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Minecraft: Java Edition
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VOID CONTROL
A Minecraft Java Edition Spatial Manipulation Datapack
Void Control is a custom Minecraft Java Edition datapack built around the manipulation of space, portals, teleportation, and the void. It transforms the player into a powerful spatial manipulator, capable of exchanging positions with other entities, connecting locations through portals, capturing entities inside a moving sphere, teleporting across enormous distances, and opening a gateway into a separate pocket dimension.
Rather than relying on ordinary weapons or simple status effects, Void Control introduces custom mechanics built with Minecraft's command system, raycasting, entity movement, display entities, particles, scoreboards, and teleportation.
The result is a collection of interconnected supernatural abilities designed to make the player feel as though the laws of space itself are under their control.
- Position Swap — Slot 1
Position Swap allows the player to exchange places with another entity.
By crouching while holding the first hotbar slot, the player activates a raycast that searches in the direction they are looking. When a valid target is found, the player's position and the target's position are exchanged.
This creates several possibilities:
- Escape from a dangerous situation by swapping with a nearby mob.
- Instantly reposition yourself during combat.
- Place yourself where an enemy was standing.
- Use the environment and surrounding entities to your advantage.
The ability includes a cooldown and fall-damage protection to help prevent the swap from immediately causing unwanted fall damage.
The defining mechanic: Instead of moving yourself to a target, you exchange locations with it.
- Portal A — Slot 2
Portal A is the first half of the datapack's portal system.
By crouching while holding the second hotbar slot, the player aims and places the first portal at a valid location reached by the portal's raycast.
This establishes one endpoint for the spatial connection. It can serve as the starting point for the portal system's entity-pulling and launching mechanics.
Portal A is visually represented through the datapack's custom portal effects, using markers, particles, and supporting functions to track and manage its position.
- Portal B — Slot 3
Portal B establishes the second endpoint of the portal system.
After Portal A has been established, the player can crouch while holding the third hotbar slot to place Portal B.
Together, the two portals create a connection between separate locations. The datapack uses this connection as the basis for moving entities between the endpoints.
The system also includes portal cleanup, linked portal management, and visual effects that make the connection feel like a supernatural gateway rather than an ordinary teleport command.
Portal Vacuum and Implosion — Slot 4
The fourth hotbar slot gives the portal system another use: manipulating entities through the connection.
When the portal system is active, crouching in slot 4 activates its gateway vacuum/implosion effect, provided the player is not looking upward.
The effect includes:
- A repeating purple gateway-beam effect.
- Rotating vortex effects at the portal endpoints.
- Detection and marking of eligible entities near Portal A.
- Pulling marked entities toward Portal A.
- Launching entities that reach Portal B.
This turns the two portals into more than a pair of linked locations: they become a system for drawing entities into one point and releasing them from another.
The fourth slot also has a portal-clearing function. By looking upward and crouching in slot 4, the player can clear the portal pair.
The defining mechanic: The portals can be used to manipulate the movement of entities, not just connect locations.
- Void Sphere — Slot 5
Void Sphere creates a controllable supernatural sphere that travels through the world and interacts with entities.
When the player crouches while holding the fifth hotbar slot, the datapack creates the sphere if one does not already exist. The sphere is represented and controlled through marker entities and supporting functions.
When the player stops crouching, the free sphere travels in the direction the player is looking.
Capturing a target
When the sphere detects a valid entity, it changes from its free-moving state to a captured or locked state. The target is marked, and the sphere enters its holding behaviour.
The sphere can then maintain the captured state and later release the target. Its return behaviour also allows it to glide back toward a marker maintained above the player.
The ability includes separate systems for flight, collision detection, capture, holding, release, return, and cleanup.
Switching away from the fifth hotbar slot stops the sphere ability and cleans up its active state.
The defining mechanic: The sphere is a controllable entity-interaction ability, not simply a projectile that damages whatever it hits.
- Void Teleport and Spatial Distortion — Slot 6
Void Teleport lets the player travel rapidly through space by aiming at a destination.
While crouching with the sixth hotbar slot selected, the player activates a raycast that advances in small steps in the direction they are looking.
The raycast can pass through replaceable blocks, including water and lava, until it reaches a non-replaceable block or the maximum range.
The maximum raycast distance is 150 blocks. When a valid destination is found, the teleportation system moves the player there using its destination-handling function and associated visual effects.
Visual effects
Reverse-portal particles appear around the player while the ability is being used and along the raycast path, giving the impression that the player is distorting the space between their current position and their destination.
The ability also has a one-second activation cooldown.
Spatial distortion for mobility
Selecting the sixth hotbar slot activates an additional movement effect:
- Jump strength: Set to 1.
