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ZİPİRHAVACI MOD Mechanic Guide | Key Bindings | Scroll Locations | Enchantment Protections
⚡ WHAT IS ZİPİRHAVACI MOD?
ZipirHavaci is an experimental project born out of personal curiosity to make Minecraft's static combat system a bit more dynamic and physics-responsive. The mod features several prototypes, including a kinetic gauntlet, shield-based tethering mechanics, and movement restrictions based on real-time weight calculations.
My priority while developing this project was to ensure that every action has a physical consequence and a cost, rather than relying on "magic" buttons.
The project has currently reached its intended core features and has been left in an open-ended dormant state. While it remains uncertain whether new updates will arrive in the future, ZipirHavaci stands as a hobby project focused entirely on performance and original mechanics.
🛠️ Dependencies To ensure Zipir Havaci runs smoothly and all animations render correctly, the following dependencies are required:
GeckoLib This mod utilizes GeckoLib for its advanced animation engine. To avoid visual glitches or crashes, please ensure you are using the specified version or higher.
Required Version: 4.4.9 or newer
Platform: Forge
Download:
🎮 KEY BINDINGS & CONTROLS
- [ Right Click ] → Fire Gauntlet
- [ R ] → Change Mode (PULL or PUSH mode)
- [ Shift + Left Click ] → Begin Reload (hold crouch for 3.5 seconds — releasing cancels it!)
- [ Bind: Super Skill ] → Trigger leveled Super Skill blast
- [ V ] → Activate Soul Bond (tether pull toward your stuck shield)
- [ Bind: Aura Skill ] → Activate / release Aura field
(Bind the custom skills in Controls → ZipirHavaci)
🪖 WEIGHT SYSTEM — How It Works
Every time you fire the Gauntlet, your armor weight directly affects performance.
Formula: Total Weight = Armor Value + Armor Toughness (capped at 60)
| Weight (0–60) | Launch Multiplier | Damage Multiplier |
|---|---|---|
| 0 (Unarmored) | ×1.00 | ×1.00 |
| 30 (Mid Armor) | ×0.90 | ×1.025 |
| 60 (Full Armor) | ×0.80 | ×1.05 |
- Heavier armor = slower self-launch, but more knockback on enemies.
- Lighter build = faster flight, but weaker push force.
- Empty off-hand = +15% power bonus!
OVERHEAT (Heavy Armor Failure): In PUSH mode, if you are already falling fast (Y velocity < -1.9) AND your total weight exceeds 46, the Gauntlet overheats. This occurs because the character is too heavy for the gauntlet's push power, rather than being a standard firing failure. A misfire happens: smoke appears but no launch occurs.
💠 GAUNTLET — SUPER SKILL LEVELS
Super Skill accepts levels 1–5. Higher levels consume more ammo and produce a larger effect radius.
| Level | Ammo Cost | Base Power | Range |
|---|---|---|---|
| 1 | 2 ammo | 4.5 | 6.1 blocks |
| 2 | 3 ammo | 6.0 | 7.7 blocks |
| 3 | 4 ammo | 7.5 | 9.3 blocks |
| 4 | 5 ammo | 9.0 | 10.9 blocks |
| 5 | 6 ammo | 16.0 | 12.5 blocks |
PULL Level 5: → Vacuum cone pulls enemies in front, pushes those behind → 80–110° conical area depending on level → Blocks show crack animation for 10 seconds (visual only, nothing breaks) → Cyan funnel particle effect
PUSH Level 5: → 3-wave shockwave, each ring 100 ms apart → Orange circles + white border + rotating halo → If aiming downward AND level ≥ 3 → GROUND BLAST (omnidirectional explosion, wood doors shatter, iron doors shake)
🔋 GAUNTLET AMMO & RELOAD
The Gauntlet has 6 ammo slots (internally Uses: 0–6).
Normal Shot: 1 ammo consumed, 20-tick cooldown Super Skill: (Level + 1) ammo consumed
OVERHEAT (at 5 ammo used): A delayed overheat triggers 500 ms after the shot: → 6-second (120-tick) cooldown starts → Cooldown animation and sound play
RELOAD: Once the cooldown expires: 1. The overheat flag clears 2. Hold Shift + Left Click 3. Crouch continuously for 70 ticks (~3.5 seconds) (Releasing crouch cancels reload — ammo stays at 0!) 4. On success → 3 ammo loaded
Progress bar appears on the action bar as a 15-block display.
