Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Links
Tags
Creators
Details
MProject
Twenty-two swords that do more than swing. An aspect-based magic system with its own research book. Golems that actually work. A dimension of floating islands. Twenty world events you can catch in a jar and throw at somebody else. And a Hunger Games mode, in case your server wants to settle something.
Minecraft 1.21.1 · NeoForge · one creative tab called Starve · eleven languages, all of them finished.
Swords
You don't craft the good ones. You forge them out of the ones you already have.
The Wither Blade is the fork in the road: give it a dragon head, end crystals and an echo shard and it becomes Hyperion. Give it an elytra and breeze rods instead and it becomes Valkyrie. Twenty-two blades in all, each with its own particles, its own hit animation, and one idea it commits to.
- Hyperion — everything within 3.5 blocks moves slow, anything flying at you takes double, and pressing G makes you invisible, untouchable and able to walk through walls for seven seconds.
- Technoblade — four keys: lightning and buffs, an area-wide curse, a twenty-block leap, and a right-click that throws a mob into the sky with Wither on it.
- Chrono Edge — it writes down where you stood and how much health you had, once a second. Right-click and you're back there. Point it at something else and it drags that fifteen seconds down its own trail, dazed and no longer sure who it was chasing.
- Silencer — a hit takes away blinks, shots and abilities for six seconds. Its dome seals sixteen blocks of world: nothing crosses the wall, arrows die on it, and you're inside it too.
- Soul Drinker — every player you kill is half a heart, permanently, up to twenty.
- Plus Katana Aegis, Scylla, Riposte Blade, Gravity Breaker, Legion Commander and the rest — parries, backstabs, and a ten-rank private army.
Abilities cost mana, not patience: your own bar, refilling on its own. Alongside it, a level-up menu spends experience levels on permanent stats — ten ranks each in health, damage, speed, attack speed, armour, luck, knockback and knockback resistance.
Star metal
A Meteor Shower drops burning rock out of the sky. It's dangerous to stand under, and it's the only way meteor shards reach the ground.
Dig them out of the craters and feed them to a furnace — slowly, it eats about three coal an ingot. What comes out is star metal: a full tool and armour set sitting between iron and diamond. Eighteen armour points, enchants better than either of them, embers coming off it while you wear it, and it won't burn up if you drop it in lava.
Magic
The long half of the mod, and it makes you work for it.
You start with a Prism of Insight. Right-click a block, a mob or an item and it tells you what the thing is made of — its aspects. Six primals, thirty-two compounds built out of those. What you study turns into research points, and research points open pages in the Thaumonomicon: about sixty entries across six chapters, laid out as a tree you drag and zoom. Opening a page also costs vis out of your wand, so the book is never free.
From there:
- Aura Nodes — pockets of raw magic out in the world, each with a temperament. Some are pure. Some are unstable. Hungry ones pull in whatever comes within six blocks and eat it. Your Magic Wand drains them; the Goggles of Revelation let you see them with both hands free.
- Nine wand caps, swapped on a scroll wheel: a cone of fire, a thrown block of ice, chain lightning, a gust beam you can hover on, a mining beam, a 3×3 tunnel borer, a retiler that swaps the world's blocks for ones out of your inventory, a cloud of rot, and four slabs of earth that hang around you and soak up arrows.
- Vis relays and a recharge pedestal, so the wand fills itself while you're off doing something else.
- An Alchemical Crucible — boiling water, items thrown in, ninety-four recipes' worth of transmutation. An Infusion Altar ringed with pedestals. An Arcane Workbench that pays for its crafts out of the wand in its socket. An Infernal Furnace, Nitor lamps, and a jar you can keep a node in.
Golems
Six bodies — straw, wood, stone, iron, flesh, meteoric — and eight cores to slot into them: harvest, lumber, gather, haul, feed, butcher, guard, bodyguard.
The Golem Bell is how you talk to them. Ring it at a chest to make it a source, sneak-ring for a destination, ring at the golem itself to ask what it's up to. It answers honestly: working, carrying to a target, cannot reach the work — skipping it, every marked target is full.
Twenty world events
They arrive on their own, they get a boss bar, and they survive a server restart. Night events never come two nights running.
Blood Moon — a red moon, and every monster under it swollen: more life, more reach, wounds that close by themselves. Eclipse — the sun goes out and skeletons walk at noon. Acid Rain — copper ages in front of you and anyone in the open corrodes. Blizzard, Sandstorm, Chaos Storm. Lava Tide and Gold Rush in the Nether. Warp Storm in the End, where the void loosens its grip and a jump never drops you into it. And the Grand Fair, where wandering traders converge from every direction carrying things no trader should have.
Five of the strangest don't wait to be asked. Brew a ritual sigil — a clock, a gold block, an echo shard, an amethyst block, or netherite with all six primals at once — and you call Chrono Freeze, Midas Rain, Aether Miasma, Aura Surge or Primal Convergence yourself.
Then there's the Anomaly Jar. Set it under open sky while an event is running and it spends ten seconds drinking the anomaly out of the world. The event ends — everywhere, for everyone. Cork it into a Sealed Sphere, and it's yours to throw.
Structures
Four of them, and the world generator builds them the way it builds villages — laid into the terrain while the chunk is made, never pasted on top of something you built. /mpro locate camp will find the nearest one even if nobody has been there yet.
