Hey, I’m gonna place utility mods for Minecraft here, as I make them. Most of it will be small stuff that has me wondering “Why isn’t this in Minecraft natively?”.
All these mods will require the apropriate Forge version.
Made by the finest minds in the laboratories, this tonic turns dirt into grass.
We are aware of the recursive nature of this. (Needing seeds, which are gained from tall grass, which only grows on grass blocks.) Measures will be taken to rectify this in the future.
- Growth Tonic Build 2 (1.7.2) – Curse
Tying a bundle of arrows together one day got me thinking: Why not do the same with potions? This is the result.
This works for pretty much all common beneficial potions (Regeneration, Swiftness, Fire Resistance, Healing, Night Vision, Strength, Invisibility, Water Breathing), stacking 8 of them into one pack. (More would get in its own way.)
And while I was at it I also combined the ingredients for a mining/digging/chopping potion and made these available in the same way.
The Haste potion can be refined by crafting it with either redstone (duration), glowstone (power) or lapis (overcharged, but toxic).
- Build 5
– Fixed the Haste potion using redstone for duration and glowstone for strength. That was an inversion of the default.
- Build 6
– Updated to 1.10.*. (Took some doing, going from 1.7.10 to 1.10.)
– Added packs for potions that now exist in 1.10. (Leaping, Luck)
– Removed the Miner potion until I can figure out how brewing works.
Looking at the stack of old armor and tools sitting in a corner of my base, a thought occured to me: That stuff needs to go.
So I smelted all the leather, iron, gold and diamond axes, pickaxes, swords and armor down, to be reused.
The process isn’t perfect, but about half of the ingots/leather/diamonds should be retained. Shovels are also not recoverable.
There isn’t much to them afterwards, really.
- Armor Smelter Build 3 (1.7.2) – Curse
Dropping the roleplaying for a moment, this adds a basic terraforming tool.
It lets you mark two points (left/right click) and then use the /fillblocks [block] [optional:meta] command to fill the area with the desired block type.
To replace only specific blocks: /replaceblocks [newBlock] [oldBlock] [optional:meta]
To scatter the desired block type across the target zone: /scatterblocks [block] [percentage] [optional:meta] (percentage is a “per block” chance to be replaced with the desired block.)
Shortcuts: /fblocks, /rblocks and /sblocks.
This tool is only usable in creative mode and while holding it. (Meaning you can have multiple tools for different areas.)
The [block] parameter is using the new block identifiers, ie “minecraft:dirt“. Or “minecraft:air“.
- Fill Tool Build 3 for 1.7.2 – Curse
Getting back into the roleplaying, I decided to take a step into armor building, to counteract my weapon-production, so to speak.
My first effort was a foray into layering materials in order to soak up damage and break the damaged shell pieces off in the same process.
This armor provides no traditional percentage reduction, going for clean damage breaks instead.
The first material used was clay, due to it being easy to mold, but experimentation has shown that both iron and obsidian work quite well.
Plus, they can be layered deeper, too, since I can craft them thinner.
As a bonus, the special properties of obsidian also seem to protect against magical damage.
Medical Ear Clip
Looking over a stack of potions again got me thinking.
You need to get this stuff into your body to have it take effect, which means it ultimately needs to get into your blood stream.
So why not inject regeneration potions directly instead of going through your stomach?
The tiny redstone mechanism inside ensures that the regeneration liquid is only injected when it registers the shock typically associated with being injured.
As a additional bonus this seems to be about 30% more effective than just drinking the potion, confirming my theory.
Antidote Ear Clip
Expanding on the idea that you can inject regeneration potions directly, this little invention extracts the healing agent from milk and injects a anti-venom into the wearer’s bloodstream.
This also makes use of a miniscule bit of redstone to detect posion in the wearer’s bloodstream, but it is of neglectible size.
The trace amounts found in the cactus block are sufficient to power this device.
Thanks to a rather economical use of the stored milk you get about 16 uses out of it before needing to refill the ear clip.
Remember all those pistons we used for weapon manufacturing? How about we use them for something …different.
Now that my knowledge of their use has so dramatically increased, other avenues of technology have opened up.
For example: Boots with pistons attached, to let you jump higher:
These boots give you roughly one additional block of jumping height.
I’m pretty sure I can improve these later on, after I figure out some better dampening materials for the user.
More research will definitely be required here. No idea why I didn’t try this earlier.
More piston-based experimentation has been done, leading to a exoskeleton that allows the wearer to run faster.
