Built-in mechanics
Behaviour the mod applies on its own, without a power file asking for it.
Undead potion reversal
Origins holding a neoorigins:entity_group power with "group": "undead" (Revenant, Necromancer, Skeleton, Vampire) automatically receive vanilla-style undead potion interactions:
- Poison: immune (no effect)
- Regeneration: immune (no effect)
- Instant Health: deals damage instead of healing (vanilla formula
6 × 2^amplifier) - Instant Damage: heals instead of dealing damage (vanilla formula
4 × 2^amplifier) - Food healing: works normally (natural regen from saturation is not blocked)
This comes with the built-in undead group itself, so { "type": "neoorigins:entity_group", "group": "undead" } is the only power JSON needed.
Aquatic origin shared powers
All built-in ocean origins (Merling, Siren, Kraken, Abyssal) share these passive powers in addition to their unique abilities:
| Power | Effect |
|---|---|
neoorigins:aquatic_underwater_mining | Mines at full speed while submerged (Aqua Affinity) |
neoorigins:aquatic_depth_strider | +0.15 water movement efficiency (Natural Swimmer) |
neoorigins:aquatic_swim_speed | +0.25 neoforge:swim_speed (Open Water) |
neoorigins:aquatic_buoyancy | -0.08 minecraft:gravity while submerged, cancelling in-water sink (Neutral Buoyancy) |
neoorigins:aquatic_fish_diet | Fish-only diet (gated by ocean_origins.fish_diet_required; extend the allowed items via ocean_origins.extra_fish_foods) |
neoorigins:aquatic_fish_diet_bonus | Raw cod/salmon as nourishing as cooked |
Custom aquatic origins can reference any of these shared powers by ID.
Why two swim-speed attributes? minecraft:water_movement_efficiency is halved by vanilla whenever the swimmer is not standing on a block, so a power built on it alone is at its weakest exactly where an ocean origin spends its time: mid-water, clear of the seafloor. neoforge:swim_speed is applied unconditionally in the same movement pass, so it is the one that still pays out in open water, and it also feeds the vertical swim impulse that keeps a swimmer from sinking. Use water_movement_efficiency for a bottom-walking or shallows origin and swim_speed for a true open-water one; the built-in ocean origins carry both.
Moisture system: ocean origins with breath_out_of_fluid replenish moisture from water blocks, rain, bubble columns, and water cauldrons, and Water Breathing pauses the drain for as long as it lasts. An active conduit holds them too, and it reaches them on dry land inside its normal radius, which makes one worth building as the dry heart of an ocean base. With Create installed, a charged backtank worn in the chest slot holds the drain off as well, spending one air a second, the rate it costs underwater.
Suppression
neoorigins:suppression is a status effect the mod registers for you to hang a boss mechanic, a debuff zone, or a PvP counter on. While a player holds it, every active, keybind, and toggle power refuses to fire. A key press or a click in the power GUI gets an action bar message and a short sound, so an input that does nothing always comes with a reason. Refusals the player did not ask for are silent: neoorigins:activate_power and continuous (held-key) bindings can fire every tick, and announcing those would flood the action bar. The amplifier carries no meaning and is reserved for later use.
Passive powers are deliberately out of scope, because you can already gate one yourself. Put a power_condition on the passive that tests for the effect and leave the mode at its DENY default, and the power switches off for exactly as long as Suppression is held.
{
"type": "neoorigins:night_vision",
"power_condition": {
"type": "neoorigins:has_effect",
"effect": "neoorigins:suppression"
}
}
A toggle power that is already on when the effect lands is forced off rather than left on and locked. Locking it on would strand the player mid-transformation, with the one key that undoes it refused and nothing on screen to explain why.
Delivery is /effect and the neoorigins:apply_effect action, and nothing else. There is no brewing recipe, no tipped arrow, and no potion item by design: a craftable ability lock is a balance decision that belongs to your pack, and shipping the recipe would make that decision for every world.