This mod adds various utility wands to Minecraft with high configurability. It is ideal for modpacks where precise control over available wands is desired.
Introduction
Not Enough Wands is a mod designed to enhance gameplay in Minecraft by introducing a variety of utility wands. What sets this mod apart is its extensive configurability, allowing players to fine-tune each wand to their preferences. Whether it's adjusting availability, durability usage, XP consumption, RF usage, or even generation in chests, this mod puts the power of customization in your hands.
Additionally, some wands feature specific configuration options, making them versatile tools for diverse gameplay scenarios. With Not Enough Wands, players can precisely control which wands are accessible and how they function within their Minecraft world.
Available Wands
Swapping Wand
The Swapping Wand allows you to select a block from your inventory and replace other blocks with it. It offers modes such as single, 3x3, 5x5, and 7x7, akin to the Wand of Equal Trade. Future updates will include an undo functionality.
Teleportation Wand
With the Teleportation Wand, players can right-click forward to teleport 30 blocks by default. Right-clicking on a block teleports the player to that block if there's space, or adjacent to it if not.
Capturing Wand
Capture any living mob, hostile or not, with the Capturing Wand using a left-click. Release the mob with a right-click.
Building Wand
The Building Wand simplifies extending builds with various modes and undo capabilities for the last two building operations, preventing accidental duplications.
Illumination Wand
Light up dark areas effortlessly with the Illumination Wand.
Moving Wand
Pick up and place blocks, including tile entities like chests, furnaces, spawners, and aura nodes, with the Moving Wand. Configure it to adjust costs for moving specific blocks and create block blacklists.
Displacement Wand
The Displacement Wand allows you to push or pull blocks, including rectangles of blocks and tile entities.
Protection Wand
Safeguard blocks against explosions or harvesting attempts with the Protection Wand. Each wand can only unprotect blocks protected by the same wand, and backups of wands are possible.
Master Protection Wand
The Master Protection Wand can unprotect blocks protected by any other wand.
Acceleration Wand
Accelerate block ticks (such as crops and saplings) and tile entity ticks (like spawners and furnaces) with the Acceleration Wand. It offers three modes related to acceleration speed.
The modders have plans to introduce even more wands in future updates, so stay tuned for exciting additions!
Modpack Inclusion
Not Enough Wands imposes no restrictions on modpack inclusion. You are welcome to include this mod in any modpack of your choice.
Spotlight by Direwolf20
Check out this mod spotlight by Direwolf20 for an in-depth look at Not Enough Wands:
<h2>NotEnoughWands 1.21-7.0.3</h2><br/> - Wands can now be charged<br/> - Wands now show a correct durability bar depending on the amount of power in them<br/>
<h2>NotEnoughWands 1.12-1.7.2</h2><br> - Needs McJtyLib 3.1.0<br> - Support for COFH RF API is removed. Only Forge Energy is supported now<br> - Some cleanups<br>
<p><strong>1.6.1:</strong></p>
<ul>
<li>Fix a problem with some blocks not being swappable due to meta</li>
<li>Blacklist Refined Storage blocks from moving/displacement wand (remove config file for this to actually work)</li>
<li>Fixed the moving wand to not accidentally void blocks that don't take a full blockspace (like torches and conduits)</li>
<li>Fixed the capturing wand not correctly restoring the NBT of the mob</li>
<li>Use the non deprecated getPickBlock()</li>
</ul>
<p><strong>1.5.7:</strong></p>
<ul>
<li>No longer bundles the RF API but uses the official CoFH api package</li>
<li>Updates to latest forge</li>
</ul>
<p><strong>1.5.5:</strong></p>
<ul>
<li>Not enough wands should no longer be hard dependend on something that provides RF</li>
<li>Added the ability to globally set the wands to use RF with a new 'wandSettingPreset' and four possible options for that: 'default' (use whatever the wand wants), 'easy_rf', 'normal_rf', and 'hard_rf'</li>
<li>New mode for the swapping wand to swap with the block in off hand</li>
<li>New feature for the teleportation wand to teleport through walls if you hold sneak. Can be disabled in config. Note that when you do this it will still only teleport half the distance</li>
</ul>
<p><strong>1.5.4:</strong></p>
<ul>
<li>Fixed a model error which was apparant in latest forge</li>
<li>Don't show selection box on lights anymore</li>
</ul>
<p><strong>1.5.2:</strong></p>
<ul>
<li>The swapping wand can now no longer swap in blacklisted blocks as well (i.e. you cannot select a blacklisted block in addition to not being able to swap out a blacklisted block)</li>
