Nov 082013

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.

First up:

Growth Tonic

Made by the finest minds in the laboratories, this tonic turns dirt into grass.




Just drop 3 seeds into a water bottle and mix.

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.



Potion Packs

Tying a bundle of arrows together one day got me thinking: Why not do the same with potions? This is the result.


Just tie them together!

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.


A bottle of water, nether wart and paper in any order make the goods.

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.


Armor Smelter

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.

Smelting that crap back into something useful.

Smelting that crap back into something useful.

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.



Fill Tool

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.

Lighting not included.

Sunshine and flowers not included.

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“.


[jwplayer mediaid=”11548″]




Shell Armor

Shell Armor

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.


A plate made out of 16 clay layers, strapped to the chest.

A plate made out of 16 clay layers, strapped to the chest.

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.

32 layers or iron, like a good blade. Except heavier.

32 layers or iron, like a good blade. Except heavier.

64 layers of waver-thin obsidian.

64 layers of waver-thin obsidian.

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?


Derived from the shape of cactus needles this ear clip injects a healing agent into the wearer's earlobes as needed.

Derived from the shape of cactus needles this ear clip injects a healing agent into the wearer’s earlobes as needed.

The tiny redstone mechanism inside ensures that the regeneration liquid is only injected when it registers the shock typically associated with being injured.

The device can be refilled with potions of Regeneration, Extended Regeneration and Empowered Regeneration.

The device can be refilled with potions of Regeneration, Extended Regeneration and Empowered Regeneration.

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.


A cactus needle is used to inject the cleansing agent.

A cactus needle is used to inject the cleansing agent.

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.

Refilled with a bucket of milk.

Refilled with a bucket of milk.

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.


Piston Boots

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:


The design is pretty compact, making it concealable among regular clothing.

The design is pretty compact, making it concealable among regular clothing.

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.

The boots are redstone powered. They can be reloaded with up to 8 pieces of redstone dust at a time.

The boots are redstone powered. They can be reloaded with up to 8 pieces of dust at a time.

More research will definitely be required here. No idea why I didn’t try this earlier.


Piston Leggings

More piston-based experimentation has been done, leading to a exoskeleton that allows the wearer to run faster.


Heavy and yet light, due to lifting its own weight.

Heavy and yet light, due to lifting its own weight.

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 gives the leggings about 60 seconds worth of juice.

Redstone dust gives the leggings about 60 seconds worth of juice.

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.





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.




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.)



World Drop

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.

/worlddrop show
Displays a list in chat of all known drops/climbs and their IDs. Pretty straight forward.

/worlddrop save
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.




  • 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.


Modpack Permissions

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. :)

  162 Responses to “[Minecraft Forge] Utility Mods”

  1. Note on the fly one: Somewhere between 8 and 2000 it gets to game confusing dash into a solid grey fog issue. With full NoClip mode included. Sorry for granularity. only values tested.

    • Domochevsky

      ‘s coo’. Kinda makes me wonder if I should impose a upper limit of x6 or so, for safety reasons. >_>

    • Further testing reveals the issue to be between 32 and 50. HOORAY!

  2. Domochevsky

    Added the leafcutter.

    • I don’t suppose it would be possible for another modder to be able to get the API / source code to work with?

      • Domochevsky

        For the leafcutter mod specifically? There is no API, but the source may be available. This is not exactly a complicated mod. :)
        (In fact, I should give it a overhaul at some point, to extend its compatibility.)

  3. May I use Growth Tonic and Leafcutter in a modpack that I am making? If so, I will include whomever necessary in the credits and on the webpage.
    Note: the URL Attached is a mirror site, as the main site is down at the moment.

    • Domochevsky

      Yeah, no problem. I presume proper credits are given to everyone involved. :)

  4. Domochevsky

    Potion Packs added.

  5. great, i like the tonic, potion pack and smelt mod

  6. any directions on how to install this i tried to do the armor smelter one and it didnt work wont open minecraft

    • Domochevsky

      Hm, this works the same way as any other Forge mod. What did you do to install it?
      (The install instructions are right at the bottom of this page.)

  7. Domochevsky

    All local download links have now been made relative (so no accidental linking to https, which your browser would warn you about) and Curse links have been added where applicable. :)

  8. Hi, I was wondering if I could use your mod in a modpack I’m creating?

    • Domochevsky

      Sure, just make sure credit is given to everyone involved and that the mod stays up to date. I’d rather not have people show up with bugs that I fixed 3 versions ago. :)

  9. hey man. im loving these little things and im adding them right now. its just those little things that count hahah you should be able to do these things in the game already but ehh love it none the less

    • Domochevsky

      It’s the details that make the difference indeed. :) Thanks, man!

  10. Hello,

    How do I apply for permission to use one of your Minecraft mods for my modpack that I intend to publish on the ATLauncher?

    Thank you,


    • Domochevsky

      By telling me about it. Permission granted. (I presume credit will be given to everyone involved.) :)

      Just make sure the mods stay up to date.

  11. Hey, would like to ask your permission Domochevsky to use your wonderful little mod PotionPack on a private server modpack. It would be provided via a whitelist only ATLauncher pack and will include proper credit to the authors involved on the pack and our website, (, once its updated.

  12. Hey, wanted to say thank you for making the armor smelter! Thank god I can melt all that stuff down and get something useful back. Although it’s a bit weird to be putting leather in a furnace :)

    Question, will you be updating this to include reclaiming chain? I know it takes something odd to make chain – fire? – but you can use iron to repair chain, so if it smelted to iron, that’d be cool too. I mention this because I spawned a world with so little iron at the start, I had like 8 stacks of redstone before I had gotten 1 stack of iron lol. But I had like 5-6 pieces of beat down chain off of mobs sitting around in a chest, so that would have helped.

