NeoOrigins Power Types Reference

Every power type, grouped by what it does. Each row links to the type’s full field table.

Start with Power basics for the fields every power accepts. Cross-cutting rules have their own pages: Costs & upkeep, Toggles, Keybinds and Cooldowns & HUD.

Core & composable

Open the Core & composable page

Type Summary
simple Does nothing. Display-only marker, the equivalent of origins:simple.
multiple Bundle several powers into one file. Sub-powers are flattened to their own ids at load.
action_on_event Run an action (or modify a float) when an event fires. Workhorse event-listener.
condition_passive Run an action on an interval while a condition holds. Workhorse passive.
effect_over_time Sustained aura pulsing an action on an interval. Passive (always on) or active (keybind + upkeep).
persistent_effect Refresh a status effect every tick. Replaces legacy status_effect.
attribute_modifier Add/multiply a player attribute. Optional tick-driven condition gate.
modify_damage Scale damage the player deals or takes. Direction + type/tag filter.
prevent_action Cancel a specific player action (FALL_DAMAGE, DROWN, FIRE, SWIM, etc.).
conditional Gate another power on a static condition enum.
tick_action Legacy no-op: it dispatches nothing. Use condition_passive, which takes the same interval.

Active abilities

Open the Active abilities page

Type Summary
active_ability Skill-key-triggered ability running one or more actions. Cooldown + hunger cost.
command_pack Package of execute_command actions behind a single power id.
active_teleport Look-direction blink. Legacy; no DSL verb yet.
active_dash Horizontal impulse. Legacy; see MIGRATION.md.
active_recall Saved-position teleport. Legacy; stateful.
personal_dimension <Experimental> Key in and out of the player’s own box in the neoorigins:personal_space dimension. Cooldown and optional XP cost on entering.
active_swap Swap positions with target.
active_fireball Single small fireball. Legacy.
active_phase Toggle movement state. Legacy.
active_bolt Fires a wind-charge projectile. Legacy; prefer active_ability + spawn_projectile.
active_place_block Raycast and place. Legacy; no DSL verb yet.
ground_slam Radial AoE damage from falling.
tidal_wave Active cone-shape knockback.
shadow_orb Place a stationary orb emitting Darkness + Blindness.

Resources, toggles & state

Open the Resources, toggles & state page

Type Summary
resource Named persistent value with a HUD bar. Regeneration, threshold actions, change_resource compatible.
variable Hidden persistent integer counter. No bar, no regen: written only by actions.
toggle Named boolean flag with no key of its own, readable via neoorigins:power_active; can pay its own upkeep while true.
entity_set Named UUID set per power id. Pair with neoorigins:in_set / add_to_set / remove_from_set.

Movement & body

Open the Movement & body page

Type Summary
flight Creative-style flight.
creative_flight True hover flight as a toggle. Keeps collision and gravity when not flying.
elytra_boost Add forward thrust while elytra-flying.
elytra_flight Elytra-style fall-flight with no elytra equipped. Can draw wings while gliding.
natural_glide Glide by pressing jump while falling, with no elytra equipped.
wall_climbing Scale walls like a spider.
modify_flight_speed Scale creative and hover flight speed, but not elytra gliding. In-mod replacement for Pehkui.
modify_lava_speed Change movement speed while submerged in lava.
no_slowdown Immune to specific slowdown sources.
phantom_form Mayfly + noPhysics + no-fall: walk through walls.
wraith_phase Toggleable phasing through solid blocks: jump and sneak for vertical control. always_on makes it passive.
size_scaling Scale player dimensions. Optional reach-scaling + flat reach bonus.
pose Hold the player’s body in a chosen pose (prone, sneak height, upright) while the power is on.
walk_on_fluid Walk on water, lava or both (default both), like a Strider. The surface stops being solid once you are submerged.
ignore_water Full land speed in water + no current pushing.
ignore_fluid Totally ignore named fluids (incl. modded): no buoyancy, drag, push, drowning, burn, fog or swim pose.
like_air Carry walking-speed modifiers into airborne control, as Origins’ Avian does.
cobweb_affinity Web mobility + 10× cobweb break speed.
bounce_on_land Reflect fall impact back upward on landing, like a slime block.
water_breathing Never loses air underwater.
breath_in_fluid Air supply drains in named fluids.
breath_out_of_fluid Air drains while out of a named fluid: a fish out of water.
conduit_power_on_land Let an active conduit reach the holder out of water or rain.

