Compatibility
Minecraft: Java Edition
Platforms
Supported environments
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Creators
Details
As of right now, this mod is currently in beta. Everything you see as of right now is not guaranteed to be the same when the mod reaches its final stage.
CurseForge: https://www.curseforge.com/minecraft/mc-mods/sonicmechanics-monitors
Join the discord: Discord Server Invite
Spoiler
Before I go into anything, there is an options menu. You can find this menu by pressing M(default). You can press the text to toggle the specific option. I'm going to explain what each option does as this menu has arrows that you can use to navigate on the bottom part of the menu.
Lives Active
There are extra lives in this mod but if you don't want them to trigger on death, you can turn the mechanic off. This will only work if the gamerule UsuableContinues are off. If this gamerule is on and the mechanic is off, the life counter will go down regardless if you die and you will spawn at your spawn or checkpoint depending if you have the option on. If "Lives Active" is on and you die, you will be set to full health, full hunger and saturation, invis frames for 15 seconds and absorption 3 for 2 minutes at the cost of a life. This is useful for if you are falling in the void and have no method of getting out. This will stop you from draining all your lives.
Checkpoint
If this is on, you will always spawn at the checkpoint(if you used an actual checkpoint) if you die. If this is off, you will spawn at your bed spawn if you have one.
Checkpoint Life
You need to have the "Checkpoint" option for this to work. If "Checkpoint Life" is on, if you have at least 1 life and die, you will be teleported back to the checkpoint you triggered. This is useful if an extra life won't save you from a situation.
Ring Overlay
If you turn this on, you will see your ring counter, blue ring counter, and ring health counter will be shown on the right side of the screen. You can toggle this view on and off.
Main Overlay
If you turn this on, you will see your continues, extra lives, score, and score away from an extra life on the left side of the screen. You can toggle this view on and off.
Monitors, the main emphasis of this mod. There are a bunch of monitors within this mod, so look here for their usage in detail.
Spoiler
Empty Monitor
This monitor is the template to every craftable monitor in the mod. It is crafted with 8 iron ingots. When crafted into a monitor that is usable, the monitor will have a flickering animation, just like in the Sonic games! You can get whatever is inside the monitor by jumping on top of it (just like in the games!) Although keep in mind, when you break that monitor, there will be no broken frame. This means you'll have to craft an empty monitor each time you want a different monitor.
Basic Shield Monitor
This monitor made its original debut in Sonic the Hedgehog 1. It is crafted with an empty monitor, 4 cobblestone, a block of iron, and 3 iron ingots. This shield does not have anything to it, hence why it's a basic shield. This monitor can be enhanced into a golden variant that has a homing attack. This golden variant is crafted with a basic shield monitor and 8 gold ingots. This homing attack works by looking at a mob and pressing the shield ability key(default: G key) Just a heads up, this homing attack is a little wonky as of now.
Flame Shield Monitor
This monitor made its original debut in Sonic the Hedgehog 3. This monitor can be crafted with an empty monitor and 4 blaze powder. This shield protects the player from all fire related hazards(fire, lava, magma blocks) The player can also do a forward dash with this shield(default keybind: G) However, because this is a fire shield, if you happen to be caught in rain or water with this shield up, the shield will immediately go away. But the flame shield has an enhanced variant which can be crafted with a flame shield monitor, 4 blaze powder, 2 gold ingots, a block of iron, and an iron ingot. This enhanced flame shield can not be put out with water.
Bubble Shield Monitor
This monitor also made its original debut in Sonic the Hedgehog 3. This monitor can be crafted with 8 lapis lazuli and an empty monitor. This shield protects the player from drowning underwater. The shield also allows the player to bounce off of the ground(yes, you can spam it) There is an enhanced variant of this monitor that is crafted with a bubble shield monitor, an iron block, 3 iron ingots, a gold block, 3 gold ingots. The enhanced variant has a stronger bounce.
