Infinity Stone CoreWiki 8.0
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These pages are for 8.0, which isn't out yet. The version on CurseForge and Modrinth is still 7.3. Read the 7.3 docs

Ability & Condition Reference

The ability types and conditions the stones are built from. You can use all of them in your own Palladium powers.

On this page
  1. Using them
  2. Ability types
  3. Conditions
  4. Other registered types

Using them#

All of these work in any Palladium power file (data/<namespace>/palladium/powers/*.json) like Palladium's own types. Properties left out use the defaults listed here. This is part of the Test Stone's power from the test pack: a power level on its own energy bar, an energy blast that scales with it, and a Sling Ring portal in the fire style.

data/infinity_test_stone/palladium/powers/test_stone.json
{
  "name": "Test Stone",
  "icon": "infinity_test_stone:test_stone",
  "background": "minecraft:textures/block/pink_concrete.png",
  "gui_display_type": "tree",
  "energy_bars": {
    "level": {
      "color": "#FF69B4",
      "max": 5,
      "min": 0,
      "synced_value": { "type": "score", "objective": "TestStoneLevel", "fallback": 0 }
    }
  },
  "abilities": {
    "level": {
      "type": "infinity:power_level",
      "title": "Power Level",
      "description": "Level 0-5 shown on the level bar. Damage abilities below scale with it.",
      "hidden_in_bar": true,
      "hidden": true,
      "objective": "TestStoneLevel",
      "max_level": 5
    },
    "level_up": {
      "type": "infinity:power_level_change",
      "title": "Level Up",
      "description": "Raises the power level.",
      "bar_color": "pink",
      "gui_position": [0, 1],
      "amount": 1,
      "conditions": {
        "enabling": [ { "type": "palladium:action", "cooldown": 0 } ]
      }
    },
    "blast": {
      "type": "infinity:energy_blast",
      "title": "Energy Blast",
      "description": "Fires a pink blast whose damage doubles with each level.",
      "bar_color": "pink",
      "gui_position": [2, 1],
      "damage": 6.0,
      "color": "#FF69B4",
      "scale_with_power_level": true,
      "conditions": {
        "enabling": [ { "type": "palladium:action", "cooldown": 10 } ]
      }
    },
    "sling_ring": {
      "type": "infinity:portal",
      "title": "Sling Ring",
      "description": "Opens the portal menu and travels through a ring of sparks, like Doctor Strange.",
      "bar_color": "orange",
      "gui_position": [5, 2],
      "style": "fire",
      "conditions": {
        "enabling": [ { "type": "palladium:action", "cooldown": 40 } ]
      }
    }
  }
}

The full file in the test pack uses nearly every ability type on this page. To lock an ability until the stone is in a gauntlet, add "unlocking": [ { "type": "infinity:gauntlet_slot", "item": { "item": "infinity_test_stone:test_stone" } } ] to its conditions.

Palladium's generated documentation (mods/documentation/) lists the same types with the exact property formats for your installed version.

Ability types#

infinity:force_field#

While enabled, blocks hits from entities (melee, projectiles and other attacks with an attacker) dealing less than damage_threshold, and every hit from the always_blocked entity types. Damage without an attacker (falling, fire…) still goes through. Pair it with palladium:ability_enabled to tie it to a visible toggle, as the Space Stone does.

PropertyDefaultDescription
damage_threshold23.0Hits from entities dealing less than this much damage are blocked
always_blockediron_golem, warden, vindicator, piglin_brute, zombified_piglinEntity types whose hits are blocked no matter how strong
render_layernonePalladium render layer drawn on the entity while the force field is up
hit_soundnoneSound played when the force field blocks a hit

infinity:invulnerability#

Cancels all damage the entity takes while enabled, from every damage type (including other mods' types), unlike palladium:damage_immunity which only blocks the listed tags. Combine it with an enabling condition such as palladium:ability_enabled.

