Magnetism
by Diesse
Magnetism adds a magnet item that pulls nearby dropped items toward the player who holds it active, saving trips across the ground after mining or fights.
What it does
Once a player crafts the magnet and toggles it on, it continuously detects dropped items inside a configurable radius around that player, which defaults to 10 blocks. Items drift toward the player one step at a time, with a small sparkle trail, rather than snapping into the inventory. Each player activates their own magnet independently, so one player's magnet does not affect another's in co-op worlds.
The mod is built entirely from vanilla Minecraft commands through the datapack system, using functions, tags and scoreboards, so it has no separate code to install beyond the datapack itself. The attraction check is limited to efficient selectors, and its cost scales with how many players are using a magnet, which keeps it light on worlds with many entities and on large servers. Magnetism works in singleplayer and multiplayer, and the default recipe uses materials that fit the item's purpose.
Magnetism is published for Fabric, Forge, NeoForge and Quilt, with files for 1.21.5 – 26.3 under the CC0 1.0 Universal license. The server must run the mod, while a player may leave it out and still join, though a client without it cannot use the magnet.
Key features
Passive item attraction
Dropped items within a set radius slide toward the active player without any command or manual pickup.
Adjustable radius
The default range of 10 blocks can be changed in the configuration to suit different playstyles.
Individual magnets
Each player controls their own magnet, so activating one does not pull items for anyone else.
Subtle effects
Particle sparkles and sounds mark items being drawn in, while the motion stays gradual.
Gallery
Compatibility
Latest build for each game version and loader.
Only full game releases are shown. This mod publishes no snapshot builds.
How it compares
Magnets by Juix works on the same four loaders and needs the server while clients may skip it, with CC0 1.0 Universal licensing and files for 1.21 – 26.1.2. Simply Magnets runs on Fabric, Forge and NeoForge for 1.21.1 – 26.2, and both the server and every player need it under the MIT License. Next Magnets is NeoForge-only for 1.21.1, requires both client and server, and is released with all rights reserved.
| Mod | Loaders | Game versions | Environment | Updated |
|---|---|---|---|---|
| Magnetism | Fabric, Forge, NeoForge and Quilt | 1.21.5 – 26.3 | Server required, client optional | 2026-10-14 |
| Magnets by Juix | Fabric, Forge, NeoForge and Quilt | 1.21 – 26.1.2 | Server required, client optional | 2026-04-23 |
| Simply Magnets | Fabric, Forge and NeoForge | 1.21.1 – 26.2 | Client and server | 2026-07-10 |
| Next Magnets | NeoForge | 1.21.1 | Client and server | 2026-09-01 |
Questions
Does Magnetism need a mod loader?
Does the server have to run Magnetism?
Will a magnet slow down a large server?
In the catalog
Magnetism is one of 4,058 Storage mods on ModsFinder, and one of 2,474 Storage mods for Fabric. 8,071 mods support Minecraft 26.3.
More from Diesse
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What the author says
Have you ever mined a ton of ores, chopped trees for hours, or defeated mobs, only to watch half your loot scatter across the ground, rolling away into lava or getting lost in tall grass? Yeah, we’ve all been there. Magnetism is here to fix that — elegantly. This datapack adds a magnet that automatically attracts…
Official listing
- Modrinth page
- modrinth.com/mod/magnetitem
- Owner
- Diesse
- Published
- 2025-10-05
- Updated on Modrinth
- 2026-10-14
- Facts verified
- 2026-10-15