FUEL: Each shot consumes 1 Gunpowder from your inventory. Without it, firing is blocked and a warning message appears.
🔗 SOUL BOND SKILL
Throw your shield into a wall. Activate Soul Bond — you will be pulled toward the shield like a grappling hook.
STEP BY STEP: 1. Do NOT hold a shield in either hand 2. Press the Soul Bond bind 3. Shield must be ≤ 25 blocks away 4. You need at least 1 Soul Sand in your inventory (consumed) 5. The pull begins — you fly toward the shield in SPECTATOR mode 6. Stops automatically when you are 2 blocks from the shield 7. Previous game mode is restored
SPIRITUAL COST (every use): • 0.5 HP (magic damage) • 3-second Wither effect • 1 Soul Sand consumed
PULL STOPS IF: • Shield was destroyed or removed • You are already within 2 blocks of the shield • An indestructible block (Bedrock, destroySpeed < 0 or ≥ 50) is ahead
COOLDOWN: 8 seconds
AFTER PULL: • 5 seconds of Slowness + Weakness (spiritual fatigue) • If the tether snapped: smoke + chain break sound
⚠ You must learn Soul Bond first — reading the Soul Bond Scroll is required before the skill works.
⚡ AURA SKILL
Gain Aura levels by being struck by lightning (Lightning Calibration). Your Aura Level starts at 0 and rises with each strike.
WHILE AURA IS ACTIVE: • A dynamic kinetic field surrounds you (scanned every 2 ticks) • Enemies without Aura receive area knockback and damage • Colliding with another Aura player triggers a balanced smart collision (equal force exchanged — neither side gets a free push)
PRESSING AURA AGAIN (Deactivation): → A shockwave releases — nearby enemies are launched
COMBO SYSTEM: Hitting the same target multiple times within 5 seconds builds a combo. Minimum gap between hits on the same target: 800 ms.
☄️ METEOR IMPACT SKILL
Equip a shield. Fall or fly at high speed while blocking. As your charge builds, a visual aura intensifies around you.
CHARGE CONDITIONS: • Speed > 1.25 m/tick while blocking → +3 charge per tick • Free-falling while blocking for 50+ ticks → +1 charge per tick • Charge max: 50
SONIC BOOM: At charge 50, a thunder boom sound plays — you are at full power.
IMPACT TRIGGERS WHEN: • Charge ≥ 35 • A solid surface is detected ahead via multi-point raycast • Shield is in use
- ATTACKER (SELF) MECHANICS
Self-Damage & Armor Weight Penalty: When the player crashes into the ground, they take self-damage based on their speed and how heavy their armor is.
- Base Raw Damage: (Impact Speed * 4.5) * 0.90
- Weight Penalty: Heavier armor hurts the user upon impact. Attacker's Total Armor Toughness * 0.15 is directly added to the raw damage.
- Shield Damage: The shield used to trigger the impact will lose 10% of its maximum durability (minimum 15 durability loss).
Self-Damage Reduction (Max Cap: 85%): The attacker can reduce self-damage through enchantments and effects:
- Feather Falling: Reduces damage by 30% at max efficiency (Level / 16 * 0.30).
- Blast Protection: Reduces damage by 44% at max efficiency (Level / 16 * 0.44).
- Protection: Reduces damage by 18% at max efficiency (Level / 16 * 0.18).
- Fire Protection: Reduces damage by 30% at max efficiency (Level / 16 * 0.30).
- Fire Resistance Effect: Adds a flat 6% damage reduction.
Anti-Lethal Protection: The skill tries not to kill the user directly:
- Maximum possible self-damage is hard-capped at 16.0 HP (8 hearts).
- If the player has more than 10 HP (5 hearts), the damage will leave them with at least 4 HP (2 hearts).
- If the player has more than 5 HP (2.5 hearts), the damage will leave them with at least 2 HP (1 heart).
- Post-Impact Debuffs: The attacker gets Weakness IV (4 seconds), Slowness VI (1.75 seconds), and Nausea V (1.5 seconds) upon landing.
- ATTACKER OFFENSIVE SCALING
The attacker's armor toughness actually boosts their offensive power against targets:
- Skill Mastery: Scales with the attacker's toughness (0.5 + (Toughness * 0.05)). This acts as a base damage multiplier and caps at 1.2x.
- Weight Bonus: Heavier armor hits harder. Provides an extra multiplier of (1.0 + (Toughness * 0.06)).