PropertyDefaultDescription
invulnerable_ticks20Hurt cooldown given each time a hit is blocked, so knockback and hurt effects don't stack. 0 leaves the normal cooldown
min_damage0.0Hits weaker than this still go through
negate_hitsfalseStops hits before they land at all: no knockback, red flash or hurt sound
particlenoneSimple particle shown around the entity when a hit is blocked

infinity:portal#

Players only. When enabled, opens the Space Stone portal menu (dimension with suggestions + coordinates). Opening it creates a linked pair of portals: one in front of the player, one at the destination. Use a palladium:action enabling condition.

PropertyDefaultDescription
textureinfinity:textures/gui/portal.pngMenu background: a square image in the 172×172 layout (dimension field at y 49, coordinates at y 75, button at y 104)
color#4DB3FFColor of the portals' ring and surface
styledefault"default", or "fire" for an orange portal in a spinning ring of flames like a sling ring portal (color is then unused)
size1.0Portal size. 1 is the normal 2.5 block tall portal

infinity:jump_portal#

Players only. When enabled, opens a pair of short-lived portals: one in front of the player and one on safe ground at the block they look at, and jumps the player there. With Immersive Portals installed they are real portals instead, seen and walked through from both sides, and the player walks through the near one themselves before they close. Use a palladium:action enabling condition.

PropertyDefaultDescription
range256.0How far away the looked-at block can be
color#4DB3FFAs infinity:portal
size1.0As infinity:portal
styledefaultAs infinity:portal

infinity:telekinesis#

Players only. Use with a palladium:toggle condition. Turning it on picks up the looked-at entity or solid block. Scrolling moves it closer or further and attacking throws it. Turning it off sets it down. The toggle switches itself off when there's nothing to pick up or the target is thrown or lost. Unbreakable blocks and blocks with block entities can never be picked up.

PropertyDefaultDescription
range32.0How far away the target can be
launch_speed2.5Speed the target is thrown at
pick_up_entitiestrueWhether entities can be picked up
pick_up_blockstrueWhether blocks can be picked up
entity_whitelist[]Entity type IDs or #tags that can be picked up. Empty allows all
entity_blacklist[]Entity type IDs or #tags that can never be picked up
block_whitelist[]Block IDs or #tags that can be picked up. Empty allows all
block_blacklist[]Block IDs or #tags that can never be picked up

infinity:spatial_lock#

Locks entities and blocks in space: a locked object can't move, fall or be knocked back (a block floats) until it's picked up with telekinesis or clicked again the same way. Locks are saved with the world. With lock_through telekinesis (players only) it works while unlocked, so use it as a skill tree unlock with "hidden_in_bar": true and no enabling conditions. With right_click or left_click the player clicks the looked-at entity or block while the ability is enabled. Unbreakable blocks and blocks with block entities can never be locked.

PropertyDefaultDescription
lock_throughtelekinesistelekinesis (using while holding something with infinity:telekinesis), right_click or left_click (clicking the looked-at entity or block)
range32.0How far away a clicked entity or block can be. Not used with telekinesis
lock_entitiestrueWhether entities can be locked
lock_blockstrueWhether blocks can be locked
entity_whitelist[]Entity type IDs or #tags that can be locked. Empty allows all
entity_blacklist[]Entity type IDs or #tags that can never be locked
block_whitelist[]Block IDs or #tags that can be locked. Empty allows all
block_blacklist[]Block IDs or #tags that can never be locked
color#4DB3FFColor of the particles around a locked entity or block

infinity:black_hole#

Players only. Use with a palladium:toggle condition. Turning it on summons a growing black hole in front of the player that follows their aim and pulls in entities and blocks. Attacking throws it, and it collapses on its own later. Turning it off before throwing collapses it.

infinity:clones#

Players only. Replaces the player's clones with new copies around them. Clones copy the player's look, follow and defend them, attack what they hit, and vanish after their lifetime or when the player dies. Use a palladium:action condition with a cooldown.