- Camp — the common find, about one per 576 chunks. A nine-block tent by a campfire, hay bales, a chest and a barrel. A wandering trader lives in it and never wanders off, so every camp is a permanent trading post.
- Mage Tower — eighteen blocks of stone brick and purpur with cobwebs in the corners, bookshelves, a lectern, a brewing stand and amethyst growing in the dark. The reagent chests are worth the climb, and one in twenty holds the Sky Flint and Steel — the only place it exists, and the only way to light the door to Skyloria.
- City Walls — the rarest of the four at roughly one per 5,000 chunks, and the largest by a long way: a walled town 64 by 64, a closed ring of ramparts with a tower at every corner and every gate, houses, farmland, forty chests, and a totem of undying in one of them if you're lucky. Sixteen villagers of every trade live inside behind three iron golems, and the town has beds — so it keeps growing after you leave.
- Forest Ruin — fifty-eight blocks across, fifty-six tall, buried in a forest, strung with vines and lit with end rods. No chests, nothing to kill. It's there to be found.
Mod loot turns up in vanilla chests too, scaled to where you're standing: starter swords and a crucible in dungeons, mineshafts and desert temples; better ones in nether fortresses and woodland mansions; the best of them in end city and bastion treasure. The Wormhole cap can't be crafted at all — abandoned mineshafts are the only place it exists.
Skyloria
A dimension of floating islands behind a sky obsidian portal, lit with that flint and steel out of the mage tower. One biome per island, drawn from the whole vanilla list — which means somewhere out there a piece of the Nether is hanging in an empty sky.
Potions
Twelve brews on an ordinary brewing stand — awkward potion and one ordinary ingredient, except Corrosion, which is brewed on top of Fragility with a copper ingot. Glowstone takes them to II and III, redstone makes them last. Forty-two bottles in all.
A poisonous potato gets you Paranoid, and Paranoid is the reason the rest of them exist. It plays sounds only the drinker can hear — a creeper priming somewhere behind them, TNT catching, glass breaking, a warden's heartbeat — and pops advancement toasts for achievements that were never made: Look behind you. Don't turn around. They are closer now.
The others:
- Binding (slime ball) — every container screen goes dead. Nothing clicks, nothing drags, and anything you try to throw away lands back in your inventory.
- Fragility (bone) — everything that hits you hits harder. Bosses are immune. Milk, honey or a totem takes it off.
- Corrosion (fragility + copper) — your armour rots off you while it lasts.
- Heavy Heart (iron nugget) — down becomes the only direction. Falls accelerate, jumps die early, water swallows you, and an elytra turns into a rock.
- Kickback (feather) — a sneeze that throws you off your feet, slams whatever container you had open and drags you out of bed.
- Slippery Feet (snowball) — the ground stops holding on to you. Everything is ice now.
- Vertigo (nautilus shell) — your view jerks away from wherever you were aiming.
- Trembling Hands (cocoa beans) — your fingers keep finding the wrong hotbar slot.
- Wanderlust (leather boots) — your feet pick a direction and commit to it for a couple of seconds. Then they pick another one.
- Weightlessness (popped chorus fruit) — you drift up off the floor at random and come down like a leaf. Fall damage stops counting.
- Magnetism (rotten flesh) — the only one anybody drinks on purpose. Every dropped item within six blocks comes to you, and comes straight into the inventory.
Silence is the thirteenth effect and the only one you can't bottle. That one comes off the Silencer.
Hunger Games
A whole match loop, run out of one command.
/mpro barrier start <center> <radius> <waves> <minutes per wave> takes everyone in survival or adventure, drops them onto a ring around the arena — evenly spaced, all facing the middle — and gives them thirty seconds of truce. PvP is off, the countdown is read out, and then FIGHT goes up on every screen.
Then the border starts coming in. It shrinks a wave at a time on the clock you set, warning at a minute, at thirty seconds, and then counting three, two, one. Standing outside it hurts four times as fast as a vanilla world border. When it reaches the final radius it stops moving, the boss bar turns into DEATHMATCH, and the game just waits.
Eliminated contenders drop to spectator and are handed their survival body back when it's over. The last one standing gets the title card, the announcement, and the Last Survivor advancement.
Start the lives system first (/mpro lifesys start 3) and the match changes shape: dying costs a life and puts you back inside the current zone instead of ending your run, and you're only out when the last one is spent. Through all of it the boss bar carries the wave number and how many are left, /mpro barrier skipwave forces the next shrink, and the whole game survives a server restart.
To furnish the arena beforehand, /mpro structure random <center> <radius> <count> scatters the mod's own structures across it at random rotations, so there's something to loot on the way in.
The rest of it
Eleven enchantments, Soulbound and Vein Miner and Falling Tree and Double Jump among them. A Wither Musket that punches a hole straight through a line of things and won't fire in the rain. A TNT cannon, cluster TNT, a homing bow, a ricochet bow, a grappling hook, an ender pouch, a crafting table and a furnace in your pocket. And the Randomsphera: two hundred scripted outcomes on one right-click, from a named legendary weapon to a hole where you were standing.
Wiki
Every item, every recipe, every exact number: https://mpro-wiki.wasmer.app
Requirements
Minecraft 1.21.1, NeoForge 21.1+, and Lodestone for the particle work.
About the textures: most of the textures in this mod came from various authors around the community. All rights to that work stay with the people who made it — none of it is mine, and I'm not claiming it.


