NO WAY MOD

A stealth mob spawn-queuing system for Minecraft Bedrock. Queue unlimited spawn eggs silently, then release all mobs simultaneously with a single sneak. Features 3 animated spawn effects that cycle on apple consumption.

File Details

NOWAYMOD 1.0.1

  • R
  • Jul 8, 2026
  • 66.44 KB
  • 24
  • 26.30+4

File Name

NOWAYMOD_v1_0_1_IMGMINE.mcaddon

Supported Versions

  • 26.30
  • 26.20
  • 1.21.130
  • 1.21.124
  • 1.21.123

# NO WAY MOD — Changelog All notable changes to NO WAY MOD are documented in this file. Maintained by **IMGMINE** | Format follows professional addon development conventions. --- ## [1.0.1] — Current Release ### Added - **Fire Particles animation (index 3)** — A 3-second looping flame particle effect using `minecraft:basic_flame_particle`. Emits 4 particles per cycle across a randomized 1-block radius, plus a fixed center particle. Implemented via `system.runInterval` with automatic self-termination at 30 cycles. No fire spread. No block ignition. - **Potion Particles animation (index 4)** — A 3-second looping effect using `minecraft:mobspell_emitter`. Emits 5 particles per cycle across a 1.4-block horizontal radius and up to 2 blocks of vertical spread. Produces a randomized color splash visual consistent with potion throw effects. - **Smoke Effect animation (index 5)** — A 3-second rising smoke column using `minecraft:basic_smoke_particle` and `minecraft:smoke_particle`. Progress-driven: particle height increases over the animation duration, producing a natural ascending column effect. - **No Effect animation (index 6)** — A null animation case explicitly defined in the switch statement. Produces zero particles, zero sounds, and zero visual delay. Mob appears at coordinates immediately upon queue release. - **Animation Selector UI** — An `ActionFormData` panel triggered by consuming a `minecraft:apple`. Displays all seven animations with Unicode icons, color-coded labels, and bilingual (English/Hinglish) subtitles. Active animation is highlighted with a green `[ACTIVE ✔]` suffix. Selection persists for the player's session. - **NO WAY Controller item (`noway:controller`)** — A custom `hand_equipped` item with a unique 32×32 px cyan "N" icon. Right-click interaction opens the `showControllerUI` panel, a two-button `ActionFormData` form displaying the current system state (ONLINE/OFFLINE) and providing toggle controls. - **Spawn Thunder Egg (`noway:spawn_thunder`)** — A custom stackable item (max 16) that queues a thunder entry at the targeted block position. On queue release, spawns `minecraft:lightning_bolt` at the stored coordinates and removes it after 1 tick, producing the full lightning visual and audio without dealing damage or starting fires. - **Blast Effect Spawn Egg (`noway:blast_effect_spawn`)** — A custom stackable item (max 16) that queues a blast entry at the targeted block position. On release, spawns `minecraft:tnt` at offset Y+0.5 and removes it after 1 tick, then calls `createExplosion` with a radius of 3.5 and flags `breaksBlocks: false` and `causesFire: false`, producing a full explosion shockwave visual. - **Trap Chest Storage System** — A `beforeEvents.playerInteractWithBlock`-driven mechanic for `minecraft:trapped_chest` blocks. Intercepts chest interaction events and applies a binary rule: empty hand restores previously hidden items from world dynamic property storage; item in hand serializes and hides current chest contents. Item data (type ID, amount, name tag) is persisted as JSON strings under per-block world dynamic property keys derived from block coordinates and dimension ID. - **Queue capacity increase** — Per-player queue limit raised from **64** to **128** entries. - **HOW TO Book** — A `minecraft:writable_book` with a formatted name tag and a 60+ line lore array delivered to each player on their first world join. Content covers all features, controls, commands, animations, trap chest usage, and usage rules in both English and Hinglish, formatted with Minecraft color codes. Delivery uses a triple-attempt system at 80, 160, and 300 ticks post-spawn. Delivery state is persisted per player via world dynamic properties. - **`/function give_all`** — Delivers Spawn Lock (×1), Controller (×1), Spawn Thunder (×4), and Blast Effect Spawn (×4) to the nearest player in a single command. - **`/function give_controller`** — Delivers the NO WAY Controller item to the nearest player. - **`/function give_thunder_egg`** — Delivers 1× Spawn Thunder to the nearest player. - **`/function give_blast_egg`** — Delivers 1× Blast Effect Spawn to the nearest player. - **`@minecraft/server-ui` dependency** — Added to the Behavior Pack manifest as a required module (`version: 1.3.0`) to support `ActionFormData` UI panels. - **Debug