PropertyDefaultDescription
count3Number of clones
lifetime1200Ticks each clone lasts
spread2.0Distance from the player they appear at
health20.0Max health of each clone
confuse_enemiestrueMobs targeting the player pick randomly between the player and nearby clones

infinity:mind_reading#

Players only. Opens a read-only snapshot of the looked-at living entity: info card, effects, equipment and inventory. Use a palladium:action condition.

PropertyDefaultDescription
range32.0How far away the entity can be
show_inventorytrueWhether the inventory is shown below the equipment

infinity:disguise#

Players only. Opens a menu to type a username and wear that player's skin and name, or Reset. Worn while any infinity:disguise ability is unlocked. Use a palladium:action condition.

infinity:energy_blast#

Fires a glowing energy blast where the entity looks that damages the first entity it hits. Use a palladium:action condition.

PropertyDefaultDescription
damage3.0Damage dealt
color#FF00FFColor of the blast
speed1.5Blocks per tick
scale_with_power_leveltrueMultiplies the damage by 2^level of infinity:power_level (infinite when maxed)

infinity:power_blast#

A palladium:energy_beam whose damage is 2^level of the entity's infinity:power_level. When maxed it switches to max_energy_beam, runs max_commands_on_block_hit and explodes where it hits blocks. damage, energy_beam and commands_on_block_hit are set by the ability itself. The other energy_beam properties work as usual.

PropertyDefaultDescription
max_energy_beaminfinity:gauntlet_beam_rainbowBeam used at max level with all six stones
max_commands_on_block_hit[]Commands run when the max-level beam hits a block
max_explosion_power4.0Explosion power where the max beam hits a block, every tick (0 for none)

infinity:power_level#

Players only. Gives the power a level from 0 to max_level, kept in a scoreboard objective (for energy bars and objective_score conditions) or directly in an energy bar of the same power. Infinity's damage abilities scale with the first enabled power_level ability.

PropertyDefaultDescription
storagescoreboardWhere the value is kept: 'scoreboard' (in objective) or 'energy_bar' (in the energy bar named by energy_bar, which must belong to the same power)
objectiveDamageCycleScoreboard objective the level is stored in
energy_barpower_levelEnergy bar the level is kept in with storage energy_bar. It should have no synced_value or auto_increase
max_level11Highest level
unlock_abilities[]Abilities that unlock each level, in order. Level n is reachable once the first n are unlocked. Empty: every level is available
scale_attack_damagetrueWhether base attack damage is set to 2^level
max_requires_powers[]Powers the player must also have for max_level to count as maxed (infinite damage)

infinity:power_level_change#

Players only. Each time it's enabled, changes the infinity:power_level by amount, staying between 0 and the highest unlocked level. Pair a +1 and a −1 copy with scroll_up / scroll_down action conditions.

PropertyDefaultDescription
amount1Levels added each time (negative lowers)

infinity:rocket_burst#

Launches a burst of homing rockets from the hand the power comes from (the off hand with a gauntlet). Rockets explode on impact and never hurt their shooter.

PropertyDefaultDescription
rockets5Rockets launched at once
scale_with_power_leveltrueScales damage by level ÷ max_level. Full damage when false
rocket_typedefaultLook of the rockets' trail: default (smoke with a colored puff), smoke, dust, firework, flame, soul_flame or end_rod
rocket_color#C32AD1Color of the rockets' trail (not used by smoke and flame)
soundinfinity:power_stone_explodeSound the user hears on launch

infinity:power_cyclone#

The Power Stone cyclone from Star Tech, Man! The Legendary Mod?: rings of particles that grow upward around the entity while it's enabled, and a Power Stone rocket every rocket_interval ticks.

