Mace Trims
The Mace Trims mod adds 16 unique maces to the game, each with their own unique abilities and effects.
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Dash Scythe
klight
Dashing scythe - A melee weapon that deals 6 attack damage. Durability - is set to 2000 uses. Abilities - holding down on the screen while holding the scythe for 0.1 seconds grants swiftness ten for one second. After this there is a 4 second cooldown period before the scythe can be held down again. This is meant to look like dashing. Appearance - A Laser Green scythe blade attached to a long gray stick with glowing green stripes. When dashing, emits the electric spark particle while dashing. Crafting - Crafted in a 9x9 crafting table grid, in a similar assembly to the Minecraft hoe, crafted using two blaze rods and two emerald blocks. Enchantments - can be enchanted with unbreaking, sharpness, fire aspect, and mending How to obtain - is obtained in the creative mode inventory in the swords tab. Is /given with ‘Dash_Scythe’, is crafted in the crafting table using the above mentioned items assorted similarly to the hoe items crafting assembly.
Voidfang Edge
ilikemaribiscutis
"Create a Minecraft melee weapon called the Voidfang Edge, a sleek black-blade sword forged from End essence and enchanted Obsidian. The blade glows faintly with purple runes and emits wisps of void particles when swung. The Voidfang Edge has a unique ability: when you strike an enemy, it opens a mini void portal that pulls in nearby mobs for 3 seconds before closing with a pulse that deals extra damage. Holding the sword gives the player temporary Slow Falling and Night Vision, symbolizing attunement with the void. Design the model to be dark, elegant, and alien, with animated textures for the glowing runes."
Tempest Hammer
zachrl
This item is called the Tempest Hammer. It looks similar to the mace, with a handle that looks like a breeze rod and a large hammer head with white wind runes. This hammer has the base stats of a diamond axe. It can be enchanted. It has 3 primary abilities. Passive: This hammer gives speed one while held and comes with the wind burst enchantment. Defensive ability: Shift left click a mob or player to create a burst of wind that sends nearby players or mobs flying backward. Offensive ability: Shift right click to create a circle of particles with a 3 block radius. Every other player and mob inside of the radius is given the Tempest Curse. It is signified by swirling white particles above the afflicted creatures heads. The effect lasts for 10 seconds, and once the time runs out the creature is flung into the air. They will fly up a base 5 blocks, but 3 blocks of height are added for every time the payer or mob takes damage while the curse is active. Additionally, when the curse ends there should be a mace smashing particle effect and sound around the player who cast the curse. The curse should have a 45 second cooldown between uses. Additionally, please add a custom description to the hammer in game. The description should include the passive, defensive and offensive ability. Edit v2: 1. The hammer is not giving speed when held, but it should give a speed effect. 2. The Tempest Curse should be symbolized by custom white particles, such as the wind burst particles, that hover over the players head and vanish once the curse triggers and flings the opponent. 3. The Tempest Curse is not flinging the enemies up in the air, but it should be. It is also only playing the mace noise when the curse is first set, and not when it triggers. 4. If the player uses the wind gust ability while in the air, it should allow the player who uses it to fly upward. If they are on the ground, it should keep the current functionality that doesnt boost the player. 5. There is not a custom description or tooltip on the item, and there should be. Edit v3: The current fling mechanic still doesnt work, so here is a new idea. Instead of manually launching things, the new tempest curse effect will apply levitation. At base level, the curse will give levitation 6 for 1 second. Every hit while the curse is active will increase the seconds by 1. As before, when the curse ends, it will apply the total accumulated time. You should also make the curse being used effect more interesting with more particles.Please also make the hammer slower to swing. Edit v4: First of all, the tempest curse still doesnt work properly. It should trigger the effect once the curse time ends and it activates. Second, please change the texture to look like an elongated hammer like version of the vanilla mace with wind runes on it. Make sure its oriented to the top right to match vanilla item orientation. Edit v5: Please make the texture look more like the actual minecraft mace texture, but with the previously requested guidelines. (Hammer like, wind runes.) Additionally, the wind particles when the curse are active are a little excessive. Reduce them so its not quite as intrusive. Finally, make the curse charging time a little shorter but make the levitation multiplier higher so the cursed mob rises faster. Edit v6: This version of the hammer looks cool, but the hammer head should be centered and the colors should better match the minecraft mace. (Darker greys). Also, the curse loading time should only be a couple seconds so the player can get less hits in. Also, the curse should make the enemies go up faster but not for as long.