Electric Shield Monitor
This monitor once again made its original debut in Sonic the Hedgehog 3. This monitor can be crafted with 4 iron ingots, a redstone block, 3 redstone dust, and an empty monitor. This shield allows the player to double jump. The golden variant is crafted with an electric shield monitor, 7 gold ingots, and a gold block. The golden variant of this shield adds an extra jump, letting the player jump three times.
Elemental Shield Monitor
This monitor originates from Sonic Robo Blast 2(fangame) made by Sonic Team Junior. This monitor can be crafted with a flame monitor, bubble monitor, 4 iron ingots, and 3 magma blocks. This shield has the combined passives of both a flame shield and a bubble shield. The ability makes the player accelerate downward. There is a stronger enhanced variant that is crafted with an elemental monitor, an iron block, a gold block, a gold ingot, a lapis block, a redstone block, and 1 redstone dust.
Force Shield Monitor
This monitor also originates from Sonic Robo Blast 2. This monitor can be crafted with a basic shield monitor, 2 iron blocks, 2 iron ingots, and 4 obsidian. This shield has the most health disregarding the enhanced variants of other shields. The shield lets the player stop all momentum(except up and down) and the momentum will stay frozen until the player touches the ground.
Armageddon Shield Monitor
This monitor once again originates from Sonic Robo Blast 2. This monitor can be crafted with a basic shield monitor, 4 tnt, and 4 gunpowder. If this shield is either broken or the ability is used, the shield will make an explosion that does not affect any surrounding blocks. The shield will also disappear if the ability is used while the shield is active.
Wind Shield Monitor
This monitor also shows up in Sonic Robo Blast 2. This monitor can be crafted with an empty monitor and 8 feathers. This shield ability essentially is a weaker flame shield and weaker electric shield if the player is moving forward, and is a weaker electric shield if the player is not moving forward. This monitor has a golden variant that is crafted with a wind monitor, 7 gold ingots, and a gold block.
Speed Shoe Monitor
This monitor first showed up in Sonic the Hedgehog 1. This monitor can be crafted with an empty monitor, 2 redstone blocks, an emerald block, 1 emerald, and 4 sugar. This shield gives the player immense speed for 20 seconds.
Rocket Shoe Monitor
This monitor showed up in Sonic Chaos and Sonic Triple Trouble. This monitor is made with a speed shoe monitor and 8 feathers. This monitor allows the player to fly at high speeds for 8 seconds.
Invincibility Monitor
This monitor originally showed up in Sonic the Hedgehog 1. This monitor is made with 2 golden apples, 2 diamond blocks, 1 emerald block, 1 iron block, a basic shield monitor, 1 gold block, and an enchanted golden apple. I put the original recipe for the enchanted golden apple so you don't have to go through thousands of blocks for one. The invincibility lasts for 20 seconds.
Extra Heart Monitor
This monitor grants the player an extra max heart, which would allow the player to surpass the standard 10 hearts. This monitor is crafted with a basic shield monitor, 2 diamond blocks, 2 iron blocks, 3 golden apples, and 1 sugar. Keep in mind that you can't grab infinite hearts for balance. You can only use 6 heart monitors. If you try to use more than 6 normal heart monitors, you will simply be refunded the crafting cost. There is a golden variant of this monitor which allows for an additional 6 hearts which is crafted with the heart monitor, 4 gold ingots, and 4 gold blocks.
Extra Life Monitor
All in the name. This monitor grants the player an extra life. This monitor is crafted with an empty monitor, a totem of undying, 4 golden apples/4 golden meat, 3 gold ingots.
Ring Monitor
This monitor debuted in Sonic the Hedgehog 1. Upon breaking it, the player gets 10 rings added to their ring counter. It is crafted using an empty monitor, 2 gold ingots, and 2 gold nuggets.
