Compatibility
Minecraft: Java Edition
26.1.2
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Details
Licensed ARR
Published 5 days ago
Updated 2 months ago
XenPacks
Build, fuse, and fly fully custom jetpacks — all from in-game commands, zero YAML required.
XenPacks adds a complete jetpack itemization system: configurable stats, fuel, realistic flight physics, activation triggers, upgrade modules, cosmetic trails, and an admin-built fusion-chamber minigame for upgrading gear. Build every bit of it two ways — hand-edit YAML, or use the full in-game builder commands with real tab-completion. Your choice.
✨ In-Game Content Creation
- Build a complete custom jetpack from scratch with
/jp jetpack— stats, flight, activation, fuel whitelist, multi-line lore, display item — all step-by-step with tab-completed, typed arguments so you always know what to type next - Same full builder for fuel types with
/jp fuel - Capture any held item as a display item —
/jp jetpack display handgrabs whatever's in your hand (custom model data, resource-pack textures, everything) and uses it as-is, no need to hand-write NBT - Preview your creation as a real item before committing, with zero risk — nothing saves until you say so
- Prefer YAML? Every one of these is still just a config file if you'd rather hand-edit it directly
🚀 Jetpacks
- Fully custom jetpack items — name, lore, stats, cosmetics, and behavior, no two jetpacks need to be alike
- Realistic flight physics — real acceleration, turning, gravity, and hover feel, not just a toggled elytra hover
- Equip through the chestplate slot like armor
- Persistent per-item state — fuel level, installed modules, and stats survive relogs and server restarts
- Reload configs on the fly; already-issued jetpacks are untouched by definition changes unless you want them to be
⛽ Fuel System
- Configurable fuel types, each with its own look and fuel-gauge color
- Multiple fuel slots per jetpack — carry more than one fuel type at once, drained in order
- Whitelist or blacklist which fuels a jetpack accepts
- Refuel by simply dragging a fuel item onto the jetpack
- Idle fuel burn while flying, with fuel-empty correctly disabling flight — no free-flight exploits
- Overfueling is capped, wrong fuel types are rejected cleanly
🎮 Activation
- Trigger jetpack abilities with shift or double-jump, with proper cooldown handling
- Integrates with the Xenith conditions/actions engine, so activation can be gated or extended by external condition/action logic without touching plugin code
🧩 Modules & Upgrades
- Install pluggable upgrade modules onto a jetpack, each with its own leveling curve and live-updating lore/stats
- Ships with module types out of the box:
- Economy — reduces fuel consumption
- Hyperdrive — boosts flight speed
- Trail Emitter — unlocks cosmetic trail slots
- Fuel Manifold — grants extra fuel slots
- Fusion system: modules are installed via a weighted success/fail/malfunction roll, shaped by module Quality, Manufacturer, and chamber-specific modifiers — so a black-market part genuinely carries more risk than a factory-certified one
🏭 Data-Driven Manufacturers
- Every module brand — its fusion odds, quality-roll table, generated naming style, color, and default look — is defined entirely in YAML, no code changes needed to add a new one
- Manufacturer odds and chamber odds stack through the same modifier system, so a risky manufacturer fused at a risky chamber compounds realistically
- Ships with four ready-made brands spanning safe-and-reliable to cheap-and-chaotic
⚙️ Fusion Chambers (Workstations)
A full admin-built minigame location system for module fusion:
- Capture any structure as a reusable schematic with a selection wand, complete with marker-sign-based spawn points (mannequin position, UI label, insert point) baked in at capture time
- Define named chamber types — schematic + mannequin appearance + fusion-odds modifiers
- Place living chamber instances anywhere in the world with one command; they persist and rebuild themselves (mannequin included) across restarts
- Players hand a jetpack + module to the chamber's mannequin to start a fusion session, then complete a calibration minigame (interactive display-entity UI) to resolve the outcome
- Each chamber instance can independently shift fusion odds — an off-brand chamber might carry a higher malfunction chance, an official one tighter tolerances
- Fully concurrent: every player sees their own private session state, so two players can use different (or even the same) mannequin without interference
🎨 Cosmetic Trails
- Seven predefined particle trail types (item-particle streams, ring bursts, bubble clusters, crystal shards, ember particles, block clusters, strobe pulses) to build from
- Build your own custom trails on top of those types — tune colors, particle counts, and timing to create trail definitions unique to your server
- Trails render via lightweight item-display entities with automatic cleanup — no orphaned entities left behind on disconnect, death, trail switch, or unequip
- Selection persists across relogs, and legacy trail IDs stay compatible after renames
🛠 Admin Tools
- Full in-game command suite for issuing and building jetpacks/fuel/modules/trails, and managing the entire fusion-chamber pipeline (wand, save, marker, types, create, remove, list, reload)
- Everything reloadable without a restart
- Fresh-install friendly — default configs and folders generate automatically on first boot
Build it however you want. Full in-game commands with real tab-completion, or hand-edit YAML directly — every jetpack, fuel type, trail, and manufacturer works either way.