- TARGET (VICTIM) MECHANICS
Damage Taken by Targets:
- Base Impact Damage: (Impact Speed * 22.0) * Skill Mastery
- True Damage: Targets take 8% of their Maximum Health as true damage. This scales with their distance from the epicenter (closer = more true damage).
- Distance Drop-off: Damage is 100% within 1.2 blocks of the player and drops off linearly to 0% at the edge of the blast radius.
Target Damage Reduction (Max Cap: 80%): Targets can defend themselves using armor toughness, enchantments, and special helmets:
- Armor Toughness: Provides 2.5% damage reduction per point of toughness.
- Blast Protection: Reduces damage by 46% at max efficiency (Level / 16 * 0.46).
- Protection: Reduces damage by 18% at max efficiency (Level / 16 * 0.18).
Special Helmet Mechanics (Wither, Creeper, Turtle): Wearing specific heads provides unique defensive modifiers against the meteor impact:
- Creeper Head: Grants a flat 25% damage reduction.
- Turtle Helmet: Grants a flat 18% damage reduction.
- Wither Skeleton Skull: Grants a flat 15% damage reduction. * Wither Survival Buff: If hit while wearing this, the target gains Resistance I and Regeneration II for 8 seconds. This effect has a 5-minute cooldown.
Turtle Helmet "Safe House" Integration: If the target is wearing a Turtle Helmet and the incoming hit is critically dangerous, a special safeguard triggers:
- Trigger Condition: If the final calculated damage (including True Damage) exceeds 14.0 HP (7 hearts).
- Effect: The damage is hard-capped at exactly 14.0 HP.
- Buffs Granted: Regeneration I (3 seconds), Resistance VIII (4 seconds, practically invulnerability), and Dolphin's Grace II (10 seconds for escape).
- Cooldown: This integration has a 5-minute cooldown.
Durability Damage & Knockback Resistance:
- Armor Breaking: The target's armor takes severe durability damage. If their toughness is under 2.0, all armor pieces lose 18% of max durability. If toughness is over 2.0, they lose 10% of max durability.
- Knockback: Target's knockback is reduced by Blast Protection (5% reduction per level) and standard Protection (3% reduction per level).
Target Debuffs: Targets hit by the impact receive:
- Slowness IV (1.25 seconds)
- Slowness II (2.25 seconds)
- Weakness II (1.5 seconds)
- Nausea I (1 second)
- COOLDOWNS & WORLD MECHANICS
- Charging: The skill requires holding a Shield. Maximum charge is 50 ticks. Falling fast or free-falling accelerates the charge.
- Cooldowns: * Short Cooldown: 3.5 seconds (triggered if charge is canceled mid-air but high speed was reached). * Long Cooldown: 25 seconds (triggered on a successful ground impact).
- Active Craters: Craters last for 20 seconds. They deal 0.25 continuous damage per second to entities standing in them (the crater owner only takes 0.12 damage).
- Vehicles & Shields: Nearby minecarts, boats, and thrown shields are violently pushed away based on the impact speed.
- Door Blasting: Wooden doors within 3 blocks are completely blown off their hinges. Iron doors (or doors up to 15 blocks away) will violently shake instead.
SCROLL: You must read the Meteor Impact Scroll before this skill activates. Once learned, the scroll is consumed and cannot be re-used.
📜 SCROLLS — WHERE TO FIND THEM
| Scroll | Location | Chance |
|---|---|---|
| Soul Bond Scroll | Nether Fortress chest loot | 9% |
| Meteor Impact Scroll | Ancient City chest loot | 15% |
Both scrolls are injected into existing loot tables via Forge's loot_table_id system — the original tables are not modified.
⚠ Once a scroll is read, it is permanently consumed. Reading a scroll you already know is blocked with a warning message.
CORE ROD
The Core Rod is a multi-functional redstone component that combines six different logic modes into a single block. Instead of building repetitive structures, simply right-click to switch modes and get the job done.
🧩 Available Modes
- REPEATER - Classic delay gate. Forwards incoming signal with a 1–6 tick delay.
- PULSE - Oscillator. Produces a blinking output at the set tick interval as long as a signal is present.
- INVERTER - NOT gate. Outputs signal when no input is received; cuts output when a signal arrives.
- LATCH - Toggle memory. Flips its state on every rising edge and holds it, even through chunk reloads.
- COUNTER - Outputs once every N rising edges. N is configurable from 1 to 6.