Blue Ring Monitor
Also known as the Combine Ring Monitor, this monitor first appeared in Knuckles' Chaotix. Upon breaking, 1 blue ring gets added to the blue ring counter. To craft it, you need 1 ring monitor, 4 lapis blocks, and 4 diamonds.
Checkpoint Monitor
This monitor was in the Master System series. When this is broken, if the player has their checkpoint active in the options menu, the location where the monitor was broken will be marked as a checkpoint. Be careful, as this checkpoint will only work once, meaning that if you die again, you won't spawn at the same spot unless you craft an actual checkpoint.
That's all for the standard multiple use monitors. Now, we'll cover the character monitors.
Spoiler
If it is your first time playing in a world or server, a character select screen will be shown. You can choose between Sonic, Tails, Knuckles, and Amy. You don't need to worry too much about it since you can always craft the other character monitors later on in the game. Each character will have their own essence you'll need to craft before you can make the actual monitor. If you ever want to play without any abilities however, you can go to the mechanics menu by pressing M(default) and you can click on the character's face to enable/disable their abilities.
Sonic Monitor
The star of most games in this franchise. This monitor unlocks the abilities of Sonic the Hedgehog(if you didn't select him on the character select). To craft this monitor, you need a speed shoe monitor, 2 iron blocks, 1 gold block, 2 cooked pork chops, 2 sugar, and a Sonic Essence. To make a Sonic Essence, you need 4 sugar, 4 lapis blocks, and 1 block of diamond. The abilities for Sonic are as follows:
Super Peel Out: Hold Sneak + Spam V(default)
While sneaking and off cooldown, you can charge up a super peel out. When you start this, you will see a counter on the left that shows the current power of the peel out. Each time you spam V, the power goes up. To release and go speeding, let go of your sneaking button. When you release, you will be sent forward based on the power, automatically sprint if able to, and get a speed burst depending on the power. Cooldown: 11 seconds
Versions 1.16.5-0.10 and below; Drop Dash: Hold V(default) while midair
While in the air preferably after jumping, if you hold V, you will hear the drop dash charging up. When you land, you will launch forward at a decent speed. Cooldown: 1.5 seconds
Versions 1.16.5-0.2.0 and above; Air Dash: Press V while midair to hover and press V again to launch
While in the air, press V to force yourself into hovering. You will not be able to move during hovering. While hovering, press V again to launch yourself in a direction and hurt anything in the way. The damage is whatever the player's attack attribute is plus 5, which in most cases equals to 6. You can only hover in the air for 3 seconds. If you don't press anything during the 3 seconds, you will fall to the ground and will have a 3 second cooldown. When you actually launch, the cooldown is 12 seconds.
Insta Shield: Press X(default) without a shield
Just like in Sonic the Hedgehog 3, the player makes a short lasting slash shield around them that damages mobs around them(players as well if the gamerule AbilitiesHurtPlayers is turned on) but it also gives invis frames that last for a fraction of a second. The damage is whatever the player's attack attribute is plus 3, which in most cases equals to 4. The damage of the insta shield also stacks with the strength potion effect as well. Cooldown: 5 seconds.
Momentum: Continuous Sprinting
While sprinting, you will slowly begin to pick up speed. You will reach maximum speed around 12 seconds of non stop sprinting. You will start moving noticeably faster than the average player. But be aware, if for any reason you stop sprinting whether it be because you stop moving or you no longer have the hunger level to keep sprinting, you will go back to normal player speed. Your hunger will also drain faster while being faster so keep an eye out for that. Though, you can eat while sprinting and still keep the extra momentum.