Ender Sai Teleporter
wonder154
Mod summary: weapons mod adding multiple custom weapons, new items, crafting, GUI/keybind interactions, new villager profession, new mobs (ghost companion + ghost mount), soul resource system, electro-inducing table / alternate living-matter creation, Rotary Armory guns system, and numerous behavioral/bug fixes across versions. Original request (base feature set): - Create a sai-like throwable weapon ("vanish point") textured with End/Enderman/Enderpearl theme that, when thrown, teleports the thrower to the impact location. - Add a keybind (default "C" or user-set) to open a Waystone-like GUI to create up to 5 waystones/waypoints and teleport to them, with requirement: player must stand still for 5 seconds after pressing to teleport. Edit v2 (expanded mod + crafting + second weapon "Haunting Blade"): - Make mod for multiple custom weapons + recipes. - Vanish Point: same throwable teleport behavior + GUI waypoints (teleport only after standing still 5s), max 5 waypoints, GUI button to teleport. - New villager profession creation: place crying obsidian next to an unemployed villager to create a "progresser" (new profession). Progresser always sells end stone; add a trade: 2 stone + 1 gold -> 1 end stone. - New item: End Stone Stick (recipe: 2 end stone ->?) — user specified need to craft end stone sticks (3 needed) — described as "stick made of endstone". - New item: Heart of Enderman crafted by surrounding a Heart of the Sea with 4 Ender Pearls. - Vanish Point crafting: craft 3 End Stone Sticks in bucket shape, Heart of Enderman in center, Iron Sword on top -> Vanish Point. - Second weapon "Haunting Blade" (visual like Blasphemous Blade from Elden Ring): - Kills yield "souls" (new item) from mobs: random amount based on mob size/health. - Souls function as mana to power blade abilities (bindable keys): - Ability 1: big leap attack (chargeable, costs more souls for charge). - Ability 2: charged slash with extra damage + shoots a sword beam. - Ability 3: summons a ghost (new mob) that behaves like a wolf, tamed to the sword wielder, defends owner, can shoot small projectiles occasionally. - Ability 4: summons a big ghost mount (rideable by 2 players), shoots fireballs on command while ridden. - Passive: grants Soul Speed 3 while held/active. - Damage equals netherite weapon tier. - Haunting Blade crafting (complex multi-step): - Electro-Inducing Table (new block) crafted from a Block of Redstone surrounded by Iron with a Lever on top middle. - Use table: put 8 Rotten Flesh -> 8 Living Matter (new item). - Surround a Bone with Living Matter -> "Organism-like Substance" (new item). - Create "Netherite Plated Gold Sword": use Smithing Table to combine Gold Sword + Netherite Scrap. - Final craft: bottom = Netherite Plated Gold Sword, middle = Wither Skeleton Skull, top = Organism-like Substance -> Haunting Blade. Edit v3 (visuals + villagers + functionality): - Retexture Vanish Point to look more like an actual sai (not a trident), keep Ender color theme. - Retexture Haunting Blade to closely resemble Blasphemous Blade. - Add villager profession "progressor" created by placing crying obsidian next to unemployed villager; progressor sells dimension-travel items and always sells End Stone. - Add waystone functionality to Vanish Point and soul system functionality to Haunting Blade (implement features). - Electro-Inducing Table: implement functionality; use Redstone as fuel; retexture table to look like electric box. Edit v4 (input changes to GUI/keybind and table behavior): - Change Vanish Point to open GUI on SHIFT + right-click (not a command). - GUI includes "Create Waypoint" button: creates waypoint at current position and allows naming. - Re-open GUI to click a waypoint and teleport to it if player stands still for 5 seconds after clicking (display countdown). - Haunting Blade: abilities controlled by keybinds configurable in settings (not commands). Holding blade grants Soul Speed 3 when on soul sand. - Electro-Inducing Table GUI should mimic Furnace: redstone in fuel slot, rotten flesh in input, custom "lightning bolt" progress indicator; when charged, yields Living Matter. Edit v5 (mobs not summoning properly + retexture request): - Player reports Haunting Blade's summon attempts only give effects rather than summoning mobs; requests creation of two new mobs: Ghostly Companion and Ghost Mount; Haunting Blade must summon them with soul cost. - Add "souls set" command (cheats only) to set player's soul amount. - Retexture Vanish Point again to Raphael-style sai shape, keep End/Ender pearl color theme. Edit v7: - Add new ghost mob (tameable, fights/behaves like a wolf) and ghost mount mob (bigger ghost ridable by two players). Both summonable only by Haunting Blade. Edit v8 (fix summon crash + eggs + visuals): - Player reports summon causes crashes; fix and implement actual Ghost and Ghost Mount mobs: - Ghost: average ghost Minecraft-style. - Ghost Mount: looks like a smaller ghast but same ghost look. - Ghost Mount must be ridable by the summoner and spawn spawn eggs for both mobs. Edit v11 (placeholder mob stand-ins until custom mobs available): - Replace placeholder zombie with Wither Skeleton acting like a tamed wolf: - Auto-tame to summoner, follow, defend, attack the same targets as player, named "Ghost" with visible name, passive to summoner, prevent burning, optional glowing eyes/translucent look. - Replace skeleton horse placeholder with Ghast acting as a 2-player flying mount: - Rideable like a boat, supports two players, front player controls movement, driver can shoot fireballs via keybind or cooldown, Ghast must not attack on its own or damage terrain, named "Ghost Mount" with visible name, smaller/ghost-like texture if possible. Edit v12 (controls, taming visibility): - Make Ghast controllable with WASD like a boat. - Wither (Wither Skeleton) must auto-tame on spawn to the player holding Haunting Blade and attack things its owner attacks; both entities should be visible (not invisible). Edit v14 (fix beam damage + behaviors + crafting change): - Haunting Blade: make spectral beam attack deal