These leggings mark a massive jump forward in personal transportation. While they don’t offer much protection (the pistons are somewhat delicate) they just about double the users running speed.
Redstone dust is used as fuel, stored in a double compartment in the hip area of each leg. I am quite excited about all the other things that can be done in this field of technology, based on these first results!
More research will definitely follow.
- ShellArmor Build 3 (for 1.7.2) – Curse
This adds skeletons capable of holding and using the weaponry from my other mod, QuiverBow.
Said skeletons spawn naturally. No config required for now. (I may later add an option to disable specific weapons.)
Note: This mod requires at least build 96 of QuiverBow in order to function.
Update: Also adds wild Arms Assistants now, carrying random upgrades and gear.
Follow Update: …and removed them a day later. Do not let people talk you into things on a late night. Those ideas will seem a lot less amazing the next day.
QuiverMob Build 13 for 1.7.10 – Curse
Adds a block, the Dedicated Block Update Detector. It emits an 8 block strong redstone signal for 1 second when a block update occurs next to it.
(That is, an adjacent block changes, like a melon growing or a wall being mined.)
Does not react to redstone-emitting blocks, to avoid infinite loops.
It can be crafted as follows:
A redstone lamp in the center to take care of the logic, surrounded by 4 redstone torches for signals and embedded in 4 regular stone for the frame. (Not cobblestone.)
- Dedicated BUD Build 1 for 1.7.10 – Curse
This lets you set up drops from one dimension to another, at configurable heights. It can be configured via chat commands.
How to use:
Displays how to use these commands. Good for reference.
/worlddrop set [I:World ID from] [I:World ID to] (I:Height from) (I:Height to) (B:isClimb)
The second and most relevant command. Used to SET the dimension you want to drop out of, the dimension you want to drop into and at what heights this should happen (from and to). if isClimb is true then you’ll travel to the target dimension when you go above the defined height.
The italics arguments are optional. If you leave them out I’ll assume you mean “drop from height 0 (and below) to height 256 in the target dimension”.
Example: /worlddrop 0 -1 0 120
This will send you to the nether at 120 blocks height (below the bedrock ceiling at 128, but probably inside netherrack. Better bring a pick.) if you jump out of the bottom of the world.
Example 2: /worlddrop -1 0 128 10 true
This will send you back up to the overworld when you climb up from the nether to a height of 128 blocks or higher and deposit you at 10 blocks height. (Likely within solid stone. Remember that pick you were supposed to bring?)
You can also drop to the same dimension you came from.
Example 3: /worlddrop 0 0 0 600
This will send you 600 blocks high when you drop out of the bottom of the world, tumbling back down to the ground. I do hope you have a way to soften your fall.
/worlddrop point [I:Drop ID] [B:isEnabled] [I:Coord X] [I:Coord Z]
A refinement of SET, modifying an existing drop. If this is enabled the player will be moved to a specific set of coordinates in addition to his entry height.
Example: /worlddrop 0 true 50 100
This will send the player to X 50 / Z 100, in addition to whatever the drop itself says should happen to the player’s height (Y) and dimension.
/worlddrop remove [Drop ID]
The opposite of SET. Every drop entry has an ID associated with it. You can use that to remove drops.
Example: /worlddrop remove 2
Removes entry number 2.
Displays a list in chat of all known drops/climbs and their IDs. Pretty straight forward.
Explicitly saves the drop config to disk (into the Config folder). By default the config is only saved to disk on server stop.
Files are named after the world they’re set for.
Additionally, you can rename an existing drop file to “worlddrop_default.dat” to have that file be loaded for every world, in addition to the world-specific one.
This mod only needs to be on server side. Clients don’t need it. (But is possible for singleplayer worlds.)
It also only affects players and their mounts (‘ mount’s mount’s…). Regular mobs and other entities are not touched.
- World Drop Build 10 for 1.7.10 – from Curse
- World Drop Build 11 for 1.9 – from Curse
- World Drop Build 15 for 1.10.* – from Curse
- pre1. Get the latest Forge Installer for the right version
- pre2. Use said Installer, it will guide you through. Then select the Forge profile in the launcher
- pre3. Let the game run once, so it can set itself up properly. (make sure to quit the game afterwards)
- 1. Get the latest Mod file. Then add the zip unaltered to the mods folder, which can by default be found under “C:\Users\YOURUSERNAME\AppData\Roaming\.minecraft\mods”
- 2. Start the game, yo. You’re good to go.
Using these mods in modpacks is granted by default, assuming the usual crediting policies. (Name drop and link.)
I do like hearing about packs that use them, so drop me a line when you do so. :)