Water Running
After accelerating, if you sprint over water and you have increased speed at least twice, you can run on water for a good while. If you ever want to stop, you can just crouch and you will go back to vanilla water behavior. Cooldown: 11 seconds
Tails Monitor
Two-tailed sidekick and best friend of the blue blur. Breaking this monitor will grant the abilities of Miles "Tails" Prower(if you didn't select him on the character select). To craft this monitor, you need a rocket shoe monitor, 2 feathers, 1 gold block, 4 scrap ingots(2 ingots and 1 cobblestone per ingot), and a Tails essence. To make a Tails Essence, you'll need 4 feathers, 4 gold blocks, and 1 diamond block. The abilities for Tails are as follows:
Flight: Spam V(default)/ Flight Cancel: Press Period(.) (default)
The player can fly upward for 7 seconds when spamming the V key. When the 7 seconds are up or if the player gets damaged mid-flight, they will enter a tired state. The tired state of flight makes the player fall down slowly back to the ground. Normal Flight and Tired Flight can both be canceled by pressing "." If damaged in the Tired state, the player will fall to the ground. Cooldown: 10 seconds
Burst Flight: Sneak + Press V
While sneaking, if you press V, you will shoot up extremely high up into the air, at the cost of only being able to maintain started flight for about a second after the upward momentum is gone. After this, you will be put in a tired state. Cooldown: 10 seconds
Passive: Tinkerer
Every 7 seconds, all damaged items in the player's inventory will be repaired by 1. If the player happens to have scrap ingots in their inventory, the 7 second cooldown will be cut in half and all items will be repaired by 5 instead. Careful, as this stronger process will use up 1 scrap ingot each time, similar to how rings drain in super form.
[Versions 1.16.5-0.20 and later] Momentum: Continuous Sprinting(slower than Sonic's Momentum)
While sprinting, you will slowly begin to pick up speed. You will reach maximum speed around 12 seconds of non stop sprinting. You will start moving noticeably faster than the average player. But be aware, if for any reason you stop sprinting whether it be because you stop moving or you no longer have the hunger level to keep sprinting, you will go back to normal player speed. Your hunger will also drain faster while being faster so keep an eye out for that. Though, you can eat while sprinting and still keep the extra momentum.
Player Helper: Press X
A miniature Steve will pop up followed by a sound effect. After a few seconds, the Steve will despawn and the player will receive a random effect(Haste, Pity Shield, Absorption, Strength) that lasts 30 seconds. Depending on the effect, the player will receive an item.
Haste: Speed Shoe Monitor
Pity Shield: 5 Rings in Inventory
Absorption: Empty Monitor
Strength: Golden Meat
Cooldown: 240 seconds(4 minutes) Only recharges if you have Tails selected
Knuckles Monitor
Rougher than the rest of them, tougher than leather. Breaking this monitor will grant the abilities of Knuckles the Echidna(if you didn't select him on the character select). Crafting this monitor requires 4 iron blocks, 2 emerald blocks, 1 gold block, 1 empty monitor, and a Knuckles Essence. To craft a Knuckles Essence, you need 4 tnt, 4 redstone blocks, and 1 diamond block. The abilities for Knuckles are as follows:
Glide: Press V(default) midair
While you are in the air, you can press V to glide. You will start slowly descending. If you touch water or lava, you will stop gliding. You can cancel gliding by pressing "."
Climbing Walls: Touch Wall while Gliding
While gliding, if you touch a wall, you will latch on and start climbing. Controls:
Move Forward: W
Move Left: A
Move Right: D
Move Backward: S
Move Upward: Space
Move Downward: Left Shift
If you get too far away from a solid wall, you will stop climbing.