<li>There is now also a blacklist for entities. The ender dragon is blacklisted by default and the wither is configured to be twice as expensive.On 1.11 you should use 'minecraft:chicken' notation to blacklist a mob. On 1.10 you should use the old entity name which is 'Chicken' in this case.</li>
</ul>
<p><strong>1.5.1:</strong></p>
<ul>
<li>It is now possible to blacklist blocks for the moving and displacement wand by modid. Use "D:"minecraft:*"=-1 in the movingblacklist option to blacklist everything from minecraft for example</li>
<li>The swapping wand now also uses the blacklisting option from the movingwand</li>
</ul>
<p><strong>1.5.0:</strong></p>
<ul>
<li>Updated for 1.10.2 and 1.11. Needs CompatLayer 0.1.3 or higher!</li>
<li>Fix bug with moving wand not respecting blacklist</li>
<li>Moving wand will no longer be able to move bedrock, end portals and other unmovables</li>
</ul>
<p><strong>1.4.0:</strong></p>
<ul>
<li>Fixed rendering of outlines (for building wand, moving wand, protection wand, ...) to be full bright again</li>
<li>Added 25-row mode for the building wand</li>
<li>The potion wand works again</li>
<li>The displacement wand now uses the same (safer) technique for moving tile entities as the moving wand does</li>
<li>Made the '=' key conflict resolution to be in-game</li>
<li>The tooltips now show the correct key that is used for switching the mode</li>
<li>New sub-mode key for the building wand to change the direction that the building wand will build in row mode</li>
</ul>
<p><strong>1.3.9:</strong></p>
<ul>
<li>Config options to disable the acceleration wand if used by a fake player or even disable it. The default is as it is now but you can now change it if you want</li>
</ul>
<p><strong>1.3.8:</strong></p>
<ul>
<li>Added support for forge energy</li>
<li>Show a durability bar for wands when they use RF (can be turned off)</li>
<li>Fixed potential GL state bleeding with the illumination orb</li>
<li>Fixed a warning about missing block model</li>
</ul>
<p><strong>1.3.7:</strong></p>
<ul>
<li>French translation from ImmortalPharaoh</li>
<li>Made tile entity movement with the moving wand more robust. It is now able to move IC2 machines for example (although you have to wait for an IC2 update to fix a client desync when you do this, for now reload the chunks)</li>
</ul>
<p><strong>1.3.6:</strong></p>
<ul>
<li>The moving wand can again place blocks in mid air as it could in the past. Was broken for a while</li>
<li>Fixed two typos</li>
<li>Made the interaction protection no longer default as it was messing too much with some things</li>
</ul>
<p><strong>1.3.5:</strong></p>
<ul>
<li>Bug fix with the swapping wand. If you tried to swap redstone ore with something else the redstone ore would be lost</li>
<li>The protection wand will now (by default) also prevent interactions with protected blocks. i.e. no more opening of chests of operating machines. You can get back to the old behaviour in the config though</li>
<li>There is now an optional system to sync protection data to the client. If this is enabled then protected blocks will not even show the breaking animation client side. This is disabled by default because of the possible extra overhead (client-side network traffic)</li>
</ul>
<p><strong>1.3.1:</strong></p>
<ul>
<li>Bug fix with the swapping wand. If you tried to swap redstone ore with something else the redstone ore would be lost</li>
</ul>
<p><strong>1.3.4:</strong></p>
<ul>
<li>Fixed a bug where the illumination wand could destroy blocks</li>
<li>Fixed the wand models so they look better in hand</li>
<li>Swapping wand does now correctly do a block update so (for example) grass pops off if you replace grass with something else</li>
</ul>
<p><strong>1.3.4:</strong></p>
<ul>
<li>Fixed a bug where the illumination wand could destroy blocks</li>
<li>Fixed the wand models so they look better in hand</li>
<li>Swapping wand does now correctly do a block update so (for example) grass pops off if you replace grass with something else</li>
</ul>
<p><strong>Version 1.3.3:</strong></p>
<ul>
<li>Wands can again be found in chests (loot system was implemented in forge)</li>
<li>Requires forge version 1896 at least</li>
</ul>
<p><strong>Version 1.3.2:</strong></p>
<ul>
<li>Updates to latest forge and mappings</li>
<li>Lowered the xp usage of the basic building utility wands (builders wands, swapping wand and displacement wand)</li>
<li>Also made the builders and swapping wands availability normal by default as they shouldn't be that hard to make (by default at least)</li>
<li>Changed 'wands' config category to 'wandsettings' to ensure the config gets regenerated properly</li>
</ul>
<p><strong>1.3.0:</strong></p>
<ul>
<li>The freezing wand (which shouldn't be used) can no longer be found in (new generated) chests and it also doesn't do anything anymore. So no more frozen mobs</li>
</ul>
<p><strong>1.3.0:</strong></p>
<ul>
<li>The freezing wand (which shouldn't be used) can no longer be found in (new generated) chests and it also doesn't do anything anymore. So no more frozen mobs</li>