    • Domochevsky

      Chain… huh, is that a regular thing now? I should add that as well then, yes. :)

  13. Hi, can I use Armor Smelting in a Modpack I’m working on? I’ll include all appropriate bylines and make no profit myself from the download. I’ll keep the modpack as up to date as possible.

  14. I would like permission to use your armor smelter mod in a modpack I’m making for my private server. I will ensure you get credit for your work.

  15. I hate to ask, but should the smelter mod be able to work on a server? I placed the zip up, but I get nothing; it works in single player, sure, but …

    • Domochevsky

      Yeah, it does work on servers. I do have the LP to prove it, if need be. :)

      (Did you make sure the server is a forge server and gets started via said forge wrapper? The mod needs to be there as well, in the server’s mods folder.)

  16. The fill too mod is useless for 1.7.2, there is no /fill command ,unless it adds the /fill command

    • Domochevsky

      It uses its own /fillblocks command, which is unrelated to the /fill command that gets added in 1.8. :)

      • Hi,

        are you planning on advance filltool a little, like adding “/replace” for example? I’d like to see a replace option with the mod. Good and useful already, cheers

      • Domochevsky

        Not currently, but I’m certainly open for suggestions. :)

        What would “/replace” do in this case? Not touch air blocks? Replace a specific block type inside the marked zone?

      • nice to know youre open for suggestions =)
        so my suggestions are:

        “/fillblocks replace x y”. In the area you marked, block x would be replaced by block y (only x)

        like in /replace minecraft:dirt minecraft:grass, the dirt in the area would be replaced with grass. other blocks in the area like stone or so would not be affected.

        “/fillblocks undo”. with more advanced options, you’ll sometimes have the problem that you need to undo a certain change you made.

        like in /undo, the last step, so the one you just made, would be undone. maybe (you know best) this could be extended so you could undo, undo, undo, undo………

        “/fillblocks redo”. like in “okay, it was good so why did I undo it????” so you undo the undo, so to say.

        “/fillblocks x percent x y percent y z percent z” (and the x, y, z percentage should be 100, of course)
        this, of course, is special…. But I can think of situations in which you would want to have a place, wall, floor or whatever filled with blocks of different types to make it look used or more natural in like this example: stone bricks, cracked stone bricks, mossy stone bricks. we would, say, end up having a wall consisting of these 3 different blocks, depending on the percentage we set. creative servers, adventure mappers and other people will like this option I guess…

        I would really like to see this tool growing as forge servers lack of advanced world editing tools (as far as I know). Its like worldedit for bukkit servers or something… but we need more commands =)

      • Domochevsky

        Hm… lesse.

        Replacing specifics blocks is the easiest part, as everything required is already in place. I just need to add the proper command-usage and add a few extra lines of code. :)
        EDIT: Done. This works now.

        Redo/Undo is the hardest part, as I’d need a scheme to keep track of what blocks were changed and record that somewhere. No idea how to go about that currently.

        Percentage-wise filling… hm, I think that should be fairly easy as well.
        How about “/scatterblocks minecraft:stonebricks 15” to fill a random amount (15% chance per block) of the selected area with the desired block type?
        That way you can just repeat the command with different block types and you get randomization into walls. :)
        EDIT 2: Done. This works as well. :O

        Yeah, I originally made this tool because I couldn’t find anything easily usable under Forge. And vanilla tools are pretty much useless due to being needlessly complicated command-line shenanigans with 7 variables. (Good luck selecting an area in the first place there.)

      • thats good news! I’m looking forward to test the changes. the scatterblocks will be tested, didnt think of it that way.

      • Domochevsky

        Alright, build 3 of the Fill Tool is up. :)

        (Undo/Redo is not on my list for now, until I got a basic idea of how to even go about that.)

      • Nice work, all seems to work well!

        what about /cylinder and /sphere commands? /pyramid may be useful, too.

        /cylinder [block type:meta] [radius] [heigth]

        /sphere [block type:meta] [height]

        In both cases, the block you are standing on would be the center

        and finally, /fillblocks info, which will give you the exact amount and type of blocks in a marked area.

        like in /fillblocks info…. AND in addition /fillblocks info [blocktype:meta] if you want to know about a certain block.
        This area contains:
        1047 minecraft:dirt
        530 minecraft:stone
        65 minecr…………..

        the order would be the more, the higher in the list…

        Purpose: I am thinking of a very well elaborated forge economy server on which people can import their, say, buildcraft blueprints or something similar. Then, with the option to “read” what an area is made of, it would be possible to charge someone based on the value a block has. Thats like “yes, you can build sth in creative and import it, but it costs you ingame-currency”…. I’m sure other people come up with other ideas…

      • I forgot the “radius” in the sphere command…

        /sphere [block type:meta] [radius] [height]

      • Domochevsky

        Hm… /infoblocks sounds certainly viable. Useful in its own way and should be fairly easy to implement. (Just need to figure out how to store and present that data.)

        As for specific shapes… that’s gonna be a good deal more difficult. I need some muse for that. @_@

  17. Great mods, appreciate the work! I used the curse links to support you!

  18. Awesome mods, thank you!

  19. There’s a small problem with the Potion Pack mod, at least in 1.6.4 which is the version I have to use. Every time I drink a potion from the pack, it uses up two of them instead of one. I haven’t tried testing for other bugs, but that’s the problem right now.

    • Domochevsky

      …huh, I never heard of that sort of behavior. Is it actually using two or just acting as if it did? (Giving you two bottles in return, too.) o_O

      • Yes, it is indeed giving two empty glass bottles back when only used once. Same with milk and haste potions.