Glide Boost: Press X while Gliding
If you feel like you're going too slow, you can press X while gliding to send yourself forward a bit. Cooldown: 4 seconds
Charged Punch: Press X while holding sneak and wait
While sneaking, if you press X, you will start charging a punch. The punch can be held for up to 8 charges. You can unleash the punch by stopping sneak. You will then be launched forward depending on how many charges you had and if any mobs are close enough, they will also be damaged based on charges. If you wait for the 8 charges, any mobs hit will be set on fire for 3 seconds. Mobs hit will also be knocked back. Players will also be hit if the gamerule AbilitiesHurtPlayers is turned on. Cooldown: 7 seconds
Treasure Enhancer: Sneak + Press V with tool in main hand
If you have a tool that you haven't used this ability on, you can add 3 levels of fortune or looting depending on the tool. This does mean if you have Fortune/Looting on an existing tool that you haven't used the ability on, you can pass the vanilla limit. This is helpful for gathering resources early in the game. You can only do this once per tool, so you can't remove the enchantment and try reapplying it with the ability. This ability will not add Fortune if the tool has either been enhanced already or if the tool has silk touch. If an axe has silk touch, it will still add looting if not enhanced. Swords and Axes get 3 Looting Levels when enhanced. Pickaxes, Shovels, Hoes, and Axes get 3 Fortune levels when enhanced.
[Versions 1.16.5-0.20 and later] Momentum: Continuous Sprinting(slower than Sonic's Momentum)
While sprinting, you will slowly begin to pick up speed. You will reach maximum speed around 12 seconds of non stop sprinting. You will start moving noticeably faster than the average player. But be aware, if for any reason you stop sprinting whether it be because you stop moving or you no longer have the hunger level to keep sprinting, you will go back to normal player speed. Your hunger will also drain faster while being faster so keep an eye out for that. Though, you can eat while sprinting and still keep the extra momentum.
Amy Monitor
A pink ball of spikes infatuated by the blue blur. Breaking this monitor will grant the abilities of Amy Rose(if you didn't select her on the character select). You can craft an Amy Monitor by using 3 blocks of iron, 2 golden apples, 1 gold block, 1 lapis block, 1 empty monitor, and 1 Amy Essence. To craft an Amy Essence, you need 6 poppies(or 6 red dyes), 2 gold blocks, and 1 diamond block. The abilities of Amy are as follows:
Piko Jump: Press V
You can do this on the ground or mid-air. I recommended doing this mid-air as it will act like a double jump.
Hammer Frenzy: Hold V during Piko Jump
After the initial Piko Jump, if you continue to hold V, the drop dash sound will play. When the player lands, particles will form around them and any mob that comes near them will be damaged. This attack value also changes with attack damage attribute and strength potion effect. This lasts for 4 seconds. If you let go of V early, this will also end the attack early. Useful for if you are getting swarmed. Cooldown: 5 seconds
Heart Attack: Press X
This ability can be used 3 times before it goes on cooldown. This ability produces an AOE of hearts that will hit most mobs that are in range. The only mobs that won't be affected are Villagers and tamed mobs. Instead, Villagers and tamed mobs will get a pity shield that protects them from one hit and grants them invis frames. If other mod devs wanted to add mobs that don't get hit by this but instead get a shield, use the tag "forge:shieldable_entities". If the gamerule AbilitiesHurtPlayers is off, you can shield other players. If the gamerule is on, it will hurt players instead. Cooldown: 15 seconds
Hammer Leap: Sneak + Press X
This ability is an AOE that launches the player forward and upward while damaging mobs nearby. Mainly useful to go up higher and if Heart Attack is on cooldown. Cooldown: 3 seconds.
Passive: Strong Will
If the player gets down to 30% of their health, the player will get 1.5 seconds of invis frames, healed by 4 hearts, receive Regeneration 3 for 3.5 seconds, an additional 2 levels of Absorption for 90 seconds(or Absorption 3 if the player has none) This puts the ability on cooldown on 5 minutes. However, if the player dealt enough damage to where it would kill them, then the ability gets put on cool down for 10 minutes and 50 seconds.
[Versions 1.16.5-0.20 and later] Momentum: Continuous Sprinting(slower than Sonic's Momentum)
While sprinting, you will slowly begin to pick up speed. You will reach maximum speed around 12 seconds of non stop sprinting. You will start moving noticeably faster than the average player. But be aware, if for any reason you stop sprinting whether it be because you stop moving or you no longer have the hunger level to keep sprinting, you will go back to normal player speed. Your hunger will also drain faster while being faster so keep an eye out for that. Though, you can eat while sprinting and still keep the extra momentum.