</ul>
<p><strong>Version 1.2.9:</strong></p>
<ul>
<li>Fixed a possible bug with a few wands (like the building wand) if they would point to an entity. In some cases that could cause a crash</li>
</ul>
<h3>1.2.8:</h3>
<div>
<ul>
<li>Fixed a wrong network channel name which could cause weird various crashing in some situations (like when pressing '=')</li>
</ul>
</div>
<p><strong>Version 1.2.7:</strong></p>
<ul>
<li>Fixed a problem with the protection wand which could cause crashes on SMP in combination with recent versions of JEI (>= 106)</li>
</ul>
<p><strong>Version 1.2.5:</strong></p>
<ul>
<li>New work in progress 'freeze' wand. Not craftable yet</li>
<li>New Potion wand that you can combine in the crafting table with potions. Every potion will be remembered in the wand and with the mode key you can toggle between all potions that the wand knows. Left click on a mob will then apply the effect on that mob. You can also clear a wand by putting it in the crafting table with an empty bottle</li>
<li>Fixed a typo</li>
</ul>
<ul>
<li>Added a new acceleration wand. This wand can accelerate block ticks (to speed up crops and tree growing) and it can also accelerate tile entities to speed up machines and spawners. It has three modes: fast, faster and fastest.</li>
</ul>
<ul>
<li>Fixed a problem with the building wand in row mode where it would fail to extend 2-wide walls</li>
<li>The building and swapping wand will no longer consume or replace blocks in the inventory if you are in creative mode</li>
</ul>
<p><strong>Versio 1.2.1: </strong>Fixed a bug in combination with certain mods (like Tinkers Construct). Cutting down a tree with a lumber axe would cause a crash in Not Enough Wands.</p>
<div>
<ul>
<li>Protection Wand:</li>
<ul>
<li>Added a new protection wand. This wand can (by default) protect up to 16 blocks from explosions, harvesting and sneak-wrenching. Every wand has its own ID and a wand can only unprotect blocks that were protected with this wand. Be careful that you don't lose this wand!</li>
<li>It is possible to make a copy of a wand in the crafting table. If you do that then both wands will share the same unique ID and they can protect/unprotect the same blocks. This is a way to keep a backup of a wand in case the original is lost.</li>
<li>When the protection wand is equipped all currently protected blocks are highlighted (within a radius of 10 blocks (configurable))</li>
</ul>
<li>Master Protection Wand:</li>
<ul>
<li>The master protection wand can unprotect blocks protected by any other wand and it has (by default) no limit on the number of blocks.</li>
<li>All blue highlighted blocks are blocks protected by other wands (non-master wands).</li>
<li>All red highlighted blocks are protected by the current equipped wand</li>
</ul>
<li>Displacement Wand:</li>
<ul>
<li>With this wand you can push or pull blocks relative to your position. It will only be able to do this if there is room (air, water or another replacable block).</li>
<li>It can push/pull single blocks or 3x3, 5x5, or 7x7 walls (depending on the mode).</li>
<li>It will correctly push/pull tile entities (like chests, machines, ...)</li>
</ul>
<li>Other changes:</li>
<ul>
<li>Highlighted blocks are now colored correctly even if F7 (light level indicators) are on.</li>
<li>The building wand can now also build in water and other replacable blocks.</li>
<li>It is no longer needed to sneak right click with the moving wand and the displacement wand. Even if you use these wands on objects like chests.</li>
</ul>
</ul>
</div>
<ul>
<li>Fixed an unneeded and sometimes problematic dependency on WAILA.</li>
<li>Improved support in the moving wand for place blocks back in the air (like the angel block)</li>
</ul>
<ul>
<li>New building wand:
<ul>
<li>Undo the last two operations in any order</li>
<li>Single, 9 block, 25 block and 9-in-a-row modes</li>
</ul>
</li>
<li>New Illumination wand to place down light sources</li>
<li>Mode key is now set to '=' by default.</li>
<li>A few tooltips have been fixed and updated.</li>
<li>When there is not enough room in the inventory to store the returned blocks (from swapping or building/want undo) they will be spawn in the world instead of being lost.</li>
<li>Various other small tweaks and fixes</li>
</ul>
<div> </div>
<ul>
<li>Added the ability to scale XP/RF usage for the capturing wand based on the strength of the mob. So capturing a stronger mob (like the wither) will require more XP or RF if you enable this in the config.</li>
<li>You can now configure the capturing wand to only allow passive or hostile mobs</li>
<li>Implemented a generic system to change modes for wands using the \ key (can be changed in key controls)</li>
<li>Swapping wand now uses the new mode key to toggle between the four wand mods: single, 3x3, 5x5, and 7x7.</li>
<li>The swapping wand can no longer swap bedrock and also added a config option to set a maximum hardness difference to prevent abuse.</li>
</ul>