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Blasting Maces module submission.

Adds a new Blasting enchantment that allows the player to dig areas of 3x3 (with Blasting I) and 5x5 (with Blasting II). The breaking area is directional, depending on where the player is looking. Durability loss scales with the number of blocks broken.

The module also takes the grindstone into account, adding or removing the tool component when the item is enchanted or when the enchantment is removed via a grindstone.

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@TheThanathor TheThanathor left a comment

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I've left a few comments for small issues, adding some bigger points here:

  1. I'm not really a fan of the level 2 of this enchantment, breaking a 5x5 area "feels" off to me, it's kind of breaking with the one-block-at-a-time philosophy (yes I know the 3x3 does as well, but it's kind of okay somehow?) Personally I'd like to more if it's just the single level for the enchantment, but good to get more views on this.
  2. The biggest improvement that could be made is to make use of local coordinates (the ^ things) so you don't need different functions for each orientation.
  3. In my opinion it would make more sense for the breaking orientation to depend on the face of the block the player targeted instead of their facing direction (this might be hard to figure out though)
  4. Also up for debate, should the breaking count as if it was broken by an explosion? (so metallurgy drops), it would make sense lore wise. The Mace is late game enough that I feel it would probably not be too overpowered, but need more input on this.

I've tested the module in-game and everything worked as expected, though I didn't test the dark magic Guidebook

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This doesn't seem to be intentional

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This was changed automatically after running beet. Could be due to the following lines inside guidebook/blasting_maces.json

"icon": {
"id": "minecraft:mace"
},

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Oh did you run the build for release code or dev? Every time i run the build for release it updates the skin cache and i just discard the change

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I did "uv run beet dev". Guess I should removed it then

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Oh hmm, yeah this definitely isn't your fault, its just a weird oddity that's been happening that nobody's gotten around to 😅

drodo-mc and others added 3 commits January 24, 2026 12:23
Co-authored-by: Djones <73304324+TheThanathor@users.noreply.github.com>
Co-authored-by: Djones <73304324+TheThanathor@users.noreply.github.com>
drodo-mc and others added 4 commits January 24, 2026 12:52
Co-authored-by: Djones <73304324+TheThanathor@users.noreply.github.com>
Co-authored-by: Djones <73304324+TheThanathor@users.noreply.github.com>
…troy_block.mcfunction

Co-authored-by: Djones <73304324+TheThanathor@users.noreply.github.com>
@drodo-mc
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Changes

  • Added myself to gm4/contributors.json
  • Removed the blasting_maces.description section from the guidebook
  • Upgraded to local coordinates
  • Added enchantment check to add/remove tool component
  • Created a new predicate for has_blasting and removed the repeated "unless predicate"
  • Now supports maces with custom durabilities/unbreakable (this should also be updated in other gm4 modules)
  • Removed has_tool custom data to directly check the tool component

"gm4_potion_liquids:liquids/poison",
"gm4_potion_liquids:liquids/regeneration",
"gm4_potion_liquids:liquids/strength",
"gm4_potion_liquids:liquids/swiftness"
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This was also automatically changed after running beet.

@drodo-mc drodo-mc requested a review from TheThanathor January 24, 2026 19:27
@Bloo-dev
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I haven't tried this in-game yet, so take these comments with a grain of salt:

  • I agree with Thanathor, the 5×5 leans a bit too far away from "one block at a time". It's fine to break that rule, however, only when it still feels like the player is on control and aware of what they are breaking. At 5×5 that is not necessarily the case.
  • Basing the direction off of the block face instead of the player facing would be a great improvement, as that takes away some ambiguity. This seems like a very very hard problem to tackle with non-full blocks, though.

A feature freeze will take effect across gm4 this week, as we want to focus on dealing with some technical debt before 26.1. Hence, this will likely be merged post 26.1.

@Bloo-dev Bloo-dev added the submission A new community submitted module, not yet concept-accepted label Jan 26, 2026
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5 participants