With all the character abilities out of the way, let's move on to the ring mechanics.
Spoiler
If you have played any mainline Sonic game, you would know that rings are your health. The health system in those games are as follows: Shield -> Rings -> Death. In the games, shields last one hit, and you drop all rings when you get hit. You die if you are hit with no rings. This system has been tweaked to fit the health system of Minecraft without being too intrusive.
Ring Setting(Mechanics Menu)
When you Press M, this will open a menu that you can click through using arrows. The Options Page has its own arrows on the bottom part of the menu that toggles if you want to see your main overlay and ring overlay. Continuing through the pages of the Mechanics menu, you will see the Ring Setter. You can store rings into your ring counter by putting rings into the slots and pressing "Set". If you want them back into your inventory, press "Unset" and rings will fill the slots in which you can move them back into your inventory. There is also a "Rings" button under the "Set" or "Unset" buttons depending if you have them on or off. If the "Rings" button is yellow, then the ring mechanic is on. If the "Rings" button is red, then the ring mechanic is off.
Losing Rings
Before I go to explain how the ring mechanic works, I should explain the way the shields work aren't completely 1 to 1. Each shield has a specific amount of health depending on the shield. For example, the basic shield has 5 hp, flame and bubble shields have 4 hp, electric shield has 3 hp and so on. Most enhanced variants of shields have more hp than their normal variants (E. Flame and E. Bubble shields have 6 hp, G. Electric Shield has 5 hp and so on) Everytime a player is hit with a shield, the shield loses 1 hp and the player get a few seconds of invis frames so the hp doesn't drain immediately. Any poison effect is devastating to all shields as damage is non stop for a period of time. Once the shield breaks, then the rings are up for damage. Rings are crafted with 2 gold nuggets. You can get hit with rings a total of 5 times before the mechanic gets put on cooldown. You need to have a minimum of 15 rings in the ring counter for the mechanic to trigger. Each time you get hit with rings, you lose a portion and some rings drop on the ground. You also get invis frames along with this. The cooldown for this mechanic is 400 seconds. You can craft a ring hit recharger with 1 ring monitor, 5 gold ingots, 1 resistium ingot, and 2 resistium shards. Right clicking with this item will shave 60 seconds off of the cooldown.
Blue Rings
Having 3 or less blue rings in the counter will cause the player to lose less rings in total but will still remove a ring hit. If there are at least 4 blue rings in the counter, the player will lose 4 blue rings and will not lose any rings or a ring hit.
Spoiler
Originating from Sonic the Hedgehog 3, you can get into the Gumball Bonus Stage by walking into a checkpoint with at least 150 rings in the ring counter. A sparkle will appear above the checkpoint and jumping into it will remove 150 rings from the counter and teleport you into the gumball dimension. You will get a machine spawner in your inventory(if your inventory is full, it will store whatever is in your main hand and replace it with the spawner). When you right click while on the ground, if you had an item in your main hand removed, it will be added back into your inventory. Spawning the gumball machine will start a timer of 50 seconds in which will send you back to your latest checkpoint if you fall into the void blocks or run out of time. You can use springs to reach the handle(you just have to collide with the handle). After touching the handle, sometimes a gumball will pop out. Depending on the gumball, you will get you a certain reward. You can store 1 shield gumball of each type and 3 extra totem gumballs into the mechanics menu.
Basic Gumball
Colliding with this will put a basic shield monitor into your gumball storage. If you already have a gumball stored, you will have a basic shield applied to you.
Flame Gumball
Colliding with this will put a flame shield monitor into your gumball storage. If you already have a gumball stored, you will have a flame shield applied to you.