damage on hit and scale with number of souls if possible. - Wither Skeleton (Ghost Companion): must act like tamed wolf (auto-tame on summon, follow/defend/attack, persistent). - Ghast Mount: player controls movement while riding; add keybind/right-click to shoot fireballs while ridden; seat 2 players if possible. - Change crafting: remove "living matter" crafting recipe for Electro Table -> new mechanic: throw Rotten Flesh on ground and splash with Splash Potion of Regeneration -> rotten flesh turns into Living Matter (count scales), with particle/sound effect. Edit v15 (electro table furnace behavior + mount/mob behavior clarified): - Change Electro-Inducing Table to work exactly like a Furnace GUI: input, output, fuel. Replace progress arrow with lightning bolt visual. Custom smelting: Rotten Flesh -> Living Matter. Redstone acts as fuel but only for this block. - Ground alternative: Rotten Flesh dropped then hit by Splash Potion of Regeneration in same chunk transforms into Living Matter; add particle/sound effects. - Ghast mount summoned by Haunting Blade should move toward where rider is looking. - Wither Ghost (summoned companion) should act like a tamed dog owned by the Haunting Blade wielder: follows/attacks targets its owner attacks and defends owner if owner is hit. Edit v17 (remove electro table GUI due to issues; reintroduce ground-splash recipe): - Remove Electro-Inducing Table block/GUIs due to GUI limitations. - Keep alternate living matter creation: Rotten Flesh on ground + Splash Potion of Regeneration nearby (same chunk / within 3 blocks) transforms into Living Matter via PotionSplashEvent detection and EntityItem replacement; essential because Living Matter is needed for Haunting Blade craft. Edit v18 (Ghost Mount movement & shooting): - Ghost Mount spawns but does not move or shoot; required fixes: - Should move in direction of rider's look vector (Vec3) and spawn small fireball periodically. - Suggested: use Vec3 look vector and spawn SmallFireball on a timer when ridden. Edit v19 (Ghost Mob behavior fix): - Ghost Mob (Wither Skeleton variant) must act like a tamed dog: - On spawn set nearest player holding Haunting Blade as ownerUUID. - Attack entities owner attacks; defend owner when owner is attacked. - Use AngerGoal / FollowOwnerTargetGoal analogs or tag with wither_ghost_minion and conditional attack goals. Edit v20 (prevent null-owner crash; delay owner assignment): - Fix crash caused when mob accesses owner before owner is set: - Add null checks before using getOwner()/ownerUUID. - Delay assigning owner for ~20 ticks after spawn to avoid early access. - Add optional debug logging "Owner set to <player>" on owner assignment. Edit v22 (explicit null check guidance): - Fix crash where mob calls getOwner().getLastHurtMob() while owner is null; add null-checks in any custom goals/behavior that use getOwner(), and delay setting owner by 20 ticks. Edit v23 (final working prompt for Creative Mode; exact null-check snippet): - Provide exact code pattern for goals using getOwner().getLastHurtMob(): - if (this.mob.getOwner() != null && this.mob.getOwner().getLastHurtMob() != null) { ... } else return false; - Delay assigning owner by 20 ticks after spawn. Edit v25 (NPE persist; precise instructions to patch goal classes): - Player still encountering NPE from getOwner().getLastHurtMob(); instructs developer to: - Open custom goal class (FollowOwner/DefendOwner/AttackOwnerTarget) and add null checks in canUse(), tick(), start() wherever getOwner() used. - Provide canonical code block to ensure safe usage, don't assume getOwner() is non-null. Edit v26: - Give the wither summon a sword and make it not be on fire (visual/behavior tweak). Edit v30 & v33 (reported crashes with stacktrace): - Reported client crash stacktrace referencing NullPointerException in rendering classes (class_898.method_3950 etc.). User requests patch to prevent these crashes (details included; need to apply fix). Both crash logs provided; same underlying NPE in render thread. User expects a fix. Edit v35 (netherite-plated gold sword recipe + vanish point visual): - Change Netherite Plated Gold Sword recipe to be Gold Sword + Netherite Scrap on top. - Retexture Vanish Point to match traditional Raphael sai shape (two curved prongs) while keeping Ender/endPearl color theme. Edit v41 (control & cooldowns): - Ghost Mount movement fully controllable: mount moves in direction player looks (follow pitch/yaw), smooth motion. - Fireball projectile should have a 10-second cooldown. - Vanish Point should have a throw cooldown: cannot throw again until it hits/teleports. Edit v42 (Haunting Blade as 'fishing rod' control for ghast + make cooldown actually work): - Make Haunting Blade control Ghost Mount like a fishing rod: when summoning, the swords controls where the mount moves according to look direction. - Ensure the 10-second fireball cooldown actually enforces blocking. Edit v43 (precise Ghost Mount movement & fireball cooldown mechanics): - Ghost Mount should fly like a normal Ghast but allow player control; movement should be floaty with inertia. - Implementation guidance: if ridden, get rider lookVec and set velocity with low speed, lerpMotion for smoothing, setNoGravity(true), rotate mount toward rider direction. - Fireball cooldown: implement 2-second cooldown example (user later specified 10s), store lastFireballTime on entity or use cooldown tracker; visual/sound feedback options. Edit v44 (souls limits + cost for fireball): - Make shooting a fireball cost 10 souls. - Implement souls cap: up to 500 souls. Edit v45: - Emphasize necessity of adding controllable movement to Ghost Mount in survival to avoid riders falling/dying; movement must be controllable. Edit v46 (control like pig/saddle / carrot on a stick / strider): - Make Ghost Mount control similar to pig-with-saddle or strider: riding control tied to held item (Haunting Blade) - sword should make mount move where sword points, equivalent to carrot-on-a-stick behavior. Edit v47 (new weapon "Ethans Remote"): - Add "Ethans Remote": ranged item that shoots a blue TV ray on right-click; hit