        Also, these aren’t bugs, but a few minor things:
        – There’s a pack of Potion of Water Breathing included, but that normal potion doesn’t exist in 1.6.4
        – The haste boosts are backwards, redstone empowers and glowstone extends. It should be the other way around.

      • Domochevsky

        Huh, that’s some weird stuff. That stuff is unlikely to get fixed for 1.6.4, though, as I only do stuff for 1.7 by this point (but I’ll look there into that. The double potion thing is something I have yet to encounter, so I got no idea how to tackle that). >_>

  20. I was wondering if I could use Growth Tonic,Leaf Cutter,Potion Packs,and Armour Smelter in my private mod pack. Please and thank you.

    • Domochevsky

      Sure, go ahead. You know how crediting works if you ever decide to make it public. :)

  21. Hey, id like to try out the potion mod. But do you have any mod packs that dont need forge? Any coloured text mods? Thanks :)

    • Domochevsky

      I do not, no. All of these explicitly require Forge. :)
      (What’s a coloured text mod?)

  22. Hey, whats your server name if you are making the erver public? Only if you like, i can help advertise it on other servers. Thanks :)

    • Domochevsky

      Server name? I don’t have one currently. I’m only playing From Ashes (QuiverBow-enhanced) with someone currently. :)

  23. Hey Domochevsky, I wanted to include your mod “Armor Smelter” in my mods. I downloaded the 1.6.4 version of Armor Smelter, as well as the 1.6.4 Recommended Version for Forge, and this is the crash report:

    Description: There was a severe problem during mod loading that has caused the game to fail

    [spoiler]cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: domochevsky.armorsmelter.Main
    at cpw.mods.fml.common.LoadController.transition(
    at cpw.mods.fml.common.Loader.loadMods(
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(
    at net.minecraft.client.Minecraft.func_71384_a(
    at net.minecraft.client.Minecraft.func_99999_d(
    at net.minecraft.client.main.Main.main(SourceFile:101)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(
    at java.lang.reflect.Method.invoke(
    at net.minecraft.launchwrapper.Launch.launch(
    at net.minecraft.launchwrapper.Launch.main(
    Caused by: java.lang.ClassNotFoundException: domochevsky.armorsmelter.Main
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(
    at java.lang.ClassLoader.loadClass(
    at java.lang.ClassLoader.loadClass(
    at cpw.mods.fml.common.ModClassLoader.loadClass(
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(
    at cpw.mods.fml.common.FMLModContainer.constructMod(
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(
    at java.lang.reflect.Method.invoke(
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(
    at cpw.mods.fml.common.LoadController.propogateStateMessage(
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(
    at java.lang.reflect.Method.invoke(
    at cpw.mods.fml.common.LoadController.distributeStateMessage(
    at cpw.mods.fml.common.Loader.loadMods(
    … 10 more
    Caused by: java.lang.NullPointerException
    at net.minecraft.launchwrapper.LaunchClassLoader.findClass(
    … 38 more

    A detailed walkthrough of the error, its code path and all known details is as follows:

    — System Details —
    Minecraft Version: 1.6.4
    Operating System: Mac OS X (x86_64) version 10.8.4
    Java Version: 1.6.0_51, Apple Inc.
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
    Memory: 16878072 bytes (16 MB) / 115441664 bytes (110 MB) up to 1065025536 bytes (1015 MB)
    JVM Flags: 1 total; -Xmx1G
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v8.11 FML v6.4.49.965 Minecraft Forge 5 mods loaded, 5 mods active
    mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
    FML{} [Forge Mod Loader] (minecraftforge- Unloaded->Constructed
    Forge{} [Minecraft Forge] (minecraftforge- Unloaded->Constructed
    ArchimedesShipsMod{1.6.4 v1.4.5} [Archimedes’ Ships] (ArchimedesShips) Unloaded->Constructed
    smeltchevsky{b1} [Armor Smelter] (domochevsky) Unloaded->Errored[/spoiler]

    Editchevsky was here. (Added spoiler tags.)

    • Domochevsky

      java.lang.ClassNotFoundException: domochevsky.armorsmelter.Main

      Hm… that usually only happens when you extract the zip, instead of leaving it untouched and just dropping it into the mods folder.

      • Oh it seems like my computer automatically unzipped the folder. Have any idea how I can stop this from happening on my Mac?

      • Domochevsky

        Sorry, I never used a Mac. Automatically unzipping stuff is a rather odd feature. But I suspect you could always try to just rezip it. (The name of the zip doesn’t really matter.)

  24. The shell armor mod gets better and better <3
    and props to you for the concept for the piston boots really nice idea :D

  25. Idea Time! (This is for Shell Armor BTW)
    Note: Some of these I stole from the epic Armor Movement Mod, which the owner is apparently not going to continue to 1.7, which is sad. I really love using it in combo with the Quiver Bow mod, and now this is the perfect opportunity to get them to work even better together. You might want to talk to the owner and see if he’ll let you amalgamate his mod, even use some of the code.

    -Parachute (Chest)
    This would make the player fall much slower, like a chicken, helping them avoid fall damage.

    -Climbing Boots/Crampons (Foot)
    This would allow the player to treat certain heights of blocks as if they are ladders and climb vertical surfaces but only a few blocks, or else ascent is very slow.

    -Flight Suit (Chest)
    This would allow a player to glide forward at very quick speeds when falling, which could be engaged or disengaged by pressing an action key.

    -Invisibility Cloak (Chest)
    Essentially the same as an invisibility potion, but it doesn’t run out and keeps you from having any chest protection. Perhaps also doesn’t have a particle effect to be even more stealthy? NOT CHEAP.

    -Ice Skates (Feet)
    Allows the player to move quicker across ice.

    -Jet Pack (Chest)
    Allows for coal or redstone powered flight. Expensive to use, but could be very useful for warfare or building.