Bubble Gumball
Colliding with this will put a bubble shield monitor into your gumball storage. If you already have a gumball stored, you will have a bubble shield applied to you.
Electric Gumball
Colliding with this will put an electric shield monitor into your gumball storage. If you already have a gumball stored, you will have an electric shield applied to you.
Extra Totem Gumball
Colliding with this will put a totem of undying into your gumball storage. You can store up to 3. If you have 3 totems stored already, you will have 35 rings added to your ring counter.
Spoiler
Empty Goal Posts can be crafted with 3 iron ingots, 1 block of iron, 4 diamonds, and a stick. As of right now, the goal posts are only here for bonuses like in the Master System series. When Sonic Mechanics: Special Stages is "locked-on", walking up to one with 50+ rings will spawn a big ring. But the add-on is not ready for release yet. The chance is random for each goal post. I'll just go over the bonuses that each signpost gives. If Sonicraft is "locked-on", You can use Special Stage Keys on all Goal Posts except the Empty goal post and Eggman Goal Post
Eggman Goal Post
Well, it's Eggman! Why would you think he would give you anything?
Ring Goal Post
Grants 10 rings to the player's ring counter.
Knuckles Goal Post
What this signpost gives depending if the gamerule UsuableContinues is on or not.
UsuableContinues On: If it is the first time getting this goal post, the player will receive a continue and an invincibility monitor. Every recurrent time will grant the player 25 rings and 5000 points.
UsuableContinues Off: If it is the first time getting this goal post, the player will receive an extra life. Every recurrent time will grant the player 25 rings and 2000 points.
Sonic Goal Post
If it is this first time getting this goal post, the player will receive 15000 points. Every recurrent time will grant the player 1500 points.
Tails Goal Post
If it is this first time getting this goal post, the player will receive 15000 points. Every recurrent time will grant the player 1500 points.
Emerald Goal Post
Grants the player 50 rings. When released, if "Sonic Mechanics: Special Stages" is locked on, if the player does not have all the emeralds and does not have 50+ rings on the ring counter, a big ring will spawn. If the player has all the emeralds, a big ring will also spawn. Big rings will give 50 rings if the player has all the emeralds.
Spoiler
Resistium Ore (Spawns in Overworld from Y levels 0 to 50)
Resistium Chunks are the result of breaking this ore and can be smelted into Resistium Shards. A resistium ingot can be crafted with 4 resistium shards and 5 gold ingots. Resistium Ingots is mainly used to upgrade Netherite Armor and Tools into Resistium Armor and Tools. Resistium Ingots for Tools and slated resistium Ingots for Armor. A slated resistium ingot is made with 4 resistium ingots. When the full set of resistium armor is worn, an ability is unlocked.
Resistium Armor Ability: Stored Shot
[Versions 1.16.5-0.10 and prior] When a full set of resistium armor is equipped, the helmet icon will appear on the right side of the screen with a number. That's how much damage is stored. Everytime the player is hit, the number will go up based on how much damage is taken. When you want to release the damage as an attack, press H(default) to release 2 shots that do damage based on how much damage you stored, the second shot doing more damage than the first shot. Cooldown: 120 seconds
[Versions 1.16.5-0.20 and later] When a full set of resistium armor is equipped, the helmet icon will appear on the right side of the screen with a number. That's how much damage is stored. Everytime the player is hit, the number will go up based on how much damage is taken(if they actually lose their hp). When you want to release the damage as an attack, press H(default) to release 3 shots that do damage based on how much damage you stored, each shot doing more than the previous one. You will stop storing damage once it is 180. If you launch the ability when the damage stored is 180, you will get 4 shots instead of 3. Cooldown: 100 seconds
Instable Ore (Spawns in Nether from Y levels 0 to 65)
Instable Chunks are the result of breaking this ore and can be smelted into Instable Shards. A instable ingot can be crafted with 6 instable shards and 1 resistium ingot. Instable Ingots are used to upgrade Resistium gear into Instable gear. Instable ingots for tools and slated instable ingots for armor. A slated instable ingot is crafted with 4 instable ingots. When the full set of instable armor is worn, an enhanced version of the resistium ability is unlocked.