entity is immobilized for 5 seconds. - Crafting: - New "Battery" item (initial recipe described): surrounding a redstone with cobblestone and two slime balls (right-middle and left-middle). Later revised in v48. - Ethans Remote recipe: Battery center, Diamond top middle, Cobblestone in top/middle/bottom of left & right columns, Redstone bottom middle -> Remote. - Ammo: Remote uses Battery as ammo; each battery charges remote for 5 uses; each shot has 10s cooldown. Edit v48 (remote texture + corrected battery recipe): - Re-texture remote to remove PNG background and make a proper in-mod texture. - Fix Battery recipe: Redstone in center, slime balls left and right of it, and Cobblestone filling top and bottom rows. Edit v49 (Rotary Armory introduction): - Create a new item "Rotary Armory" that cycles between 5 built-in guns: .50 Cal Sniper, AR-15, Shotgun, Minigun, Dual Pistols. - Keybinds: - Cycle forward default "V" and another keybind default "H" to revert gun back to Rotary Armory. - Cycling replaces current hand item with next gun instance, play click sound, guns cannot be dropped/placed/stored (only available via Rotary Armory system). - Gun controls: - Right-click: aim (slows movement, adds accuracy/zoom for sniper). - Left-click: fire. - Infinite overall ammo but guns use magazines/reload/overheat mechanics. - Crafting recipe initial pattern given (Blaze Rod, Redstone, Iron Block, Bow). Edit v55 (stepwise plan for guns + recipes): - Step 1: Create 5 individual gun items with full mechanics and textures. - .50 Cal Sniper: 1 shot then 2s reload, high damage, zoom on aim. - AR-15: 30 shots, 2.5s reload, fast fire. - Shotgun: 6 shells, 3s reload, pellet spread. - Minigun: 100 shots, overheat after 5s, 0.5s spin-up. - Dual Pistols: 16 shots alternating, 2s reload. - Common rules: right-click aim, left-click fire, NBT magazine tracking, muzzle flash, recoil, prevent switching while reloading. - Step 2: Create Rotary Armory item after individual guns function; keybinds V (cycle forward), C (cycle backward), H (revert to Rotary Armory). Ensure unique key IDs and single registration; preserve NBT when swapping; guns cannot be stored/dropped. - Crafting final recipe pattern: B R B / R N R / I R I (B=Blaze Rod, R=Redstone dust, I=Iron Block, N=Bow). Edit v56 (weapon switching & ammo display fixes): - Weapon cycling must preserve magazine count and reload state via NBT when swapping items into main hand. - Update item display name/lore to show gun name & ammo; play click sound on swap. - Ammo display: show remaining magazine via tooltip or custom HUD while holding the gun. - Use scoreboard or NBT timers for reload/overheat and prevent switching while reloading. Edit v57 (Dual pistols visuals + minigun heat bar + sniper zoom): - Dual Pistols model: show pistols left and right; shots alternate left/right when firing. - Show Minigun heating bar while shooting. - Sniper right-click aim should zoom like Spyglass. - Fix Rotary Armory crafting recipe: Bow in center, Redstone dust on top/right/bottom/left of bow, Blaze Rod top-left & top-right, Iron Block bottom-left & bottom-right. Edit v58 (Sniper zoom finesse): - Sniper aim: smooth FOV reduction similar to spyglass while right-click held; overlay similar to spyglass; movement slowed while aiming and only active while right-click held. Edit v59 (reload keybind): - Add "Reload" keybind (default "R"). - Pressing reload while holding any gun triggers reload if magazine not full and gun not reloading/overheated: play animation/sound, block firing and switching until reload completes, reset magazine count when reload finishes. - Reload key must be independent of cycling keys. Additional persistent technical/bug-fix items across edits (must be implemented): - Souls system: mob drops of souls based on mob size/health; souls act as resource up to 500; using fireball from Ghost Mount costs souls (10 per fireball); beam damage may scale with soul count. - GUI behavior: Vanish Point waypoint creation, naming, 5-waypoint limit, teleport countdown 5s display, shift-right-click to open GUI, throw cooldown until impact/teleport. - Command-only features for cheats: "souls set" command usable only with cheats for setting soul counts. - Mobs must have spawn eggs and visible names; Wither Skeleton companion should be persistent (no despawn), not burn in daylight, optionally glowing/translucent eyes. - Ensure safety for all goal code: add null checks before using getOwner() or owner-based targeting and delay owner assignment ~20 ticks after spawn to prevent NPEs. Patch all custom goals (canUse(), start(), tick()) accordingly. - Fix rendering crash stacktrace reported: NPE in render thread (class_898.method_3950,..) — user demands a fix to prevent this crash; investigate null entity/renderer references and guard rendering calls. - If full custom mob AI is limited, provide item-procedure workarounds: use tick events to control summoned mobs via NBT tags and UUID matching (manual teleport/movement/targeting). - Ghost Mount movement control: several required implementations suggested: setVelocity based on rider lookVec, lerpMotion for smoothness, setNoGravity(true), move like a Ghast but controllable, prevent excessive altitude/fall damage, optionally teleportation workaround if AI control not available. - Fireball shooting: use cooldown tracking (world.getGameTime(), lastFireballTime) or ItemCooldownTracker; ensure cooldown enforced and visually/sound indicated. - Electro-Inducing Table: ultimately removed (v17) due to GUI issues; two alternatives implemented: - Exclusive Electro-Inducing Table as Furnace variant (v15) OR - Ground-based Rotten Flesh + Splash Potion conversion (v17 onwards) — final preference: remove table and rely on ground + splash potion mechanic to create Living Matter; ensure detection via PotionSplashEvent and replace EntityItem with Living Matter. - Netherite Plated Gold Sword recipe: changed to Gold Sword + Netherite Scrap on top (v35). - Vanish Point retextures to final Raphael sai shape with Ender color theme (v35). - Various crash logs provided (v30, v33) and repeated directions to fix null