PropertyDefaultDescription
rocketstrueWhether the cyclone launches rockets
rocket_interval20Ticks between rockets
rocket_typedefaultLook of the rockets' trail: default (smoke with a colored puff), smoke, dust, firework, flame, soul_flame or end_rod
rocket_color#C32AD1Color of the rockets' trail (not used by smoke and flame)
particledefaultdefault (dark explosion puffs, some in particle_color), dust (in particle_color), or any simple particle ID such as minecraft:flame
particle_color#C32AD1Color of default and dust particles
particle_spread1.0How far particles stray from the rings, as a multiple of the original spread
particle_speed0.0Speed particles are thrown outward at
cyclone_speed6.0Degrees the cyclone spins per tick
radius9.0Radius of the widest (bottom) ring, in blocks
height10Number of rings, one per block upward. One appears every 10 ticks

infinity:power_radiation#

Client render effect: glowing cracks spreading over the skin as the named animation timer counts up. Hidden by default.

PropertyDefaultDescription
timer_abilitytimerAnimation timer ability in the same power. Its value is the radiation's age in ticks
stoneinfinity:power_stoneGauntlet stone whose color the cracks take

infinity:meteor_storm#

Players only. Pulls a moon of the given size onto the spot the player looks at, breaking into meteors on the way down. One storm per player at a time.

PropertyDefaultDescription
size1Size of the moon in blocks
scale_with_power_leveltrueAdds the infinity:power_level to the size

infinity:shockwave#

The Concussive Blast from Star Tech, Man! The Legendary Mod?: rings of energy from the hand for the given ticks. Everything in front (in a box growing up to 4 blocks) is flung along the look and hurt every tick. Use an action condition with a cooldown.

PropertyDefaultDescription
damage5.0Damage every tick of the blast
duration7Ticks the blast lasts
speed3.0Speed added along the look every tick
colorwhiteColor of the energy rings

infinity:movement_lock#

Stops the player walking, strafing and jumping, and optionally changing hotbar slot.

PropertyDefaultDescription
lock_hotbartrueWhether the hotbar slot is locked too (never in creative)

infinity:potion_effect#

Keeps a potion effect applied while enabled, refreshing it only shortly before it runs out.

PropertyDefaultDescription
effectminecraft:slownessEffect to keep applied
amplifier00 = level I
duration20Ticks applied each time
refresh_at10Remaining ticks at which it's topped up
hide_particlestrueHide particles and icon

infinity:reality_copy#

Players only. Saves the looked-at block (not unbreakable ones) for infinity:reality_paste. Kept through death and relogging. Shown by the infinity:reality_saved_block icon. Use an action condition.

PropertyDefaultDescription
range30.0How far away the block can be

infinity:reality_paste#

Players only. Turns the looked-at block into the saved Reality block, or every non-air block within sneak_radius while sneaking. Respects build permissions and protection.

PropertyDefaultDescription
range30.0How far away the block can be
sneak_radius5Sphere radius while sneaking (1 = only the looked-at block)

infinity:time_flow#

Players only. Requires Chrono API. Use with a toggle. While on, the whole server runs at the tick rate of the player's current step. Off returns to 20 TPS. Give the user infinity:time_immunity.

PropertyDefaultDescription
objectivetickrateCycleObjective the current step is stored in
display_objectivetimestonesidebarObjective set to step + 6 (1 to 11), for an energy bar
min_step-5Fastest step. Each step below 0 adds 4 TPS (−5 = 40 TPS)
max_step5Slowest step. Each step above 0 removes 4 TPS, 5 or more is 2 TPS
compensatetrueHidden Speed and Haste for the user while time is slowed

infinity:time_flow_change#

Players only. Each time it's enabled while infinity:time_flow is on, moves the step by amount. Pair +1 and −1 copies with scroll conditions.