Instable Armor Ability: Stored Shot Encore
[Versions 1.16.5-0.10 and prior] When a full set of instable armor is equipped, the helmet icon will appear on the right side of the screen with a number. That's how much damage is stored. Everytime the player is hit, the number will go up based on how much damage is taken. When you want to release the damage as an attack, press H(default) to release 4 shots that do damage based on how much damage you stored, with each shot doing more than the last. Cooldown: 120 seconds.
[Versions 1.16.5-0.20 and later] When a full set of instable armor is equipped, the helmet icon will appear on the right side of the screen with a number. That's how much damage is stored. Everytime the player is hit, the number will go up based on how much damage is taken(if they actually lose their hp). When you want to release the damage as an attack, press H(default) to release 4 shots that do damage based on how much damage you stored, each shot doing more than the previous one. You will stop storing damage once it is 330. If you launch the ability when the damage stored is 330, you will get 6 shots instead of 4. Cooldown: 100 seconds
The new ores may be annoying to grab but if you want to live being attacked in Super and Hyper Forms by other players when the Special Stage addon comes out, then you might want to consider this.
Spoiler
UsuableContinues
If this gamerule is turned on, continues become usable. I recommend turning on this gamerule if you are playing Hardcore Mode. On a server, if a player permanently dies, you can revive them if they don't have a continue but you do.
ShieldsHurtPlayers
Allows for shield abilities to affect other players.
AbilitiesHurtPlayers
Allows for Character Abilities to damage other players.
[Versions 1.16.5-0.20 and later] Starting Continues [number]
Sets the amount of continues that a player gets when they first join the world(Useful for hardcore worlds and servers/ worlds and servers with the gamerule UsuableContinues turned on)
[Versions 1.16.5-0.20 and later] Starting Lives [number]
Sets the amount of lives that a player gets when they first join the world(Useful for hardcore worlds and servers/ worlds and servers with the gamerule UsuableContinues turned on)
Spoiler
/revive [PlayerName]
You can choose players to revive in Hardcore Mode or if the gamerule UsableContinues is turned on. You have to have a continue to do this though.
/shieldtoggle
Toggles visibility of the shield particle around the player.
/scoreset [Name] [Number] (for OP)
Sets the amount of score for a player.
/continue
If for some reason you are in spectator mode and not in the Continue Dimension, use this. If you do not have an Continue Initalizer, use this command as well.
/removeshields [Name] (for OP)
Removes the shield of a specific player.
/rings [Name] [Number] (for OP)
Sets the ring amount in the ring counter for a specific player.
/bluerings [Name] [Number] (for OP)
Sets the blue ring amount in the blue ring counter for a specific player.
/lives [Name] [Number] (for OP)
Sets the amount of lives for a specific player.
/ringhitcooldown [Name] [Number] (for OP)
Sets the ring hit cooldown for a specific player(if the ring health is recharging)
Second Chance
When an item is about to break, the durability on the tool will be set to full. This also removes 1 level of Second Chance from the item.
There are sprites, ideas, and concepts in this mod made from Sega and Sonic Team(Sonic Franchise), Sonic Team Junior(Sonic Robo Blast 2), and this list might expand in future updates(and if I forget to give credit).
Sonic 3 Monitor look made by this dude: https://twitter.com/GAMING_INC5
Also massive thanks to Sonicraft as it is what introduced me to modding in the first place. This mod probably wouldn't exist if Sonicraft didn't exist, so check out the mod! https://www.curseforge.com/minecraft/mc-mods/sonicraft https://modrinth.com/mod/sonicraft
SonicMechanics: Special Stages: Modrinth
SonicMechanics: CD(Haven't even started)