Vision, rendering & HUD

Open the Vision, rendering & HUD page

Type Summary
enhanced_vision Permanent brightness boost applied client-side (no potion effect or HUD icon), switched with the player’s “Toggle Night Vision” key. The retired night_vision id remaps to persistent_effect, not to this.
lava_vision Increase vision distance in lava.
overlay Full-screen texture overlay with configurable opacity.
shader Post-processing shader on the player’s view.
model_color RGBA tint on the player model. Not drawn on 26.1, 26.2 or 26.3: the power still loads and syncs, but there is no tint render pass.
entity_model Replace the player’s model with another entity’s: a morph. Changes hitbox and voice with it.
invisibility Turn the player invisible, optionally hiding worn armour too.
prevent_entity_render Hide matching living entities from this player only; they still act and collide.
entity_glow Outline matching living entities for the holder alone, as a Spectral Arrow marks a target.
particle Emit vanilla particles on the player at a fixed cadence. Server-side.
hide_hud_bar Hide the food or air bar.

Combat & damage

Open the Combat & damage page

Type Summary
invulnerability Filter damage types the player is immune to.
prevent_death Cancel the lethal blow; condition / damage-type / cooldown gated.
projectile_immunity Filter projectile types the player is immune to.
projectile_vulnerability Take extra damage from listed projectiles, even ones that deal none.
effect_immunity Block specific status effects.
dodge_chance Percentage chance to dodge incoming damage.
no_projectile_divergence Perfect accuracy on projectiles the player shoots: no random spread.
thorns_on_hit Passive thorns: attacker takes damage back.
action_on_hit Run an action when the player deals damage. Filterable by target.
self_action_on_hit Apoli-shaped on-hit hook: an action on the holder, a paired action on the victim. Cooldown-gated.
light_level_effect Apply effect at/below a light level.
low_hp_threshold Apply effects when HP drops below a threshold.
ender_gaze_immunity Endermen don’t aggro on eye contact.
burn Set the player on fire at a configurable interval.

Mobs, minions & taming

Open the Mobs, minions & taming page

Type Summary
summon_minion Active ability that spawns a tracked mob with owner-aware AI.
tame_mob Active ability that rewrites a mob’s AI to follow and defend the owner.
tamed_animal_boost Buff vanilla tamed animals (HP / speed).
tamed_potion_diffusal Potions drunk near tamed animals apply to them too.
entity_group Mark the player as part of a built-in or datapack-defined entity group. Affects effect/enchant interactions and which mobs ignore, hunt, or flee you.
mobs_ignore_player Mobs don’t aggro. Retaliation window preserved.
mobs_target_player The inverse: listed mobs, or every mob if none are listed, hunt the holder within range without needing line of sight.
mob_behavior Give a mob origin piglin-style aggression toward players or a named entity type. Vanilla AI stays intact.
attract_mobs Pull nearby mobs toward the holder, as though holding their favourite food.
scare_entities Listed entity types flee from the player.
sneaky Cut mob detection range via detection_multiplier (default 0.3): mobs only target the holder from much closer.
stealth Invisibility after sneaking continuously for a threshold, clearing when you stop. Toggleable, so it claims a skill key.
muffle_sound Emit no game-event vibrations: sculk sensors and wardens stop noticing you.
mount Toggleable ability that seats the player on the entity they are looking at. Consent for player targets is server-config gated, and off by default.
no_mob_spawns_nearby Cancel natural spawns in a radius.
twin_breeding Chance for breeding to yield two babies.
horde_regen Regen scales with nearby allied mob count.

Health, hunger & survival

Open the Health, hunger & survival page

Type Summary
no_natural_regen Kill food-driven regen; potion/beacon heals still work.
exhaustion_filter Selective hunger-drain modifier.
modify_food_nutrition Override the hunger value of matching food. Saturation scales with it.
edible_item Make arbitrary items edible for this player.
slime_moisture Moisture bar draining over time, faster when dry or on fire. Threshold effects.
slime_level_hp Bonus max HP per XP level (default one per 10, capped), tracking your current level.
slime_death_save Split instead of dying while moisture is high: teleport away at 2 hearts.
modify_player_spawn Per-power respawn override. Optional bed override.
keep_inventory Slot/item filter for inventory kept across death.