    -Life Vest (Chest)
    Basically keeps player from sinking in water.

    -Flippers (Feet)
    Allows player to move faster through water.

    -Scuba Mask (Head)
    Gives player an extra row or two of bubbles. Could be paired with a chest mounted air tank.

    -Targeting Goggles/Binocular Goggles (Head)
    Allows player to use a zoom effect similar to the Ender Rifle zoom function, but with anything.

    -Rhino/Unicorn Helmet (Head)
    This should have a less derpy name. Essentially allows the player to damage mobs or players that they sprint into.

    -Night Vision Goggles (Head)
    Same concept as a night vision potion, but with the same type of differences noted in the Invisibility Cloak

    -Inflatable Boots (Feet)
    Allows player to walk on top of water (Albeit slowly).

    -Pumpkin Mask (Head)
    Gives player the same ability that wearing a pumpkin does, keeping them from angering endermen, but with better visibility and some armor value.

    -Ghillie Suit (All)
    Sort of a cheaper invisibility cloak, but only works if you have the whole suit, and if you don’t move. Good for combo with the ender rifle.

    -Backpack (Chest)
    I know theres alot of backpack mods, but this would make it a bit more balanced and according to the theme. Pressing an action key opens up a chest GUI with 9 slots of extra space, which can be swapped with the players current nine quick-access slots.

    -Roller Skates (Boots)
    Allows a player to move faster over land.

    -Grappling Belt (Legs)
    Sort of a Luke Skywalker Stormtrooper Belt that allows the player to hook onto fence blocks and swing from them like a mob on a lead.

    -Gel Coating (Any/All)
    This would be either an armor set or a single item that goes in all four slots that gives the player immunity to fire and lava damage for a certain number of hits or a time on fire.

    -Hazard/Mech Armor (All)
    A REALLY heavy suit of piston and redstone based mech armor that is highly damage resistant and makes you immune to knockback and almost immune to explosions. Could be weaponized, or just hazard armor for dealing with creepers and TNT. If you want it to have a cool name, call it the GhastBuster Mk1. :P

    -Long Jump Boots (Feet)
    Boots that when fired, launch the player REALLY high into the air. Only has one shot and must be reloaded in the same manner as any other quiverbow weapon. Possibly greatly reduces fall damage?

    -Shockwave Boots (Feet)
    These would take the cool particle effect that takes place when you fall to a useful level. Creates a high knockback no block damage explosion in a circle around the player when triggered. Reloaded with gunpowder.

    -Pack-Mounted Rocket Launcher (Chest)
    This could be a back-mounted dragon box (or two) that fires one or two rockets where the pointer is aiming when the action key is pressed. If you want something even more devastating, make it fire big rockets, one at a time, and allow it to be combined with the GhastBuster.

    • Domochevsky

      So much stuff~ :O

      Not sure if all of those are viable, but I’ll certainly go through that list and see what can be implemented and makes sense, technology-wise. There’s some pretty good things in there.

  26. ^^^ Lot of ideas, pick through the ones you find most interesting.

  27. Im wondering if you could explain how to use the fill tool, ive ddownloaded it for 1.7.2 but cant seem to figure it out. A more in depth tutorial would be excellent

    • Domochevsky

      Sure, what part specifically is giving you trouble? (So I know what angle to tackle this from.) :)

      • Im having a problem with all of it, i got it it to work a couple of times but when i tried to fill a certain area with grass blocks it filled it like 4 blocks high and not 1. Im also wondering if you use different wool how do you get that color you want, i tried getting gray wool and it gave me white and filled my flooring in my hotel im building like halfway up i had to go through and brake all the blocks down.

      • Domochevsky

        Hm, interesting.

        It handles the explicit area you select via left and right click, including the blocks you clicked. I’ll make a video explaining the concept in various situations. That will hopefully help. :)

      • thank you,a video would be great

      • Domochevsky

        There ya go. A shoddy tutorial video has been inserted into the main post. :)

      • i watched the video, it all works. Thanks for that.My only concern is that when i build a house with this tool and i make a doorway to enter it glitches alot. I have to break some blocks and fly above to drop in, to get into the house…same goes for when i try to get out.

      • Domochevsky

        When you make a doorway… are you punching the hole with the tool in hand? It does not actually break the block you left-click on, but your client thinks it did and displays it as such.

        You need to keep that in mind. Punch without the tool selected. :)

      • ok ill give that a try and let you know… this mod is excellent to have

      • It works. thanks alot for the help

      • What i would love to see from you is an elevator mod, that actually works. I have minecraft 1.7.2 and every elevator mod i try dont seem to work

      • Domochevsky

        Good to hear. :)

        (Elevator mod… something that moves/teleports you up an down? Moving platforms is kinda off-limit, but Thaumcraft does something similar, with its elevator blocks. Lets you float up and down.)

      • I tried Thaumcraft, didnt work

  28. Hey why dont you guys make a pair of boots with a dispenser at the bottom and you use tnt or gunpowder to propel yourself into the air like a double jump

    • Domochevsky

      I’d love to, but there’s no real way to do that right now, due to a lack of jump related forge hooks.
      (There’s only one, and that returns whether or not any given entity just jumped.)

      • Ok. how about using endstone to create a tool that will tell you where nearby mobs/animals are in a 10 radius like. Seeing as how it can create mob eggs with the Soul Cairn How about goggles. It would be useful for cave exploring.
        Also can you come up with a way to weaponise emeralds? I’m saying this because it would make trading with villagers more practical seeing as how they rarely have any use.
        Wait one more suggestion why not make a sand gun? That would be useful and could lead to some funny moments.
        Thanks for reading the comment and replying by the way.

      • One more idea what if you made a gun that shoots ladders. Or you made a pair climbing claws or something. Basically anything to help people to get up walls.

