Bulletpies · wiki

Bullets Enchants

Ten enchantments that pay you for doing the same thing over and over

PrototypeNeoForge1.21.1
Status
3 of 10 enchantments work; the other 7 are names so far
Mod loader
NeoForge
Minecraft
1.21.1
Who installs it
Everyone on the server needs it

What it is

Most enchantments make your gear better in general. These ten pay you for committing to one thing and staying with it: mining in a straight line, killing the same kind of mob over and over, walking without turning. Three of them exist for one stubborn reason: so you can fight with a shovel and mean it. Three of the ten are finished and working today; the other seven are written down, loaded by the game, and do nothing yet.

You point a pickaxe at a wall and just keep going. The first few blocks feel normal, then one pops out of existence, then another, and you notice you have been holding the same direction for twenty seconds without thinking about it. Stop for four seconds and the streak is gone. Turn a corner and the streak is gone. The whole idea is that the game only rewards you while you are being boring on purpose, and it stops the moment you get distracted.

👥 Playing with friends

All the logic runs on the server, so one install covers the party; clients need it for the names.

⚠️ Before you install

  • Seven of the ten enchantments do nothing at all yet. They can be applied and will show in the tooltip, which is confusing if you were not expecting it.
  • Nothing here has been playtested in a real world. The mining kit is verified by unit tests and a clean server start, not by anybody mining.
  • Momentum and Follow-Through at maximum on one pickaxe is a lot of instant blocks per swing. The author flagged it as possibly needing a restriction.

Your first 5 minutes

New to this mod? Do these in order and you will have seen the point of it.

  1. Load a NeoForge 1.21.1 world with the mod in it and hold a diamond pickaxe.
  2. Run /enchant @s bulletsenchants:momentum 3. The enchanting table does not offer these yet.
  3. Mine a straight tunnel through stone and watch every block vanish the instant you touch it.
  4. Stand still for four seconds, then start mining again: the streak restarted from zero.
  5. Add /enchant @s bulletsenchants:follow_through 3, then mine one block into a wall and find a hole four deep.
  6. Put /enchant @s bulletsenchants:longshaft 2 on a hoe and till farmland from a step and a half further back.

How it works

Momentum: keep mining and blocks stop mattering

Every Nth block you break shatters instantly no matter how hard it is: obsidian, ancient debris, deepslate, all of it. Level I is every third block, II every second, III every single one. The counter resets after three seconds without breaking anything, so it rewards long tunnels and does nothing for stop-start caving. Each instant break costs two durability instead of one.

Tip: Bedrock is left alone, and the boost only applies when your tool would have got the drops anyway.

Follow-Through: the tunnel drills itself

Breaking a block also breaks the 1, 2 or 3 blocks directly behind it, along the direction you are looking. It only ever drills forward, so it doubles or triples tunnelling speed and barely helps anywhere else. The extra blocks go through exactly the same code path as your own mining, so Fortune, Silk Touch, durability and your statistics all behave normally. It stops at the first block it cannot go through, and skips anything with an inventory so it never eats a chest.

Tip: Momentum III on the same pickaxe means three instant blocks a swing. The author has flagged that as possibly too much.

Longshaft: a hoe with a longer handle

Adds +0.75 blocks of reach at level I and +1.5 at level II, to both block reach and entity reach. Vanilla melee reach is three blocks, so level II is a fifty percent increase, enough to poke something from outside the range it expects. This is the one enchantment in the mod that needed no Java at all; it is a single JSON file naming two vanilla attributes.

Tip: It applies to hitting things as well as tilling, so a Longshaft hoe is a genuinely long weapon.

The seven that are defined but not built

Grudge, Ricochet, Stride, Irrigation, Whiplash, Fleece and Improvised all exist as real enchantment definitions with levels, costs and supported items set, and the game loads them without complaint. The behaviour behind them has not been written yet, so putting one on an item currently does nothing. They are listed below with what they are designed to do, clearly marked.

Where they come from right now

Nothing has been added to the enchanting table's pool yet, and there are no loot or trade entries. In practice that means the /enchant command is the only way to get any of these onto an item today. The costs and rarity weights are already written into each definition, ready for when the table hookup lands.

Enchantments are files, not code

In Minecraft 1.21 an enchantment stopped being a Java class you can subclass; it is a JSON file with a codec, living in a datapack registry. Six of these ten are mostly or entirely data as a result, and the Java in the mod exists only for the things vanilla has no data hook for. That also means the whole definition tree copies straight to Forge and Fabric if the mod is ever ported.

Tip: The catch: a green build proves nothing, because the files are only checked when a world actually loads.

Items & blocks

Momentum I–III

Every third, second or every block breaks instantly regardless of hardness, as long as you keep going. Three seconds of not mining resets it.

Where: Working now. /enchant on a pickaxe, shovel or axe.

Follow-Through I–III

Also breaks the 1, 2 or 3 blocks directly behind the one you broke, along your look direction. Never widens the tunnel.

Where: Working now. /enchant on a pickaxe.

Longshaft I–II

+0.75 or +1.5 blocks of both block reach and entity reach while holding the hoe.

Where: Working now, on data alone. /enchant on a hoe.

Grudge I–III

Designed to record every mob the weapon kills, per species, and deal +1% damage per recorded kill of that species forever, capped at +50%, +100% or +150% by level. Not implemented yet.