- AND - Outputs only when two separate faces receive a signal simultaneously.
🎮 CONTROLS
| Interaction | Action |
|---|---|
| Shift + Empty Hand + Right Click | Cycle through modes (REPEATER → PULSE → INVERTER → LATCH → COUNTER → AND). |
| Right Click (No Item) | Increase delay / counter target (1–6). (Not available in Latch and AND modes) |
📡 PLACEMENT & SIGNAL FLOW
- Orientation: The block faces the direction you are looking when placed.
- Input: Received from the face opposite to FACING.
- Output: Sent to all other faces except the input face.
- AND Mode: The second input comes from the clockwise face relative to FACING (e.g., if facing NORTH, second input is from EAST).
- Signal Strength: Output signal strength is always 15.
📑 TECHNICAL NOTES
- Persistence: Latch and Counter modes persist their state via NBT data. State is preserved across chunk reloads and world restarts.
- Safety: The block will never emit a signal back toward its input face.
- Efficiency: Delay scheduling is handled via server-side tick scheduling for maximum optimization.
⚙️ COMPATIBILITY NOTES
- Version: Minecraft 1.20.x (Forge)
- Modded Doors: Treated as iron-like (only shake, never shatter).
- Vanilla Wood Doors: Shatter in close-range blasts.
- Vanilla Iron Doors: Always shake only.
- Armor Weights: Modded armors are automatically included in weight calculations (Cap: 60).
- Multiplayer: All calculations run server-side — clients receive packets for synchronization.
❓ FAQ (FREQUENTLY ASKED QUESTIONS)
Q: I found a Soul Bond Scroll but the skill doesn't work. A: Make sure you are not holding a shield. The skill requires your hands to be free and Soul Sand in your inventory.
Q: The Gauntlet won't fire. A: First, ensure you have Gunpowder in your inventory as fuel. If you see an "Overweight" or "Overheat" message, it means you tried to use PUSH mode while falling with heavy armor. The device cannot counter that much kinetic force and will temporarily fail.
Q: How does the Reload (Shift + Left Click) work? A: The Gauntlet has two ways to replenish ammo:
- Auto-Recharge: Takes 6 seconds to fully reset. You cannot manually reload while this timer is active.
- Manual Reload: Takes 3.5 seconds and adds +3 ammo (up to a max of 6).
Q: When should I use Manual Reload? A: Use it strategically. Since the max capacity is 6, any ammo added beyond that is wasted. It is most efficient to reload when you have 3 or fewer rounds left.
Q: Why does Super Skill Level 5 consume all 6 ammo? A: Level 5 costs Level+1 = 6 ammo. It fully drains the Gauntlet — this is intentional. Overheat and reload follow immediately.
Q: I used Soul Bond and now I'm super slow. A: This is the intended Spiritual Fatigue effect. Slowness + Weakness lasts 5 seconds, then clears.
Q: My Aura doesn't activate — it says my level is 0. A: Aura requires being struck by lightning to gain levels. Stand outside during a thunderstorm or use a Lightning Rod. At level 0, Aura has no power to activate.
Q: I took a Meteor Impact hit and barely lost any health. A: Blast Protection stacks extremely well against impacts. Full Blast Protection IV can reduce damage significantly when combined with other enchantments.
Q: Does the Meteor Impact skill destroy blocks? A: No. The cracks and displaced block fragments are purely visual. Display entities create the illusion of shattered terrain; all blocks remain intact. The visual clears after 20 seconds.
Q: Why doesn't the Energy Carrier receive power from redstone dust? A: Energy Carrier does not accept power from redstone dust by design. However, redstone dust CAN receive power from the Energy Carrier. This is intentional for technical signal propagation reasons.
🔍 DISCOVERY: RECIPE NOTES
Progressing in ZipirHavaci requires more than just raw materials; it requires knowledge. The blueprints for advanced components and special abilities are scattered throughout the world.
• Finding Recipes: There is an 8% chance to find "Recipe Notes" inside village chests (Weaponsmith, Armorer, Temple, etc.) and other loot locations.
• How to Learn: Simply right-click with a Recipe Note in your hand to permanently unlock that specific crafting recipe.
Keep an eye on those village chests—knowledge is just as valuable as iron and gold.
Pro Tip: Try the Burning Shatters skill with the Perception mod. It significantly enhances the game feel and overall experience. https://modrinth.com/mod/perception