      • Domochevsky

        A ladder shooting gun would work, but have you checked out the Aqua Accellerator from my other (QuiverBow) mod? :)

      • Domochevsky

        Would be kinda neat, but right now I have zero plan for how to go even go about something like that. A 10x10x10 area is not small to constantly scan for entities, although it may be possible and optimizable. (I guess we don’t really need the full height. 10x10x5, half vertical would work too. But fail when in steep tunnels and on stairs.)

        I’ll have to ponder that for a bit.

        Edit: Oh yeah, as for emeralds… hm. Something should indeed be done there, but I’m not entirely sure what yet. They might make for a good building material in weaponry, but for ammo they might be a bit too rare. (Unless they power something with quite a bit of oomph, which is not out of the question.)

        Sand gun: Something that shoots sand blocks or blasts sand? To what end?

      • When I was talking about the emeralds being used as ammunition I noted that it could be a ammunition that could be purchased from villagers. So if your going to make using emeralds a powerful weapon it may become really OP. As for the sand gun, I don’t know, I was just suggesting a possible weapon for the quiver bow mod.

      • Domochevsky

        Of course I’m gonna keep basic balancing in mind, no matter what I’m gonna do with this. Cost of aquisition has to be kept in mind, though. :)

        So no specific idea for the sand gun… hm, bummer. I don’t really have anything there either that wouldn’t already be covered by something else.

      • What about a tool that could change biomes?

      • Domochevsky

        Hm… yeah, I think something like that can be done. There is use for it.
        I just have to figure out how to make it simple to use. :)

        (Right click a spot to change the biome of the chunk you’re in to something pre-set? With a range option that could be adjusted via crouch attack/use, to get chunks in a bigger radius.)

      • Sounds good. Hey, i came up with a idea for a armor piece. Cactus armor so that if a mob hits you it will take some damage back. Could be good for the start of a survival?
        And for the biome changer. Hmmmm. Maybe could use saplings, seeds and cacti as ammunition which would make it easy to use. Also I thought it could be used like your fill tool mod except it doesn’t need commands.

      • Domochevsky

        Cactus armor… seems sensible enough. A natural thorn enchantment, as it were. :) *adds it to the list*

        For the biome changer… hm, using biome-specific items (via crafting with the item?) to set what biome to use would indeed allow it to be command independent together with crouch-radius setting.
        (This is pretty obviously a creative-only item, so ammo is not something of concern.)

      • Creative only? Ok.
        What other things are you planing on adding in. Hey i just had a idea, why don’t you think about using bricks for something. Like a brick launcher or something.

  29. Hey i found a bug with the Coin Tosser and the Modified Coin Tosser. It’s that the pellet count is more than a ingots worth of gold nuggets thus making it a easy gold ingot duplicator. Also if you shift click with a Piston Leggings it will make you wear them like a helmet. Was this meant to be implemented?

    • Domochevsky

      …wait what? o_O
      What version are you using?

      The Coin Tosser should throw out 9 nuggets, which translate to 1 ingot. At 8 shots that’s 8 ingots.
      The Modified Coin Tosser shoots 3 nuggets, meaning 3 shots translate to 1 ingot. At 18 shots that’s 6 ingots.

      Shift clicking with piston leggings… just tested it. That’s a bug. Will be fixed in the next version as soon as I figure out why it’s happening. >_>

      • Yeah shoot the coin tosser at the ground and you get more than what you put in. I’m using 1.7.2

      • Domochevsky

        What build, though?
        How much nuggets do you get when shooting at the ground?

      • It looks like nine nuggets but i get like 12

      • Domochevsky

        Hum. Not reproducable on my end. Do you get “like 12” or do you actually have 12 nuggets in your previously empty inventory after picking them all up?

      • It’s a random number each time

      • Domochevsky

        Hum… absolutely not reproducable on my end, so I got no idea what to do about that. Do you have any other mods that mess with drops? :S

  30. Domochevsky

    Added Arrow Trails to the list of mods.

    • Does this have special trails for each projectile? And a special config for Quiverbow?

      • Domochevsky

        No and no. Trails are for projectile types, not individual ones and QB-specific projectiles are currently not taken into account. I made that mod quickly as a request by someone, so it’s unlikely I’ll expand it much. No investment on my part. :)

  31. Domochevsky

    Added QuiverMob to the list.

    Must… code… @_@

    • With quiver mob, would mobs with stronger weapons be rarer? Because a mob with a seedling may be easy to deal with. Lightning red? Not so much.

      • Domochevsky

        Yeah, currently the strongest weapons (Among them the Lightning Red) are restricted to the nether and the skeletons therein.

      • Sorry for the interruption, would you mind having yet another idea?

      • Domochevsky

        I got lots of ideas, but little time/coordination to act on them. Feel free to add yours, though. More ideas are always good. :)

  32. Why can’t I find the download links for the Medical Ear Clip and the Antidote Ear Clip?

  33. Ummmm nope i haven’t got any other mods that are glitching right now

  34. I had an idea for an addition to either QuiverBow or ShellArmor (maybe a bridge for the two). Is there a specific place you would prefer I leave my suggestion, or is here fine?

    • Domochevsky

      Here seems as good a place as any, so hit me. :)

      • Have you seen the film Hook? The Peter Pan film, with Robin Williams.
        When the Lost Boys prep to take on the pirates, they make an egg lobber which doubles as a chest plate.
        Playing around with the potato tosser, I thought “The only thing better would be a shoulder mounted egg gatling gun.”

        Also, while running with the piston leggings and base jumping off cliffs, with the nice little hop boost of the piston boots, I thought a glider would be a nifty addition. Though the simplicity of a non powered mobility device is a tad droll, which lead me to thinking about a helicopter hat.