Where: Defined only. Would go on swords, axes, and anything carrying Improvised.

Ricochet I–III

Designed to make arrows bounce off hard surfaces one, two or three times, keeping their angle and losing 15% damage per bounce, with soft blocks absorbing instead. Not implemented yet.

Where: Defined only. Would go on a bow or crossbow.

Stride I–III

Designed to build speed continuously while your heading stays within about 30 degrees of where it started; any real turn, strafe or backstep resets it. Not implemented yet.

Where: Defined only. Would go on boots.

Irrigation I

Designed to leave tilled farmland permanently hydrated and immune to drying: no water source, farm on bare rock in a desert. Not implemented yet.

Where: Defined only. Would go on a hoe.

Whiplash I

Designed to spin the camera of whatever hits you 90 degrees per enchanted armour piece, yaw only. Not implemented yet.

Where: Defined only. Would go on any armour piece, and stacks across all four.

Fleece I–III

Designed to let you right-click any mob with shears to take its drop without killing it, on a five, three or two minute cooldown per individual mob. Not implemented yet.

Where: Defined only. Would go on shears. The Ender Dragon, Wither, Warden and Elder Guardian are already excluded by tag.

Improvised I–II

Designed to give a pickaxe, shovel, hoe or shears the attack damage, swing speed and sweep of a sword (I) or an axe (II) of the same tier. Parity, never an upgrade. Not implemented yet.

Where: Defined only. Would go on any non-sword, non-axe tool.

Lore

Flavour, not rules. None of this changes how the mod behaves.

The mining kit is one motion

Momentum, Follow-Through and Stride were designed to charge off the same thing: pushing forward into a tunnel face and never turning. Mining straight down a corridor is supposed to feed all three at once, and rounding a corner is supposed to lose all three at once. Two of the three exist so far, which means the corridor already punishes you for looking around.

Fighting with a shovel and meaning it

Improvised exists because of one sentence from the author: people should be able to fight with a shovel and have fun if that is part of their character, instead of being forced to use a sword. That is why it matches the sword rather than beating it. A wooden shovel will never out-hit a wooden sword; a netherite shovel is exactly a netherite sword, and nothing more.

Jokes & trivia

Bits you might miss

  • Improvised II is designed to make a netherite shovel exactly as good as a netherite axe and never better. The mod's most-wanted enchantment is, on purpose, a parity patch.
  • Whiplash is meant to spin an attacker 90 degrees per enchanted armour piece, so a full set of four spins them a complete 360 and does absolutely nothing. The design says this ships with no warning label and no tooltip hint.
  • By the same maths the best Whiplash loadout is two pieces, three is a downgrade, and four is the punchline.
  • Follow-Through refuses to eat a chest. It checks for an inventory and stops, which is the least dramatic safety feature in the mod.
  • Momentum will cheerfully make obsidian vanish in one tick, and will still not give you the block if your pickaxe was not good enough for it.
  • A visibly shaved creeper is listed in the Fleece design as a known improvement and explicitly deferred, on the grounds that it needs a texture variant per species.

From the workshop

  • In 1.21 there is no such thing as an enchantment class any more. Every one of these ten is a JSON file, and Longshaft is fully working with zero lines of Java behind it.
  • There is no vanilla effect for 'break this faster', so Momentum sets the block's break speed to (hardness + 1) × 200 and lets vanilla's own progress maths take it from there.
  • The author proved the enchantment files were actually being read by deliberately breaking one, setting a max level of 9999 outside the legal range, and confirming the server refused to load it. A clean start otherwise looks identical to the folder being silently ignored.
  • The momentum counter deliberately has no 'never mined anything' sentinel value. Using the smallest possible number would make the elapsed-time subtraction overflow negative and silently invert every check, so an absent entry means no momentum instead. There is a unit test called worksAtGameTimeZero guarding it.
  • Follow-Through's extra blocks re-trigger the same break event that caused them, so the code carries a re-entrancy guard. Without it, the first block would recurse until the stack ran out.

FAQ

Can I get these at an enchanting table?

Not yet. Nothing has been added to the table's offer pool, so today the /enchant command is the only route. The costs are already set for when that lands.

Which of the ten actually work?

Momentum, Follow-Through and Longshaft. The other seven load and can be applied, but have no behaviour behind them yet.

Will Momentum let me mine bedrock?

No. Anything with negative hardness is skipped outright, so bedrock and the end portal frame stay exactly as unbreakable as they were.

Does everyone on the server need it?

The behaviour is server-side, so the server is what matters. Clients want it installed too, otherwise the enchantment names show up as raw translation keys.

Is it on Forge or Fabric?

NeoForge 1.21.1 only. Most of the mod is loader-agnostic data, but Fabric has no break-speed event, which is the one thing Momentum needs.

Get it

Status: Partly built. Some of it works, some of it is missing.

  1. Install NeoForge for Minecraft 1.21.1. The install guide walks through this assuming no prior knowledge.
  2. Drop the mod's .jar file into your mods folder.
  3. Everyone on the server needs it.
  4. Launch the game with that loader's profile selected.

📦 Where is the file?

This wiki documents the mods; it does not host them. Builds live in the project's own repository under mc-bullets-enchants/build/libs/.

By Bulletpies. Ten enchantments about committing to something.

↑ Back to top · ← All mods