mixins are compiled/targeted for MC 1.21.5 mappings (intermediary/yarn) and that mixin strictness is handled (optional: add @Environment checks or soft failure handling). - Fix duplicate packet registration crash: - Ensure packet type "black-hole-sky-laser-erwr3ru5:fire_laser" is registered only once: - Register payload type in a single initialization context (e.g., server registers server-side handlers, client registers client-side handlers with unique registration, guard with a static boolean or try/catch to ignore duplicate registration). - Use Fabric's recommended networking registration API patterns (ServerPlayNetworking/ClientPlayNetworking) and avoid registering payload type twice across entrypoints. - Ensure mod build targets Fabric Loader 0.17.2 + Minecraft 1.21.5 and test to confirm: - No mixin InvalidInjectionException. - No duplicate packet registration IllegalArgumentException. - Scoping behavior functions per requested replacement (slowness 255 + zoom) or proper overlay restored. - Firing sequence triggers and completes visual/audio sequence; firing actually works when left-clicking while scoping. Versions and observed states while iterating: - Initial mod (no explicit version in original request) — spec of item/functionality. - v2: reported mixin injection error (tick not found in LivingEntity / class_1309). - v3: mod version 2.0.0, crash at startup (mods list shown). - v4: mod version 3.0.0, crash at startup (mods list shown). - v5: mod version 4.0.0, crash at startup (mods list shown). - v6: functional bug: scoping overlay broken; requested replacement with Slowness 255 and noted firing not working. - v7 (latest): runtime crash at client entrypoint due to IllegalArgumentException: packet id black-hole-sky-laser-erwr3ru5:fire_laser already registered — occurs in BlackHoleSkyLaserClient.onInitializeClient at line registering packet type. All user requests to apply fixes: - Fix mixin injection target to match MC 1.21.5 method names or update mod/mappings. - Prevent duplicate packet registration (ensure single registration or guard). - Replace scoping overlay with Slowness 255 zoom-and-stop movement if easier; fix firing logic so weapon fires while scoping. - Ensure final mod build runs cleanly on Minecraft 1.21.5 + Fabric Loader 0.17.2 + Fabric API 0.128.2+1.21.5, producing the described particle/sound/laser behavior. Edit v8: The scoping mode / slowness should only be active when right click is held. Instead of right click constantly triggering an action on the gun, it should just trigger the item once and activate the most as long as it is held. Also, the gun still isnt firing when left clicked. Edit v9: Now the scoping works great, but left clicking should trigger the attack sequence with a cooldown that lasts until the sequence ends Edit v10: The gun still wont fire: this is the full original sequence. Make it happen. When scoping, the player can left click to fire the cannon. When the cannon is fired, it begins a complex firing sequence. First, it creates an x made of white particles on the ground. The x quickly expands to be at least 10 blocks in radius. The particles then form a circle around the x symbol. After this, the x symbol starts spinning. It quickly speeds up, and as it speeds up a second circle of white particles forms and expands to the size of the original circle. Once this happens, the circle of particles vanishes and instead a large black ball of particles forms, the size of the original white circle. It should look kind of like a black hole surrounding the original target. At first it grows slightly, and then it collapses down to the original target until it disappears. Once it shrinks down and disappears, a massive sky laser made of tnt and blue particles will appear from the sky, blasting a perfect circle down to bedrock. As it blasts, rings of white particles will come out from it to add to the effect. Add appropriate sounds and effects to make this black hole sky laser come to life.

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