Game mechanics
4,384 mods match your filters.
A simple mod to add recipes to allow for the complete use of the Create Mod in a superflat world. Also includes a few quality of life features to attempt to tone down the amount of grinding or AFK to play superflat.
Chop trees, the satisfying way.
The Land Claim is a comprehensive land protection mod designed for Minecraft Java servers running fabric
A mod that blocks selected commands from being used on a world/server (even for OP's and server console)
Minecraft armor is WAY too strong. Half a heart from Sharpness V netherite sword crit?! Rebalance armor in a configurable way.
Makes it so the player burns in daylight.
Turn your librarian villagers into a real enchanted book market — teach them trades with books you find, then reroll for a better price.
Ride your players with P/ride!
Allow users riding upon reaching a level or rank!
Mobs run away when low on health
A way to make keepinventory balanced
it says what it says it does, it allows you to tpa and warp.
Mod that allows ban any block in world
Hides the names of invisible players.
Capture Hardcore wipes, player stat snapshots, leaderboards, and lifetime run history on Fabric servers.
Changes the Create Fly packager so complete packages can be packed as items inside new packages, enabling recursive package nesting without merging their contents.
This project adds a way to craft froglights through recipes and create.
Allows full customization of mining speed for all vanilla and modded blocks.
A mod that adds bullet time effect to ParCool dodges.
Jumping will kill you
A server-side mod to add your items to an "auction house" where the item can then be sold to the highest bidder at any point in time.
LingeringPlayerDrops is a Fabric Minecraft mod that prevents items that players drop (or that appear as a result of a player's death) from ever despawning. Configure with gamerules playerDropItemsLinger and playerDeathItemsLinger.
Mod which allowed players not to fear mobs has returned!
Ignores the "prior use" stat when determining the xp cost of enchanting instead using the sum of the enchantment costs of the output. Plus other small tweaks