pointer issues and entity-owner timing. Rotary Armory final requirements and UI: - Implement the five guns individually, then implement Rotary Armory as cycling container. - Unique keybind IDs, preserve NBT on swaps, prevent dropping/storing guns from Rotary state. - Add HUD/tooltips for ammo, reloading, overheat; add reload keybind and block certain actions during reload/overheat. Final developer instructions emphasized repeatedly by user: - Implement all null checks and 20-tick owner delay to stop NPE crashes (explicit code sample provided). - Ensure summoned mobs are real entities, persistent, visible, auto-tamed to Haunting Blade wielder, attack/defend based on owner, and Ghost Mount movement/shooting is functional and controllable (including costing souls and applying cooldown). - Make Vanish Point GUI/throw behavior exact: shift-right-click GUI, create/naming waypoints, teleport only after 5s standing still with visible countdown, throw cooldown until teleport, thrown teleport to hit location. - Replace Electro-Inducing Table with ground+SplashPotion mechanic for Living Matter if GUI is problematic; otherwise make table a Furnace-like block exclusive to mod with redstone fuel. - Address crash stacktraces and NullPointerExceptions in all goal/AI/render code and add robust null checks and lifecycle delays to avoid owner-null access. - Implement Rotary Armory and all gun mechanics (aiming, zoom, reload key, mags, overheating, dual pistols alternating, minigun heat bar) and ensure crafting recipes match user's final corrected patterns. Edit v60: make a new weapon, a bow called "elemental bow" it should be textured like an elemental bow Edit v61: now make it so the elemental bow can change into different variants when right-clicking specific blocks/entities. Each variant has unique textures and abilities. All variants share the same interaction system: right-clicking with the bow on a matching block/entity replaces it with the corresponding variant. Any variant can transform into another by interacting again. Elemental Bow Variants and Interactions: Ice Bow: right-click any ice block → arrows freeze enemies 3s Fire Bow: right-click lava/magma/fire/campfire → arrows ignite enemies Lightning Bow: right-click lightning rod → arrows summon lightning on hit Nature Bow: right-click mossy cobblestone → arrows trap mobs in vines Healing Bow: right-click axolotl → arrows heal allies Portal Bow: right-click nether portal → arrows teleport targets into Nether (same coords) Shadow Bow: right-click in light level 0 → arrows blind + weaken enemies Wind Bow: right-click cloud/breeze (mob from trial chamber) → arrows knock targets back with high force
Stormpiercer Halberd
ilikemaribiscutis
Design a Minecraft melee weapon called the Stormpiercer Halberd — a long, jagged polearm forged from copper, amethyst, and lightning rods. Its blade crackles with static electricity and glows during thunderstorms. When attacking, it builds up a charge meter' with each hit. Upon full charge, right-click to unleash a lightning chain that jumps between nearby enemies, stunning them for 1 second. In rainy weather, the weapon passively gains speed and damage. Visually, the halberd should be long, with a blade shaped like a lightning bolt, a glowing amethyst core, and flickering electric arcs across its surface'
Mace Trims
zachrl
I am creating a mod called Mace Trims. The mod should allow players to craft maces together with trims in order to give them a new look and special powers. All special mace abilities are activated by shift + right clicking while holding the mace, but the mace can be held in the main or off hand. The first mace you should make is the Raiser mace. This mace should have markings that look like the raiser armor trim. Its special effect is that it launches the player 30 blocks into the air, with a 30 second cooldown. You should add appropriate sound effects and particle effects to make the ability more dynamic and interesting. Make sure that the special mace is still a base level mace and is still enchantable. Edit v2: There are a variety of important changes I need. For one, the Raiser lifting ability does not work. The particles, cooldown and sound effects are perfect and should not be changed, but it doesnt launch me up. To fix this, instead of manually launching the player, instead give the Levitation 28 effect for 1 second to the player. Additionally, the crafting recipe for the mace is not currently functioning. As a reminder, it should require a single raiser armor trim and a single mace to craft. It is also not currently a base mace, it is a sword instead. It should just be a modified mace with mace enchants. Finally, there is no real visual indicator for the cooldown so maybe add something in chat or a similar indicator of the cooldown. Edit v3: There are still some changes that I would like on the raiser mace. It should have the same damage and attack speed of a regular mace. The crafting recipe is still not functional and doesnt appear in the recipe book. Finally, it still doesnt have a custom texture. Additionally, please add a tide mace. This mace can be used as a riptide 3 trident. This only works in water or rain, exactly like a regular riptide trident. This has a 25 second cooldown between riptide uses. This mace is crafted using a mace and a tide trim, and should have a custom tide trim texture. Edit v4: The crafting recipe still doesnt work for these maces. Also, they still have a very very quick attack speed and possibly lower base ground damage. Please fix this with 100% vanilla mace damage and attack speed. Additionally, it would be best if the tide mace could actually adopt the mechanics of a riptide mace by pulling back and then allowing the player to launch their selves, differentiating it from the raiser mace that simply launches the player. Finally, add a Shaper mace. When the shaper maces ability is active, it deletes any cobwebs, grass, tall flowers, or leaves within a 3 block radius of the player. These are all objects that are often used to avoid mace hits. This effect should last for 10 seconds, and have a 1 minute