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All irons

Irones packs every chest, barrel, box, furnace, wand, tool and oddity you could want into one mod

Irones started as "better chests" and kept going.

Storage that works for you. Twenty-nine tiers of chest, and every one of them also comes as a barrel and a shulker box. Beyond holding more (up to 108 slots), most of them do a job: the magnet chest hoovers up dropped items, the compressor packs nine of anything into its block, the blacksmith chest mends your tools, the crystal chest shows what is inside, the ender chest shares one inventory with every other one in the world. Later tiers sort themselves, cook their contents, feed you when you are hungry, pull from the containers they touch, keep your furnaces stoked, push their contents out again, bone-meal your crops, sow your seeds, drink loose experience and bottle it, shine like a torch, send each item to the neighbour that already holds that kind, fill your bottles with water, hand out Haste while they hold a block of metal, hold onto everything when broken, or bin exactly what you tell them to.

Furnaces with opinions. Twenty-six of them, from a copper furnace a touch quicker than vanilla to a star furnace that cooks instantly and needs no fuel. In between: solar, magma, fortune (ores come out doubled), coke (coal burns twice as long), soul (three times as long), experience, bulk, self-feeding, storm-powered, ender-linked, haste (faster the longer it runs), bone (food never burns), sculk (hands you the experience at once), prismarine (free underwater), crimson (passes the output to you), blaze (burns literally anything) and frost (no fuel at all, just slow). Every one of them can switch between furnace, smoker and blast furnace with a button inside.

Wands, twenty-nine of them. Construction wands in four tiers with angel, destruction and exchange cores — or the same three as wands of their own. Then the small ones, each with a single job and no energy to manage: protection, master protection, swapping, displacement, moving, illumination, capturing, teleportation, recall, freezing, healing, rotation, acceleration, potion, growth, harvest, vein, smelting, and five for getting about — hook, leap, phase, ascend and swift.

Tools, armour and weapons. Full tool and armour sets in coal, copper, amethyst, lapis, redstone, quartz and emerald, plus compressed versions of all eleven metals: nine ingots pressed into one, and gear that is stronger for it. The All Tool is a pickaxe, axe, shovel, hoe and sword in one, in twenty-three materials. Daggers, katanas, greatswords and boomerangs in seven metals, seven shield shapes in eight, bows, crossbows, longbows, heavy crossbows and seven spears with an enchantment of their own.

And the rest. Backpacks you wear on your back with crafting and smelting upgrades. Pocket workbenches, anvils, grindstones, stonecutters and Ender chests. Charms that work while you hold them. A dowsing rod, a seed bag, an experience jar, a magnet glove, a cow bell. Twenty-one apples with an ore cow to match each one. Flint and steel, fishing rods, tridents, totems, brushes, TNT, anvils, bars and trapdoors in four metals each — anvils that never chip and ask for fewer levels.

The All irons Team

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