Slashbridge

⭐ — (5 endorsements) 📥 471 downloads 📌 v0.2.2+1.21.4 📅 11/26/2024
🟠 Updated over a year ago

By Rox1000000 · fabric

⬇ Download Mod Source: Modrinth ↗ 📅 Updated: 12/16/2024 📅 Created: 11/26/2024
⚠️ Install Order · 2 steps
1🛠️ Forge — Minecraft Forge (mod loader) Download ↗
2🛠️ Fabric — Fabric Loader Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 🏆 #8 of 907 fabric mods in this game by downloads

📋 About This Mod

### Slashbridge ## What does it do? Slashbridge was started because there are functions that I was like "Really? You can't do that with commands?" In its current state it adds commands, but the plan is to expand it to other serverside features that will be used my own datapacks and data-driven mods, and hopefully yours too! ## Commands <details> <summary>/motion</summary> Entitymotion allows you to smoothly move an entity and edit its current velocity in different ways. Movement subcommands: > set (vector) - Changes the entity's velocity to a new vector. > > add (vector) - Adds a new vector to the entity's current velocity. > > seek (number) - Moves targets towards an entity (or away from with a negative number). > > mult (number) - Multiplies a target's current velocity by a number. Vector movement formats: > world - Movement corresponds to in-game coordinates. <x> <y> <z> > > local - Movement relative to where the target entity is facing. <forward/back> <up/down> <right/left> > > zx - Movement rotates only horizontally but not vertically. Y is always up in the game world and not up relative to where an entity is facing. <forward/back> <y> <right/left> </details> <details> <summary>/status</summary> Entitystatus lets you modify the health, hunger, and absorption values of an entity. Subcommands: > seek lets you transfer any of these stats from one entity to another, such as giving an entity hunger by removing another's health. > > The rest of the subcommands +|-|*|/|= are just math operators. </details> <details> <summary>/despawn</summary> Despawn lets you despawn entities without technically killing them. They won't drop items or xp or anything. Currently made to ignore players. Subcommands: > recursive - Despawns the entity targeted alongside all of its passengers. > > single - Despawns only the entity targeted. </details> <details> <summary>/after</summary> After lets you run a command after a number of ticks. Can be stacked with other commands. For example `/execute at @p run after 100 kill' could be a command. </details> <details> <summary>/during</summary> During lets you run a command during day, night, or a specific moon phase. </details> <details> <summary>/Ignite & /Extinguish</summary> Set entities on fire or put it out. The ignite command lets you set the number of ticks entities are on fire for. </details> ## Tags These will have some degree of command functionality, but they partially use minecraft's command system and can be added & manipulated with the /tag command. <details> <summary>Damage Resitance and Vulnerability</summary> sb.dx.<damageType>+<multiplier> > This adds in damage multipliers for a specific damage type. These are done in camelcase, as that's what's displayed in minecraft. So instead of writing indirect_magic you'd write indirectMagic. > > sb.dx.mob+0.5 would mean you take half melee damage from mobs > > these tags are not intended to stack, and the math will work out weirdly if you try and stack them. > > you can put negative multipliers to heal on damage. sb.damageheal > This tag is added when an entity heals instead of taking damage. It does not get removed at the moment, with the assumption that whoever's using the tag for tracking purposes can remove it on their end. </details> ## Plans for the future <details> <summary>Player Animation Command(s)</summary> Idk how plausable this is, but I want to be able to queue up player animations available in vanilla game such as swinging a hand or sitting. Whether or not this would be possible, especially at my current skill level, only time will tell. </details>

### Slashbridge

## What does it do?

Slashbridge was started because there are functions that I was like "Really? You can't do that with commands?" In its current state it adds commands, but the plan is to expand it to other serverside features that will be used my own datapacks and data-driven mods, and hopefully yours too!

## Commands

/motion Entitymotion allows you to smoothly move an entity and edit its current velocity in different ways. Movement subcommands:

> set (vector) - Changes the entity's velocity to a new vector. > > add (vector) - Adds a new vector to the entity's current velocity. > > seek (number) - Moves targets towards an entity (or away from with a negative number). > > mult (number) - Multiplies a target's current velocity by a number.

Vector movement formats:

> world - Movement corresponds to in-game coordinates. > > local - Movement relative to where the target entity is facing. > > zx - Movement rotates only horizontally but not vertically. Y is always up in the game world and not up relative to where an entity is facing.

/status Entitystatus lets you modify the health, hunger, and absorption values of an entity.

Subcommands:

> seek lets you transfer any of these stats from one entity to another, such as giving an entity hunger by removing another's health. > > The rest of the subcommands +|-|*|/|= are just math operators.

/despawn

Despawn lets you despawn entities without technically killing them. They won't drop items or xp or anything. Currently made to ignore players.

Subcommands:

> recursive - Despawns the entity targeted alongside all of its passengers. > > single - Despawns only the entity targeted.

/after

After lets you run a command after a number of ticks. Can be stacked with other commands. For example `/execute at @p run after 100 kill' could be a command.

/during

During lets you run a command during day, night, or a specific moon phase.

/Ignite & /Extinguish

Set entities on fire or put it out. The ignite command lets you set the number of ticks entities are on fire for.

These will have some degree of command functionality, but they partially use minecraft's command system and can be added & manipulated with the /tag command.

Damage Resitance and Vulnerability sb.dx.+ > This adds in damage multipliers for a specific damage type. These are done in camelcase, as that's what's displayed in minecraft. So instead of writing indirect_magic you'd write indirectMagic. > > sb.dx.mob+0. 5 would mean you take half melee damage from mobs > > these tags are not intended to stack, and the math will work out weirdly if you try and stack them. > > you can put negative multipliers to heal on damage.

sb.damageheal

> This tag is added when an entity heals instead of taking damage. It does not get removed at the moment, with the assumption that whoever's using the tag for tracking purposes can remove it on their end.

## Plans for the future

Player Animation Command(s) Idk how plausable this is, but I want to be able to queue up player animations available in vanilla game such as swinging a hand or sitting. Whether or not this would be possible, especially at my current skill level, only time will tell.

🤖 AI-enhanced — based on mod data

📊 Mod Details

Game
Minecraft Mods
Author
Rox1000000
Version
0.2.2+1.21.4
Downloads
471
Endorsements
5
Category
fabric
Created
11/26/2024
Updated
12/16/2024
Game Versions
1.21.4
Tags
game-mechanics, library, utility

🔧 How to Install Minecraft Mods Mods

Download from Modrinth. Use Prism Launcher or drop into your mods folder.

📖 Full step-by-step install guide for Minecraft Mods →

Visit the official mod page for specific installation instructions for this mod.

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❓ Frequently Asked Questions

Which Minecraft Mods versions does Slashbridge support?

The author lists 1.21.4. Other versions may work but are untested by the author.

What is the latest version of Slashbridge?

Version 0.2.2+1.21.4, published 2024-12-16 with 471 downloads recorded at the source.

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