cooldown. This mace should be themed after the shaper armor trim. Edit v5: For one, the crafting recipes still dont work. As a reminder, I should be able to craft together a mace and an appropriate trim to create the trim maces. Additionally, the maces still has some incorrect stats. The damage scaling in the air is perfect and is the same as a regular mace, but the ground damage is far lower than a vanilla mace. Additionally, trim maces still have an extremely high attack speed. Please just make the attack speed and ground damage EXACTLY the same as a regular mace. On top of that, it would be helpful if you rotated the trim mace textures right about 90 degrees so the maces are held the same way vanilla items are. Also, change the shaper mace ability to only last 5 seconds, because it is very powerful. Additionally, add the silence mace. The player makes no sound while holding this mace. When the player activates the ability, they become fully invisible, with their armor and items becoming invisible as well. The invisibility lasts for 5 seconds and has a 1 minute cooldown. Give the mace a texture themed off of the silence armor trim. You should also make a mace called the Eye mace. The eye mace ability gives blidness for 5 seconds and glowing for 10 seconds to players and mobs within a 10 block radius of the player when it is activated. The cooldown is 45 seconds. Give this mace a texture themed off of the eye trim. Edit v6: I must remind you again. The mace has a default 6 attack damage and 0.6 attack speed. All of the custom maces should maintain these numbers. Secondly, every mace texture should face the top right, like the vanilla mace and the custom silence mace, as this is how vanilla items are designed to face. I would also like you to add scaffolding to the list of things the shaper mace deletes. Additionally, the silence mace should prevent all player noises from being made while the player is holding the mace. This includes footsteps, attacking sounds, block placing sounds, etc... This also means that no player noises will trigger sculk shriekers while it is held. The special invisibility effect should also make the players armor and held items invisible as well. I also want to create a new Bolt mace. This mace has the special effect where successfully landing a mace hit on a player or mob (full in the air mace hit, not a ground hit,) will stun them, stopping them from moving, for 3 seconds. After stunning a player it goes on cooldown for 20 seconds. The mace texture is themed after the bolt trim. You should also add the rib mace. Its special ability gives fire resistance and deletes lava and water in a 3 block radius for 5 seconds. It has a 60 second cooldown as well. It is themed after the rib trim. Finally, please add the coast trim mace. This maces special ability creates a whirlpool with a 3 block radius that sucks in nearby players and mobs for 5 seconds. It is formed though a spiral of particles. It has a 1 minute cooldown. This mace texture is themed after the coast trim. Edit v7: Crafting the maces still doesnt work. As a reminder, the recipe for each custom mace is a vanilla mace crafted with the associated trim, on a crafting table. Also, I can not currently enchant maces in survival mode. They should accept all of the normal mace enchantments, including breach, density, wind burst, unbreaking, mending, bane of arthropods, smite, fire aspect, and any other relevant enchantments. Also, the attack speed and damage is still off. Please make it so the coast whirlpool doesnt effect the player who initiated the ability. The rib trim also needs a new texture because the current one has a white background. Please add a new Wild Mace. This mace will shoot out a vine attack when its ability is activated. If the vine hits a block, the player will be grappled to that block. If the vine hits a player or mob, that play or mob will be grappled to the user. This mace is themed off of the wild trim. You should also add a Ward Mace. This mace ability prevents the player from taking damage and reflects projectiles back at their owner for 5 seconds. It has a 1 minute cooldown. Its texture is based on the ward trim. Finally, add a Wayfinder mace. When the user shift + right clicks on a mob or player, it sets them as a target. For 10 seconds the user gains speed 1, deals 50% extra mace damage to the targeted player, and the player gets glowing. It has a 1 minute 15 second cooldown. The texture is themed off of the Wayfinder trim. Edit v8: The Rib Mace currently does not have any visible texture. The Ward Mace texture needs to be replaced because it has a white background. Also, the ward mace sound and particle effects should be more sculk / warden themed to demonstrate their origin. The Wild Mace should have a larger grappling range, and the grapple should pull the player closer to the target. This also applies to grappling enemies. The Coast Mace whirlpool still pulls in the player who created it, which should not happen. The wayfinder mace doesnt seem like its applying the 50% extra damage to normal mace smash hits. As a reminder, all custom maces should be enchantable with vanilla mace enchantments, even when in survival. It should register as a mace. You should also add a Spire Mace. This mace has a special ability where activating it causes any players or mobs in a 3 block radius, except the caster, to gain levitation 1 for 5 seconds. This ability has a 1 minute cooldown. This Mace is themed after the Spire trim, meaning its texture, particles and sounds should be end themed. Additionally, create a new Dune Mace. This mace has a special ability that can only be activated in the air. When it is triggered, the next time the player hits the ground, they trigger a sandy shockwave that deals a few hearts of extra damage and knocks enemies into the air. This can be paired with the actual mace hit to do some crazy damage. This mace is themed after the Dune trim, so it should be desert and earth themed. Finally, add the Snout Mace. This mace has a special ability called Brutal Rage. For 5 seconds, you automatically break any shields around