PropertyDefaultDescription
amount1Steps added: positive slows time, negative speeds it up

infinity:time_freeze#

Requires Chrono API. Use with a toggle. While on, time is frozen for the whole server. Give the user infinity:time_immunity.

infinity:time_immunity#

Requires Chrono API. While enabled the entity keeps moving at normal speed when the tick rate changes or time is frozen, and players are whitelisted from those changes. Hidden by default.

infinity:time_set#

Players only. While enabled, /infinity time set <time> works for the player.

infinity:projectile_stop#

While enabled, every projectile that comes within range (the #infinity:projectiles tag, and any other projectile except fishing bobbers) freezes in the air. Once it's out of range or the ability turns off, it hangs for release_delay more ticks, then carries on (or flies back with reverse). Survives reloads.

PropertyDefaultDescription
range6.0Projectiles closer than this are stopped
release_delay40Ticks a projectile keeps hanging after it's out of range or the ability turns off
duration0Most ticks one projectile is held, even while in range. 0 holds it as long as it's in range
reversefalseWhether released projectiles fly back the way they came
stop_ownfalseWhether the user's own projectiles are stopped too

infinity:soul_storage#

Players only. While enabled, every kill stores one soul, up to max (not clones or drained mobs), in a scoreboard objective or directly in an energy bar of the same power.

PropertyDefaultDescription
storagescoreboardWhere the value is kept: 'scoreboard' (in objective) or 'energy_bar' (in the energy bar named by energy_bar, which must belong to the same power)
objectiveSoulStorageObjective the souls are stored in
energy_barsoulsEnergy bar the souls are kept in with storage energy_bar
max50Most souls that can be stored

infinity:soul_heal#

Players only. Spends cost souls to restore heal health. Does nothing at full health or without enough souls.

PropertyDefaultDescription
heal4.0Health restored (2 = one heart)
cost1Souls spent

infinity:soul_drain#

Players only, needs an enabled infinity:soul_storage. Drains the looked-at mob (AI off, greyscale) for souls. While sneaking gives a drained mob its soul back. Players, #forge:bosses, clones and AI-less mobs can't be drained.

PropertyDefaultDescription
range8.0How far away the mob can be
souls1Souls gained per drain and spent per restore

infinity:pocket_dimension_enter#

Players only. Takes the player and every entity in range to the dimension, remembering where each came from.

PropertyDefaultDescription
dimensioninfinity:soulworldDimension to go to
range5.0Radius of entities taken along
arrival_y72.0Arrival height (same X/Z)
tagin_soulScoreboard tag added to the player (empty for none)

infinity:pocket_dimension_exit#

Players only. In the dimension, sends the player and every entity in range back to where each came from (or to arrival_y in the overworld with slow falling).

PropertyDefaultDescription
dimensioninfinity:soulworldDimension to leave
range5.0Radius of entities sent back
arrival_y72.0Overworld height for entities with no origin
tagin_soulScoreboard tag removed from the player

infinity:locate_player#

Players only. While enabled, /infinity soul locateplayer <player> works for the player.

infinity:eye_of_agamotto#

Players only. Acts on the worn Eye of Agamotto (chest or Curios necklace). Use with an action condition and the infinity:eye_of_agamotto condition.

PropertyDefaultDescription
actionopenopen, close, remove_stone or insert_stone

infinity:gauntlet_skin_layer#

Renders the skin of the gauntlet at the given position, as defined in data/infinity/gauntlet_skins.

PropertyDefaultDescription
positionwornworn (off hand / Curios), mainhand or ground (armor stand head)

infinity:gauntlet_stones_layer#

Renders the stones of the gauntlet at the given position, each in the slot it occupies.

PropertyDefaultDescription
positionwornworn, mainhand, ground, custom (the worn custom gauntlet) or head (stones with "head": true in the Curios head slot)

infinity:super_punch#

Punches a shockwave forward from the hand: it travels range blocks at speed, hurting and flinging every entity within size of its path once, and breaking the blocks it passes through when blocks is true. The user is pushed back by recoil. Use a palladium:action condition (e.g. right_click) with a cooldown so one press is one punch. To allow it only while another ability is on, as the Power Stone does with Damage Control, give it a palladium:ability_enabled unlocking condition.