        And while I’m here, I’d like to add that I only found your mods a few days ago, and they are already in my favorites. I commend your excellent work.

      • Domochevsky

        Shoulder mounted egg gatling… tempting, but it not being something you hold makes it difficult to figure out how to actually activate/fire it. I’m not quite a fan of having a whole bunch of extra key bindings for various item functions per mod. Something more elegant will have to be figured out there if I go that route. :)
        (However, a egg gatling in general could be interesting. What to have it do, though… 1 dmg per egg + poison?)

        Meanwhile, not sure which mod it was, but one of the yogbox mods has a hang glider, which would be right up your alley, I bet. :)
        (If I make a small flying machine it’d probably be a bicycle with pistons and a big propeller or somesuch. ;P )

        Also: yay! \o/

      • You could possible have a trigger, as a held item (like a remote) which fires the eggs, but only when wearing the chest piece? (I’m not a fan of keybinds either).
        As for effects, I would go with 1 damage + blindness – unless you implement rotten eggs perhaps. Only, poison doesn’t effect most vanilla monsters. Though I’m not sure if blindness really does much to them either.

        If you mean the OpenBlocks hang glider, I tried that, but I prefer something where I can still launch rockets as I glide. ;)
        Though a flying bicycle makes me think of Artemus Gordon’s flying pennyfarthing, from Wild Wild West. Now that would be amazing. :D

      • Domochevsky

        Hm, with a trigger we’d be square back into item territory though… not quite elegant. Maybe punch while sneaking to fire it?
        (I don’t think blindness affects mobs at all. Poison doesn’t either, though. Most of them are either arachnids or undead. >_< ) Also, ah... right, a passive glide type. Hm. Not sure how to go about that, technology-wise.

      • Personal opinion, I quite like the need to hold what you are using, rather than a keybind, and you don’t see a lot of two-part weapon/armors – though sneak+punch is a good alternative.

        Hmmm, you could do slowness, but that would make more sense with slimeballs than eggs. And nausea/hunger would also be ineffective against mobs.
        Wither would work as an alternative to poison, but withering eggs? That would require some soulsand hocus-pocus, perhaps?
        Or maybe inject the eggs with gunpowder and give them knockback.

        Instead of a glider, perhaps slimed boots, to give a bounce and reduced/no fall damage – these could later be combined with the piston boots for a double jump, or just a combined effect? Or even with the blast boots… Just because fun. :L

      • What about a grappling hook gun or something that could make flying foxes instead of the glider?

      • Hpw about having the eggs have a chance to spawn in killer chickens?

  35. Hello, i liked your mod “Armor Smelter”, do you will update him for version 1.7.10?

  36. Could you please make a 1.7.10 update for Potion Packs and Shell Armor, and if you like the idea could you make an Item for Shell Armor similar to the Artifice upgrades but based off of the Shell Armor as a “disposable” enchantment for normal (i.e. any enchantable) armor?

    By the way, if you do like the idea my MC screennames are Keetarin and Cousin_C.

    • Domochevsky

      Hm, are both mods non-functional in 1.7.10? I’ve got no feedback in that regard yet.

      (I don’t know what these Artifice upgrades are. Disposable enchantments?)

      • I’ll see by running them stand-alone. Artifice enchantments are crafted in a crafting table and are unable to reach the strongest forms.
        Also, what I mean by disposable enchantment is that you would craft the shell armor into upgrades to be applied to armor and would provide their normal effects to the armor you combine them with but the enchantment would only last as long as the normal form of the shell armor.

        P.S.: here’s the link to the main page of the Artifice mod so that you can download it and get an idea of how the craftable enchants work in it: Link

        Editchevsky: Fixed the link. You need to wrap it around a word or a sentence in order for there to be something clickable.

      • Oops, when I say that the enchantment would only last as long as the normal form of shell armor, think of it as being a “charged” enchantment that self-unenchants after being “exhausted”.

      • Domochevsky

        Hm… frankly, I’ve got no idea how to do that. I’ve never worked with enchantments. I don’t think they get to decide when to remove themselves. There’s no code being run of my own kind from what I can tell. :S

        I do wonder if I should continue Shell Armor at all currently, seeing how much better some mods out there there. (Like the steamcraft power armor stuff. That is some serious gear.)

      • Thanks to whoever fixed the link!

  37. Haven’t found any problems so far aside from a few intermittent graphical glitches when displaying the jump boost effect from the piston leggings in the inventory. Also… Pants Hat! Will report any more that I find.

  38. Hey, Domo!! How is your day going? As you know, I, TEM187, have been a constant… eh, let’s call it “enthusiastic contributor” … on mainly posting on Quiverbow for multiple sug. Today, however, I got the idea to come up with more… defensive items you might agree here. This is an overly obvious point at the shell armor mod and the way it has been abandoned. I felt that changing my focus from high-tech weaponry to armor like technology might get me out of the box I’ve inextricably put myself in. So, without further a do, I give you Shell Armor suggestion Number 1!!!