you and deal +25% damage, but you take +30% damage. This trim is themed after the snout trim, so it should be piglin / hoglin themed. Edit v9: As a reminder, every mace should have the default mace attack damage and attack speed. (6 attack damage and 0.6 attack speed.) Please make whatever edits are needed to make this happen. Please edit the textures of the last three maces (Snout, dune and spire) because all 3 have white backgrounds. Remember that all textures should have transparent backgrounds. Give the eye trim a new texture that looks more like the end. Also, add a new Sentry mace. When this maces ability is activated, the player begins charging up a more powerful mace attack. If they deal or take damage while charging this ability, it is canceled. Every 10 seconds the ability charges for, it will add 10% of damage to the players next mace attack. The maximum boost is 100% bonus damage. At any point while charging the ability the player can mace something to use the damage boost, but this will also cancel the charging. This ability should have a 1 minute cooldown after it is canceled or used. This mace is based off of the sentry trim, but also pillagers. Additionally, add a new vex mace. Activating this mace will trigger the winged power of the vex to make the player dash 15 blocks in the direction they are looking. This ability has a 30 second cooldown. Additionally, every hit with the vex mace has a 10% chance to spawn evoker fangs that do some extra damage. This mace is themed after the vex trim and both vexes and evokers. Also add a Flow Mace. This mace will do +10% damage on every chained hit. A chain lasts until the player touches the ground. Wind charges are not consumed when holding this mace. It is themed after the flow trim, and the breeze. Finally, I want to rework the silence mace. Currently the noise canceling ability and the true invis dont work. Instead, I want holding the silence trim to give the invisibility effect for as long as it is held. The activated ability should shoot a warden beam that deals 3 hearts of damage. Edit v10: The eye trim needs a new texture because it has a white background. Additionally, it should be colored tan like endstone and purple like the end. It can also have some green like eyes of ender. The sentry mace also needs a new texture because it needs to face the top right corner, and it should look more pillager themed. Finally, redo the snout mace to look more like a piglin weapon, build out of gold and blackstone with tusks on it. Finally, recreate the silence mace texture to look more sculk / warden themed. The sentry mace should have a pop up with the current charge progress updating on it. When the player gets hit or deals non-mace damage, it should make a failure sound and say sentry canceled. When the player gets mace damage, it should play the seek sound and say sentry activated. Flow trim occasionally does not properly end combos after touching the ground. Ensure that the trim restarts its combo once the player touches the ground, and the combo potential should go on cooldown for 20 seconds. The mace should also come with wind burst 1, which can be upgraded through enchanted books. Also, remove most of the large particles that gather as the player goes into the air, as it obscures the players vision heavily. The combo message should disappear a couple seconds after the combo ends. Additionally, the vex mace doesnt really make the player dash at the moment. It basically just teleports them a set number of blocks ahead. Instead, it should physically boost them forward in a dash, with 15 blocks of space, as noted. Finally, add a host mace. This mace is special, as it is just a host for the other maces. It starts out as a base level vanilla mace. However, activating its ability will allow it to adopt the powers of a random mace. You can then use the powers of that mace. Once that maces powers are used and its cooldown runs out, the mace returns to being a basic host mace, and the user can roll for a new mace power. This mace is themed after the host trim, and should look pretty basic, as it is just a host. Edit v11: The vex mace is now far too powerful, launching the player very far into the air when used. Reduce the range it can launch the player, especially straight up. Make the sentry mace gain a level every 5 second instead of 10. The flow mace is still very buggy. As a reminder, it should only start a chain once the player lands a mace hit. As soon as the player touches the ground, the chain should fully end and reset, and the cooldown should start. There shouldnt be any issue with the chain remaining or the mace getting confused. You can get rid of the feature that adds the wind burst enchant because it doesnt seem to be working and may contribute to bugs. The host mace isnt working properly. Some mace abilities, like flow, work fine, but most of the activated abilities dont. Please make sure that it allows for adopting a new ability, using that ability, going on that abilties cooldown, and then allowing for a new ability. Repeat the process. As a texture reminder, all textures should face toward the top right and have a clear background. Currently, the sentry trim is not facing top right. The host trim should be modified to look a lot more interesting, more like a mace. The snout mace looks good but should face farther to the top right. The bolt mace looks good, but it should have a more orange base color scheme like the original trim. The rib mace looks good with its current color scheme, but a more riblike pattern would look good. The wild mace should also look more interesting, like an overgrown artifact from a jungle temple. Make sure to follow all texture rules for all of these. Edit v12: The rib, bolt and host maces all need a new texture because they have colored / white backgrounds. The host mace should not have its own cooldown once it is ready to gain a new power. The flow mace no longer has any pop ups and I cant tell if its building a combo. Also, I wanted the seek horn noise to play once someone lands a successful sentry hit, not when they start charging it.