PropertyDefaultDescription
damage3.0Damage dealt to each entity hit
damage_typenullDamage type ID, e.g. minecraft:explosion. null for a normal attack
color#FF00FFColor of the shockwave
speed1.5Blocks travelled per tick
range12.0How far the punch travels
size2.0Width of the punch: entities and blocks this close to its path are hit
knockback1.5Speed hit entities are flung at
recoil0.5Speed the user is pushed back at. 0 for none
blockstrueWhether it breaks the blocks it passes through (never unbreakable ones)
whitelist[]Block IDs or #tags that can be broken. Empty allows all
blacklist[]Block IDs or #tags that are never broken
scale_with_power_leveltrueWhether the properties in power_level_scales follow infinity:power_level
power_level_scales["damage", "recoil"]Which of damage, speed, range, size, knockback and recoil scale: damage by 2^level (infinite when maxed), the rest by 1 + level ÷ max_level

infinity:toggle#

A switch in the skill tree. Give it a palladium:experience_level_buyable unlocking condition with 0 levels: buying it switches 'setting' (a player setting, on until first switched, read by the infinity:setting condition) or 'gamerule' (a boolean game rule) over, shows the new state above the hotbar, and locks it again for the next click. Settings are saved with the player and synced to every client. The stones' passive toggles use it.

PropertyDefaultDescription
setting""The player setting it switches, read by the infinity:setting condition (e.g. space_stone.speed)
gamerule""Instead, a boolean game rule it switches for the whole world (e.g. doDaylightCycle)

infinity:effect_immunity#

While enabled, the listed effects can't be given to the entity (they are refused as they are applied, by potions, mobs or commands), and any of them it already has are removed when it starts. Used by the Soul Stone's Effect Immunity.

PropertyDefaultDescription
effects[]IDs of the effects it can't be given, e.g. minecraft:poison

infinity:score_step#

Each time it is enabled (usually by a palladium:action condition, e.g. scrolling), adds amount to the player's score in objective, kept between min and max, and plays sound.

PropertyDefaultDescription
objective""The scoreboard objective (created when first written)
amount1How much it adds; negative to take away
minlowest intLowest score
maxhighest intHighest score
sound""Sound played to the player on each step (empty for none)

infinity:dynamic_scale#

Scales the entity with Pehkui from a scoreboard, an energy bar, a Palladium property, experience levels or experience progress. Sizes glide over duration ticks, and back to normal when the ability is disabled. With steps, each whole value picks its own scale from the table. Needs Pehkui and does nothing without it. Based on DynamicPehkuiScale from Chrono Palladium by Ender/Nox. The Reality Stone's Size Control uses it.

PropertyDefaultDescription
scale_types["base"]base, width, height, hitbox, eye_height, model, motion, reach, jump_height, visibility, mining_speed and the other Pehkui scale types, or any Pehkui scale type ID
dynamic_property""Where the value comes from: scoreboard, energy_bar, palladium_property, xp_level or xp
property""What is read: the scoreboard objective, the energy bar, or a number property of this ability
multiplieraddHow amount is applied to the value: add, multiply or divide. Not used with steps
amount1The amount added to, multiplied with or divided into the value
steps[]Instead of multiplier and amount: the scale for each whole value, starting at first_step
first_step0The value the first of the steps is for
duration1Ticks each size change (and the return to normal size) takes

Conditions#

infinity:gauntlet_slot#

The given stone is installed, in any slot, in the worn gauntlet: an Infinity Gauntlet in the off hand or Curios hands slot, otherwise a custom gauntlet.

PropertyDefaultDescription
itemnoneStone as an ingredient, e.g. {"item": "infinity:power_stone"}

infinity:gauntlet_slot_mainhand#

The given stone is installed, in any slot, in the Infinity Gauntlet in the main hand.

PropertyDefaultDescription
itemnoneStone as an ingredient

infinity:stone_equipped#

The Infinity Stone is in the active gauntlet, a held Cosmi-Rod, or the Curios head slot.