- Gravity: Set to 0.00307.
- Safe fall distance: Set to 999999.
These changes dramatically alter the player's movement. Jumping becomes much stronger, gravity becomes extremely weak, and the player gains an enormous safe-fall distance.
When the player switches away from the sixth slot, the datapack resets these attributes to their default base values.
The combination makes the sixth slot more than a teleportation ability. It becomes a spatial-mobility mode, allowing the player to move through the world in an unusual, almost gravity-defying way.
The defining mechanic: Teleportation and altered movement work together to make the player feel less constrained by ordinary space and gravity.
- Pocket Dimension — Slot 7
Pocket Dimension is the datapack's most elaborate spatial ability. It creates access to a separate room inside the End, allowing the player to enter a specially constructed space and return to the dimension and coordinates from which they entered.
Creating a gateway
While crouching with the seventh hotbar slot selected, the player shoots a thin End Gateway block display in the direction they are facing.
The display travels through the world and leaves reverse-portal particles behind it. When it hits a wall, it stops and expands into a larger, upright gateway with portal particles surrounding it.
The display entity is used to create the appearance of a gateway without requiring an ordinary End Gateway block to serve as the visible portal.
Entering the Pocket Dimension
When the player creates and enters an entrance portal outside the pocket, the datapack transports them to a dedicated room in the End.
The room is built from a saved structure and occupies a large, remote region of the End, away from ordinary gameplay areas. Its walls, floor, and ceiling use an End Gateway-like appearance with a barrier lining.
The room is approximately 30 blocks long, 15 blocks high, and 30 blocks wide.
The datapack also manages the room's setup and chunk loading so that the remote structure and active gateways can continue functioning as intended.
Returning to the original location
Inside the Pocket Dimension, the player can shoot another gateway to create a return portal.
The datapack records the entrant's original coordinates and dimension. The return system distinguishes between the Overworld, Nether, and End, allowing the player to return to the appropriate dimension instead of merely using the saved coordinates in the wrong one.
This means that a player who enters from the Nether should return to the Nether, and a player who enters from the End should return to the End.
Effects inside the room
The Pocket Dimension also has special effects while the owner is inside:
- The owner receives Speed and Strength effects.
- Other eligible entities inside the room are immobilized and damaged repeatedly.
- Non-living entity types excluded by the datapack's entity-type filters are treated separately.
- Entities inside the room are handled by dedicated tick functions, while the room and portal systems maintain their own state.
The room is therefore not simply a destination for teleportation. It is a controlled environment with its own mechanics.
Cleanup and performance management
Pocket Dimension includes dedicated cleanup functions for active portals and their associated state. The datapack also tracks active portal displays and manages chunk loading as the displays travel.
When the player leaves the seventh hotbar slot, the active Pocket Dimension portals are cleaned up according to the ability's cleanup logic.
The defining mechanic: The player can create a gateway into a separate space, use that space as a controlled environment, and return to the correct original dimension and location.
How the datapack works as a whole
Void Control combines several systems to make these abilities function:
- Raycasting detects targets, surfaces, and destinations in the direction the player is looking.
- Scoreboards track cooldowns, states, coordinates, timers, and ability modes.
- Entity tags identify temporary targets, portal displays, sphere states, and other entities involved in each mechanic.
- Display entities create custom gateway visuals.
- Particles and sounds communicate activation, movement, teleportation, and spatial effects.
- Teleportation and entity movement implement position swapping, portal transport, sphere movement, and long-range travel.
- Tick functions keep the abilities responsive and maintain their ongoing behaviour.
- Cleanup functions remove temporary entities and reset ability states when required.
The abilities are designed as parts of one datapack, but each has its own functions and internal state. This allows complex mechanics to run without requiring the player to build command-block contraptions in the world.
The identity of Void Control
Void Control is a spatial-manipulation datapack built around the idea that space is something the player can alter, connect, distort, and control.
Position Swap changes who occupies a location. The portal system connects distant points and manipulates entity movement. Void Sphere captures and transports targets. Void Teleport allows long-range travel while altering gravity and jumping. Pocket Dimension creates access to a separate room with its own rules and a return system that remembers the player's original dimension.
Together, these abilities create a distinct supernatural playstyle based on controlling positions, manipulating movement, opening gateways, and bending the rules of the Minecraft world.
Void Control is not merely a collection of commands that grant powerful effects. It is a custom ability system built around a consistent theme, with individual mechanics designed to work together into one larger experience. NOTE- USE THIS ONLY IN SINGLE PLAYER, DO NOT ENTER ONLY A SINGLE PORTAL WHEN YOU'VE NOT CREATED THE SECOND