Glitch Scythe
alastor
make a glitch scythe every time something gets hits by it it gets withered every hit gives +1 one wither till it get to the max wither of 5 for 10 seconds when the player right clicks everything within a 50 block radius will give the player +1 speed Edit v2: make it so when right click only the user gets speed 6 for 9 seconds and everything else around it with a 50 block radius get slowness 6 for 8 seconds
Slime Sword Fusion
wilson090
So currently the recipes for the slime sword fusion aren't working. We need a recipe AND advancement for every combination of swords in the corner and slimeball in the middle. MAKE SURE the advancement is granted on start to a player. MAKE SURE you add every recipe correctly
Thornroot Fang
ilikemaribiscutis
"Create a Minecraft melee weapon named Thornroot Fang, a savage, curved blade grown from ancient jungle roots infused with venomous vines and corrupted sap. Every third hit causes thorny vines to sprout from the ground, ensnaring nearby mobs and applying Poison II for 5 seconds. It also has a passive ability: while sneaking, the player blends with surrounding foliage and gains temporary invisibility. The weapon should have an organic, overgrown look — a mix of dark green vines, glowing toxic sap veins, and gnarled wood twisted into a fang-like blade
Morph Sword
zachrl
Create a new weapon called the morph sword. This sword is crafted from a netherite sword surrounded by a feather, a raw beef, a rotten flesh, a slime ball, a gunpowder a blaze rod, an ender pearl and a ghast tear. This sword is a base level netherite sword, with vanilla sword damage, attack speed and enchants. However, this sword takes on certain abilities from the last mob it killed. It should only gain a new ability if that mob has certain powers coded, if not the sword will have no change. The sword should only gain an ability if it is used to kill a mob. This does not include damage dealt through abilities. All of these abilities should only be active when the player is holding the sword. All nether mob powers should include permanent fire resistance. All ocean mob powers should include permanent water breathing. All snow or cold related mob powers should have immunity to powdered snow freezing effects. Every ability should be coded with appropriate particle effects and mob sounds to bring the abilities to life. Here is a list of the current mob abilities: chicken: Gain slow falling when crouched. Shift+ Right click to shoot an egg. 3 second cooldown. cow: shift + right click to Remove any negative effects. 30 second cooldown. Enderman: Shift + right click to teleport where you are looking. 45 second cooldown. Frog: gain jump boost 3 while crouched. Shift + right click to shoot out your tongue up to 5 blocks and grapple in any mob or player. 30 second cooldown. Rabbit: you will always have jump boost 2 and speed 1. Shift + right click to get a super jump boost of jump boost 5 for 5 seconds. 30 second cooldown. Bee: every hit has a 10% chance to inflict poison 1 for 3 seconds. 10 second cooldown. Evoker: every hit has a 10% chance to summon an Evoker fang that does extra damage. 20 second cooldown. Shift + right click to summon 3 allied vexes that will fight for you for 20 seconds. 1 minute cooldown. Zombie: shift + right click to summon 3 allied zombies that will fight for you for 20 seconds. 1 minute cooldown. Both zombies should have Green leather helmets and one should have a stone sword. Skeleton: shift + right click to shoot an arrow. 10 second cooldown. Snow golem: you are immune to powdered snow effects. Shift + right click to shoot a snowball. 5 second cooldown. Guardian: shift + right click to charge a powerful guardian laser. Shift + right click it again to release it. Elder guardian: shift + right click to charge a powerful laser. Use the ability again to release it. Every hit has a 10% chance to give mining fatigue for 5 seconds to the target. 20 second cooldown. Wither skeleton: every hit has a 10% chance to give wither for 3 seconds to the enemy. 10 second cooldown. Breeze: shift+right click to shoot a wind charge. 10 second cooldown. you also reflect projectiles while crouched. Slime: take no fall damage. When you are under 3 hearts, shrink to ½ size. Dolphin: gain permanent dolphins grace. Shift + right click to give it to any players or mobs in a 5 block radius. 30 second cooldown. Turtle: shift to gain resistance 1 and slowness 1. Shift + right click to raise it to resistance x and slowness x for 15 seconds. 1 minute cooldown. Blaze: Shift + right click to shoot a fireball. 10 second cooldown. Ghast: Shift to gain levitation 1. Shift + right click to shoot an explosive ghast fireball. 30 second cooldown. Shulker: shift to gain resistance 3 and slowness 100. Shift + right click to launch a shulker bullet that gives levitation on hit. 20 second cooldown. GOAT: shift + right click to charge forward, dealing knock back and damage if you hit anything. Stray: Same ability as the skeleton, but the arrows are slowness arrows. Also a snow mob. Husk: Shift + right click to spawn 2 husks that fight for you for 20 seconds. Both should have yellow leather helmets and one should have a stone sword. 1 minute cooldown. You also have a 10% chance to give hunger 1 for 5 seconds on a hit. 20 second cooldown. creeper: shift + right click to create a small explosion. 30 second cooldown. The player should also take 2 hearts of damage. Wandering trader: shift to become invisible. Shift + right click to summon 2 wandering trader llamas that will fight for you for 20 seconds. 1 minute cooldown. Pillager: Shift + right click to summon a pillager and a vindicator. Drowned: Shift+Right click to summon two drowned With cyan leather hats. One has a trident. Edit v2: First of all, the sword should only do 8 attack damage, not 13. Also, the sword should have a distinct sound effect and particle effect when a mob is killed to gain their power. Currently it does not seem like mob powers are being gained, as I cant use them by activating their abilities. Finally, the texture looks good but it should face right to match vanilla item orientations. Edit v3: The texture still needs to be rotated so it faces the top right. Also, all of the shift+right click to activate abilities still dont work. Only some basic ones like sneaking with chicken to get slow falling. Edit v4: Now when I try to use abilities it doesn't actually activate them and just tells me the ability is on cooldown.