function** — `BP/functions/debug/test.mcfunction` added as a developer utility to deliver all items for rapid testing. --- ### Changed - **Animation Selector trigger** — Animation selection migrated from a silent cycling behavior (sneak with Lock) to an explicit UI panel triggered by consuming `minecraft:apple`. Provides full visibility of all available animations and the currently active selection. - **NO WAY Controller interaction** — Controller now responds to `beforeEvents.itemUse` (right-click/tap in open air) rather than sneak detection, decoupling it from the queue release sneak gesture. - **Sneak detection priority order** — Formalized and documented: (1) Spawn Lock held → toggle system; (2) Controller held → skip (handled by `itemUse`); (3) Empty hand → no action; (4) Any other item held + queue non-empty → release queue. - **Item consumption in Survival mode** — `_consumeItem()` function added to `main.js`. Checks for Survival game mode before reducing held item stack by 1 on successful queue entry. Creative mode players consume no items. --- ### Improved - **Batch spawn architecture** — Queue release now processes entities in configurable batches (`BATCH_SIZE: 8`, `BATCH_DELAY_TICKS: 2`) using recursive `system.runTimeout` scheduling. Distributes entity spawning load across multiple ticks to prevent frame rate spikes when releasing large queues. - **Animation system modularity** — All animation logic consolidated in `animationCycle.js` as a single exported `playSpawnAnim(dim, pos, idx)` function with a clean switch-case dispatch. Animation index state managed per-player in a `Map`, with proper cleanup on `playerLeave`. - **Spawn egg detection coverage** — `spawnEggDetector.js` uses a three-tier string matching strategy: exact `_spawn_egg` suffix, `spawn_egg` substring, and generic `_egg` suffix (excluding `minecraft:egg`). Covers vanilla eggs, addon eggs with non-standard naming, and custom entity eggs from other behavior packs. - **Sound feedback system** — All player feedback sounds extracted to `feedback.js` as individually exported functions with tuned volume and pitch parameters. Decoupled from game logic; any sound can be silently caught without affecting the system. - **Module architecture** — Codebase fully migrated to ES Modules (`import`/`export`). Eliminated all `require()` calls for compatibility with the Bedrock Script API module system. - **Player state cleanup** — `playerLeave` event handler clears queue entries, animation index, sneak state tracking, and trap chest entry references for departing players, preventing stale in-memory data accumulation. --- ### Fixed - **`setModEnabled` export** — Function was previously missing from `state.js` exports, causing a runtime reference error in `uiForms.js` when the Controller UI attempted to change the system state. - **Controller item interaction** — Controller UI was previously wired to `beforeEvents.itemUseOn` (requires targeting a block), causing the form to fail when the player right-clicked in open air. Migrated to `beforeEvents.itemUse` for reliable activation anywhere. - **ES module imports** — Eliminated residual `require()` calls from an earlier development iteration. All imports now use standard `import ... from` syntax required by the Bedrock Script API runtime. --- ### Technical - Behavior Pack `format_version` set to `2` - Minimum engine version set to `[1, 21, 0]` - `script_eval` capability declared in Behavior Pack manifest - All item definitions use `format_version: "1.16.100"` with `minecraft:icon.texture` key - Dynamic property keys namespaced under `noway:` prefix for isolation - `CONFIG` object in `settings.js` serves as the single source of truth for all tunable parameters - `_prevSneak` map uses rising-edge detection (previous state XOR current state with direction check) to fire sneak logic exactly once per sneak press --- ## [1.0.0] — Initial Release ### Added - **NO WAY Core spawn queue system** — Core intercept-and-queue mechanic for spawn eggs via `beforeEvents.itemUseOn` - **Thunder Strike animation (index 0)** — Lightning bolt spawn with immediate removal - **Green Particles animation (index 1)** — XP totem particle vertical column plus radial ring - **TNT Blast animation (index 2)** — Non-destructive explosion visual via `createExplosion` - **Spawn Lock item (`noway:spawn_lock`)** — Gold padlock icon; sneak to toggle system ON/OFF - **Position Memory System** — Empty hand sneak saved and restored player position via teleport (subsequently removed due to causing unintended teleportation) - **Initial queue capacity** — 64 entries per player - **First-join welcome message** — World chat message on first world load acknowledging the addon developer --- *NO WAY MOD — Copyright © 2025 IMGMINE. All Rights Reserved.* *MADE BY IMG MINE*