    Okay, this is obviously more of an add-on atempt for Quiverbow mod weapon, but what about a Sugar Engine reloader? Ever see Miniguns with giant backpacks filled with extra ammo? Why not add that to shell armor? Also, why go even further to add a Chestplate-like device that can be filled with various ammunition, like Nether Bundles for the Nether Bellows or an upgraded version for Regeneration potions for the Ray of Hope. I’m just saying the possibilities for shell armor and Quiverbow compatability are extremely wide and versatile, while also being balanced and useful. What do you think of this? Let me know as soon as you can respond. I want to hear your thoughts on this and I do realize that now tha I’ve become so continual with my comments that you are taking your time to respond to them. If this assumption is wrong than I apoligize, but I do notice the lack of response and as such promise I won’t keep commenting if you so desire for me to stop “chatting”. Please take this suggestion into consideration and keep updating. Have a great day, know that you have amazing ideas, and God Bless You!!!! :-)

    • And wow I got a little off-topic ther…. :-|

      • Also, forgot to mention this bit. The big debuff this basicall gives is when wearing this the tech has little or no armor points. This basically makes it a trade-off. Want more ammo? No more chestplate. Want more armor protection. No extra ammo ( of course this idea could easily be dismissed if the Ender mags become a thing, which in that case I probably shouldn’t have posted this at all here. :-/\

      • Domochevsky

        Enthusiastic indeed, but at least good for motivation most of the time. :)

        Generally I try to steer away from items that use one of your precious armor slots with no armor in return. There’s only so many things you can equip there after all. Most of the time that means you have to specialise in a specific armor piece, since you’re not gonna switch them out mid-combat or carry around multiples. You want it all in one package if you only have 4 slots.
        Shell Armor has indeed been mostly abandoned, due to there already being plenty of excellent mods out there that adds gadgets and tools for armor slot. There’s only so many jetpacks Steve can carry, after all. :)

        As for “taking my time to respond”… you are misunderstanding me. When you showed up I’ve taken time out of my day to respond to you in a quicker manner, expending mental power to address your suggestions immediately. However, doing that for days on end is exhausting, so I’ve fallen back to a pace I can support. There’s only so many hours I can think about QuiverBow, after all. I got plenty of other things to do as well, including my own game and comics.
        (Yesterday I spend about 8h refactoring QuiverBow code, in preparations and to make it easier to handle. Now I’m recovering from that. >_ > )

      • Oh, duly noted. :-) Being in America sometimes makes it hard to tell if you’re active or not. I will try to keep that in my own head from now on! As for your own game, keep doing what you like doing, man. It’s a great game and I must seriousely congradulate on keeping these thing up to a good tee! Thank you for this comment, though. I do realize armor is in fact armor, but as far as an armory-type idea, why not add some plates to my previous dea? I know shell armor is virtually dying, but it has A LOT of potential. Please reconcider the possibilities here. At least think of how this mood could benefit other mods. Besides, there’s very few mods out there that give good backstories. B) Anyways, thanks and hope to hear from you soon! :–)

        BTW, expect a pic. or Two today (finally found a good idea in need of redesign :) ) God Bless you!! :-)

      • Also, look up that Backpack mod agian. With Buildcraft installed you get a copter pack hat doesn’t take an armor slot! Goodbye Mekanism Jetpacks!!! :)

  39. Okay, new idea now. Why not a plated chest plate? This would basically comprise of an iron chest plate surrounded by five diamonds, two leather, and an obsidian shell-armor. It would of course give the player incredible defence, but in turn would make the player exceedingly slow. This would make it somewhat of a necessity to wear the piston leggings for normal walking speed, making it a somewhat costly but ultimately beneficial system to wear. How about also finding a way to upgrade the piston items for more speed and better protection, but also leaving the player more hungry or heavy if there’s no redstone in the power supply load. I told you this mod could have infinitely more possibilities! How about these comments. Are they make-do worthy or not even close to implementing state right now. Please let me know your thoughts! It’s amaziinnngg!!!! *sings like in the shower*

    • Okay, the end of that came out a little weird…. Don’t Judge Me! (JK) ;)

      • Domochevsky

        If you don’t want me to judge you then why did you include it. ;)

        As for “plated” chest plate… yeah, iunno. Not seeing me working on Shell Armor any time soon. I’d just be duplicating the work of others by this point. Next I could make a mod that deals with item storage and crafting. ;P

      • Yeesssss… need yhat syorage!!!! ;) Love your mods!!! :) God Bless you, Domoshrvsky!!! :)

      • storage. ‘_’

      • Wait… I see what you said there (wasn’t fully awake when I posted. Still waking up, k’now. ;P ) Thanks for the comment, though. Apreciate the good talk! :)

  40. I have a thing about ShellArmor. I thought the word “discretely worn” or something means you can wear it with your armor too, so I tried to combine them… with no effort. About QuiverBow, thought of another idea: How about using the needles from ShellArmor for guns? Let’s say you will put potion of harming to the needle, then putting it to the same gun that uses cactus needles? Will be 80% more effective that splash potions (which will mean normal damage to witches). Maybe this become another useless idea. Well, at least… have a small chance.

    • Domochevsky

      Ah no, unfortunately I don’t have that particular ability yet …or, well, actually maybe I do, but there’s not much to be done about that by this point. :)

      As for those medical needles.. probably not a good idea, seeing how the Thorn Spitter fires a bunch of tiny cactus needles, while full syringes are a bit big. :D

      (But I will indeed have to make a long range potion delivering device at some point. I’m just not sure how and what yet…)

      • Good!.. (wait, you already have made potion-based gadgetry, in the Ray of Hope (sappy ;) ) Maybe the next step is using the ray of hope design to make more powerful weaponry, like a potion of harming weapon! :D (You do have the ability to modify existing weaponry as of late, after the latest updated build :)!!! )

  41. I don’t know why but fill tool doesn’t work with me, it makes my game crash

    • Domochevsky

      …huh. What MC version are you using it with? Do you have a crash log you can hand me?

      • well, after a few tests I realized that it’s not your mod, it’s forge which suddenly didn’t (and still doesn’t) want to work

      • but maybe you could now how to fix this :
        —- Minecraft Crash Report —-
        // Oops.