PropertyDefaultDescription
stoneinfinity:power_stoneStone item ID

infinity:gauntlet_skin#

The relevant Infinity Gauntlet has the given skin. Empty checks for no skin and "*" any skin. Skins that no longer exist count as no skin.

PropertyDefaultDescription
skin""Skin ID
main_handfalseCheck the gauntlet in the main hand instead
groundfalseCheck the gauntlet on a ground armor stand's head

infinity:gauntlet_visible#

The worn gauntlet should be drawn: false when it's only in a Curios hands slot whose visibility button is off. Use it on render layers.

infinity:custom_gauntlet#

The active gauntlet is a custom gauntlet (an Infinity Gauntlet in the off hand or Curios hands takes priority), optionally a specific one.

PropertyDefaultDescription
gauntlet""Custom gauntlet ID (file name). Empty for any

infinity:double_action#

Like palladium:action, but the key must be pressed twice within confirm_ticks. The first press only shows the message.

PropertyDefaultDescription
confirm_ticks60Ticks the second press must come within
messagePress again to confirmAction bar message after the first press

infinity:double_toggle#

Like palladium:toggle, but turning it on needs two presses within confirm_ticks. Turning it off is one press.

PropertyDefaultDescription
confirm_ticks60Ticks the second press must come within
messagePress again to confirmAction bar message after the first press

infinity:eye_of_agamotto#

Checks the Eye of Agamotto worn on the chest or Curios necklace slot.

PropertyDefaultDescription
openanytrue/false: whether it is open
stoneanyWhether the Time Stone is in it
open_foranyTicks it has been open (e.g. to show the glow after the animation)

infinity:telekinetic_grip#

The player is holding something with infinity:telekinesis, optionally matching entities and/or blocks. Server side: use in ability conditions, not render layers.

PropertyDefaultDescription
entities[]Entity type IDs or #tags the held entity must match
blocks[]Block IDs or #tags the held block must match

infinity:telekinetic_hold#

The entity is being held by someone's infinity:telekinesis. Server side.

infinity:setting#

Checks whether a player setting switched by an infinity:toggle ability is on (or off with "on": false). Works on both sides, so render layers can use it.

PropertyDefaultDescription
setting""The setting's name, as in the infinity:toggle ability that switches it
ontrueWhether the setting has to be on (the default, as every setting starts) or off

infinity:stormbreaker_near#

Whether a thrown Powerborne Stormbreaker is within 10 blocks of a player with the Infinity Gauntlet. Checked on the server. While it is, Infinity Stone abilities lock like after the Snap.

infinity:ability_bar#

Players only. The ability bar the player has selected (switched with Palladium's scroll keys) belongs to the given power. Works on both sides and for other players, so it can drive abilities and render layers.

PropertyDefaultDescription
powerinfinity:power_stoneID of the power whose ability bar must be selected

Other registered types#

KindIDWhat it is
Icon typeinfinity:gauntletDraws the Infinity Gauntlet with its current stones as an ability or power icon.
Icon typeinfinity:reality_saved_blockDraws the player's saved Reality block (used by Paste Block).
Render layer typeinfinity:stoneDraws a gauntlet stone with the stone look on a GeckoLib model: {"type": "infinity:stone", "stone": <item>, "model": <geo model>}.
Power providergauntlet_stones / custom_gauntlets / head_stones / cosmi_rod / eye_of_agamottoGive stone powers from the gauntlet, custom gauntlets, the Curios head slot, the Cosmi-Rod and the Eye.
Entityinfinity:ground_item, infinity:clone, infinity:energy_blast, infinity:power_rocket, black holeEntities added by the mod.
Damage typeinfinity:black_holeDamage from being swallowed by a black hole (bypasses armor).
Entity type tags#infinity:projectiles, #infinity:snap_hostileWhat Stop Projectile freezes, and what the hostile Snap removes. Add your mod's entities with a datapack.