Items & inventory

Open the Items & inventory page

Type Summary
starting_equipment Grant items on origin chosen.
extra_inventory Extra chest-style inventory on the skill key. size is in slots (9-54), persisted.
restrict_armor Slot-scoped gate on wearable items.
restrict_items Gate equipping and using items: prevent_equip and prevent_use are separate opt-ins. Allow-list or blacklist, any slot or hand.
prevent_item_damage Matching items never lose durability, on every durability path.
item_magnetism Pull item entities to the player.
less_item_use_slowdown Speed modifier while using an item (item_type: any / bow / shield / id substring). Still registered; hidden from the creator’s type picker. For new packs, attribute_modifier + the neoorigins:using_item condition covers the any case.

Mining, farming, crafting & trade

Open the Mining, farming, crafting & trade page

Type Summary
break_speed_modifier Multiply block break speed with block/tool/condition filters.
bare_hand_tool Empty hand mines as a named tool, for both drop eligibility and speed.
underwater_mining_speed Remove underwater mining penalty.
tree_felling Chop connected logs in one swing.
ultimine Vein-mining via FTB Ultimine. Inert when that mod is absent.
fortune_when_effect Virtual Fortune level on a block tag (default #c:ores) while a named status effect is active.
crop_growth_accelerator Periodic tick boost to nearby crops.
crop_harvest_bonus +N drops per crop break.
quality_equipment Starting tool quality uplift.
craft_amount_bonus Extra output on crafted items.
more_smoker_xp Bonus XP from smoker.
trade_availability Extend villager trade offers.
rare_wandering_loot Bonus wandering-trader drops.
kill_loot_drops Extra drops on mobs the holder kills, through the real loot pipeline.
loot_pool_grant Active ability that rolls a loot table into the inventory. One-shot per grant_id, cleared by an origin reset.

Scripting & mod integration

Open the Scripting & mod integration page

Type Summary
js_custom Passive power whose grant / revoke / tick hooks run JS.
js_active Keybind ability whose onUse runs JS. Returning false consumes nothing.
become_dragon Dragon Survival: the holder is a dragon of the named species while the power is granted.
xeno_passive Aliens vs Predator: facehuggers stop treating the holder as a viable host.

Apoli compat types

Open the Apoli compat types page

Type Summary
origins:modify_xp_gain Multiplies experience points gained.
origins:modify_fall_damage Scales incoming fall damage, optionally gated by a condition.
origins:modify_healing Scales health the holder regains.
origins:modify_status_effect_duration Scales the duration of mob effects applied to the holder.
origins:action_on_death Fires when the holder dies.
apugli:action_on_jump Fires when the holder jumps.
apugli:action_on_target_death Fires when the holder lands the killing blow on another entity.
origins:cooldown A readable cooldown timer.

Retired ids

Open the Retired ids page

Type Summary
action_on_hit_taken Replaced by action_on_event
action_on_kill Replaced by action_on_event
action_over_time Replaced by condition_passive
active_aoe_effect Replaced by active_ability
active_launch Replaced by active_ability
better_bone_meal Replaced by action_on_event
better_crafted_food Replaced by action_on_event
better_enchanting Replaced by action_on_event
biome_buff Replaced by condition_passive
burn_at_health_threshold Replaced by condition_passive
damage_in_biome Replaced by condition_passive
damage_in_daylight Replaced by condition_passive
damage_in_water Replaced by condition_passive
efficient_repairs Replaced by action_on_event
food_restriction Replaced by action_on_event
glow Replaced by persistent_effect
healing_mist Replaced by active_ability
hunger_drain_modifier Replaced by action_on_event
knockback_modifier Replaced by action_on_event
longer_potions Replaced by action_on_event
more_animal_loot Replaced by action_on_event
natural_regen_modifier Replaced by action_on_event
night_vision Replaced by persistent_effect (or enhanced_vision for a brightness floor)
regen_in_fluid Replaced by condition_passive
repulse Replaced by active_ability
stacking_status_effects Replaced by persistent_effect
status_effect Replaced by persistent_effect
teleport_range_modifier Replaced by action_on_event
thorns_aura Replaced by action_on_event

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