        Time: 01/03/15 19:40
        Description: Unexpected error

        at java.nio.Buffer.checkIndex(Unknown Source)
        at java.nio.DirectIntBufferU.get(Unknown Source)
        at net.minecraft.client.renderer.RenderGlobal.func_72712_a(
        at net.minecraft.client.renderer.RenderGlobal.func_72732_a(
        at net.minecraft.client.Minecraft.func_71353_a(
        at net.minecraft.client.Minecraft.func_71403_a(
        at net.minecraft.client.Minecraft.func_71407_l(
        at net.minecraft.client.Minecraft.func_71411_J(
        at net.minecraft.client.Minecraft.func_99999_d(
        at net.minecraft.client.main.Main.main(SourceFile:148)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at net.minecraft.launchwrapper.Launch.launch(
        at net.minecraft.launchwrapper.Launch.main(

        A detailed walkthrough of the error, its code path and all known details is as follows:

        — Head —
        at java.nio.Buffer.checkIndex(Unknown Source)
        at java.nio.DirectIntBufferU.get(Unknown Source)
        at net.minecraft.client.renderer.RenderGlobal.func_72712_a(
        at net.minecraft.client.renderer.RenderGlobal.func_72732_a(
        at net.minecraft.client.Minecraft.func_71353_a(
        at net.minecraft.client.Minecraft.func_71403_a(

        — Affected level —
        Level name: MpServer
        All players: 0 total; []
        Chunk stats: MultiplayerChunkCache: 0, 0
        Level seed: 0
        Level generator: ID 01 – flat, ver 0. Features enabled: false
        Level generator options:
        Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
        Level time: 0 game time, 0 day time
        Level dimension: 0
        Level storage version: 0x00000 – Unknown?
        Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
        Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
        Forced entities: 0 total; []
        Retry entities: 0 total; []
        Server brand: ~~ERROR~~ NullPointerException: null
        Server type: Integrated singleplayer server
        at net.minecraft.client.multiplayer.WorldClient.func_72914_a(
        at net.minecraft.client.Minecraft.func_71396_d(
        at net.minecraft.client.Minecraft.func_99999_d(
        at net.minecraft.client.main.Main.main(SourceFile:148)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at net.minecraft.launchwrapper.Launch.launch(
        at net.minecraft.launchwrapper.Launch.main(

      • Domochevsky

        …hum. That’s not useful at all. There’s no “caused by” line either, nor a Forge version. That’s just “hey, there was an error.” and then Minecraft fell over dead. :S

      • I’ve tried with 3 different versions of forge and I always get the same error, even without any mod

      • System Details —
        Minecraft Version: 1.7.10
        Operating System: Windows 8.1 (amd64) version 6.3
        Java Version: 1.7.0_60, Oracle Corporation
        Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
        Memory: 88340432 bytes (84 MB) / 288280576 bytes (274 MB) up to 3207856128 bytes (3059 MB)
        JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx3G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
        AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
        IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
        FML: MCP v9.05 FML v7.10.85.1291 Minecraft Forge 4 mods loaded, 4 mods active
        mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
        FML{} [Forge Mod Loader] (forge-1.7.10- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
        Forge{} [Minecraft Forge] (forge-1.7.10- Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
        worldedit{6.0-beta-01} [WorldEdit] (worldedit-forge-mc1.7.10-6.0-beta-01.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
        Launched Version: 1.7.10-Forge10.13.2.1291
        LWJGL: 2.9.1
        OpenGL: Intel(R) HD Graphics 4400 GL version 4.2.0 – Build, Intel
        GL Caps: Using GL 1.3 multitexturing.
        Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
        Anisotropic filtering is supported and maximum anisotropy is 16.
        Shaders are available because OpenGL 2.1 is supported.

        Is Modded: Definitely; Client brand changed to ‘fml,forge’
        Type: Client (map_client.txt)
        Resource Packs: []
        Current Language: English (US)
        Profiler Position: N/A (disabled)
        Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
        Anisotropic Filtering: Off (1)
        There is also this

      • Domochevsky

        Hm, you do still have WorldEdit installed in there, but beyond that… I got nuthin’. o_O

      • well, after reinstalling minecraft 3 times that ended up working ^^

  42. Hello. I have a little request/suggestion/idea/thingy for QuiverMobs. And for the Wild Arms Assistant in particular. You see, I greatly enjoy building bases with some form of automated defense, and taking those defenses on myself even more so. However, when I tried setting up my AAs to attack me, I couldn’t make that work. This is why I started using wild AAs in a copy of my base designs. But here is the problem: they move. Unlike my own AAs, which are carefully positioned for maximum area coverage, the wild ones just wander about and shoot everything. I even lost a good chunk of one of my bases because a wild AA snuck in and shot explosive missiles at my regular AAs.

    This is why I would like to request/suggest/etc. a stationary wild AA. Or a sort of regular AA that acts like a wild one, to arm and upgrade as needed. Either one would be fine, as long as they don’t move on their own, or in the second case until provided with the mobility upgrade. Thank you for reading, and I hope this idea isn’t too awful.

    • Domochevsky

      Hm, there’s another way around your dilemma: You see, AA’s have a weakness. They recognize their owner by their display name.
      If you can change your own display name via some other mod, then they won’t recognize you anymore. :O

      (Trying to Solid Snake back into your own base, eh? Sounds pretty fun. :D )

      • I see. Hm… I’ll have to look around for one such mod then. And yes, it’s quite a lot of fun, though it also has a practical use. After all, if I can get past my defences, I haven’t placed enough turrets.

      • I haven’t found any functional mods so far. Do you have any suggestions?

      • Domochevsky

        Hm… neither have I from a search. Bukkit seems to have a mod or two that can do that, but not Forge.
        I think I can actually make that mod, though, from what I’ve read. Should be useful in a more general sense. :)

        Edit: Or wait, what about this?

      • Based on the fact that I just took a Sunray beam to the face, I’d say it works just fine. Thanks!