Developed entirely by AI. All code of this mod, its tools and this documentation were written by an AI. Its all about having fun while playing ;)
MCPJ adds a flyable Puddle Jumper from Stargate Atlantis to Minecraft. It is an unofficial fan mod.
| Minecraft | Loaders |
|---|---|
| 1.20.1 | Forge (47.4.16+), Fabric (with Fabric API) |
| 1.21.1 | NeoForge, Fabric (with Fabric API) |
| 26.3 | NeoForge, Fabric (with Fabric API) |
It works on its own; other mods such as Just Stargate Mod or Mekanism are optional. About 10 blocks long, with seats for seven players, cloak, shield, cargo hold, retractable drive pods, homing drones, headlights and an energy system that works with any Forge Energy mod.
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- Creative inventory, own tab MCPJ: Puddle Jumper, Puddle Jumper Key, Jumper Charging Pad and Jumper Projector
- Survival: craft the Jumper Charging Pad (8 emeralds around a redstone dust) and the Jumper Projector (the same with diamonds in the 4 corners); the projector builds jumpers (see below). The Puddle Jumper Key is an emerald above an iron ingot above a redstone dust
Use the item on the ground and the jumper appears facing your view direction. New jumpers start with 20 % energy.
| Action | Key |
|---|---|
| Board | Right-click the jumper |
| Open cargo hold (outside) | Sneak + right-click |
| Open cargo hold (as pilot) | I |
| Forward / reverse | W / S (along the bow) |
| Turn | A / D (the camera keeps its direction) |
| Strafe | Q / E (replaces drop/inventory while piloting) |
| Climb / descend | Space / Ctrl (sprint key) |
| Look around | Mouse (moves the camera only) |
| Cycle target | Tab (nearest first, then the nearest not yet selected; after the last one: no target; after a 3 s pause it starts over) |
| Launch drone | Left click (flies to the selected target regardless of view; without target to the nearest hostile ahead) |
| Toggle cloak | C |
| Toggle shield | V |
| Toggle headlights | L (replaces advancements while piloting) |
| Extend / retract drive pods | G (otherwise automatic: retracted when landed, extended in the air, always extended when firing) |
| Navigation console (everyone on board) | N |
| Leave | Shift |
All jumper keys can be rebound under Options → Controls → MCPJ.
Flight. The jumper is inert: it accelerates and turns gently and coasts. Without input it brakes and hovers in place, even after the pilot leaves it mid-air. Boarding switches to third person, leaving restores the previous view. In first person (F5) the own ship is hidden and the view looks straight ahead along the bow. The engine glows and trails ion plumes while airborne and is silent when landed. Edge guidance slides the ship past an edge it barely touches (up to half a block sideways or up/down, flight.edgeGuidance in the server config), e.g. into a stargate.
Cloak. Invisible to others apart from a very faint energy bubble, but still solid. The pilot sees the ship as a faint glowing outline. Mobs lose track of the pilot. Launching a drone decloaks.
Shield. A gently wobbling energy bubble with a water look that absorbs all damage as long as there is energy; hits make it flash.
Navigation. The jumper has a navigation memory of up to 64 named waypoints. It is saved with the ship and shared by everyone on board. In the navigation console (N) anyone on board can save the current position, choose the destination, and rename or delete waypoints. A compass band at the top of the pilot's HUD shows the heading and a marker for the destination (an arrow at the edge if it is behind), and below it the name, distance, height difference and arrival time at the current speed.
Targeting and drones. Living entities and uncloaked jumpers within 64 blocks are marked (hostiles red, jumpers cyan, others white; the selected target bold with name and distance). Drones home in on their target and explode on impact (slightly weaker than a creeper, breaking blocks only with mobGriefing); the own jumper and its passengers are never harmed.
Hull. 240 hull points (a diamond sword needs about 35 hits). A hostile drone destroys 60 % of the hull, so the second one is fatal. The hull does not repair itself (charging pads repair a landed jumper, see below), and it takes damage in creative mode too. A jumper that is at least half submerged loses 1 hull point per second without shield. Lava burns 8 hull points per second as soon as any of it touches the hull, flowing lava included (e.g. a bucket poured over the ship); an active shield absorbs this as long as there is energy. The jumper ignores knockback from explosions, hits, mobs and water currents.
Seats. The jumper seats seven players: the pilot in the bow, two seats behind and four in the rear compartment (right-click to board). The first one to board pilots; when the pilot leaves, the next passenger moves up and takes the controls. Only the pilot steers, fires and sees the HUD.
Key. Right-click a jumper with a blank Puddle Jumper Key to pair the key with that ship and lock it; every further right-click with it unlocks or locks the ship. A locked jumper can only be boarded, and its cargo hold only opened, by someone carrying its key anywhere in the inventory (sneaking with the key in hand opens the cargo hold). Locking throws out passengers without the key. A paired jumper does not accept a second key. The lock does not protect the hull: a jumper whose key is lost can still be destroyed. While you carry a paired key, its jumper is marked with a yellow frame on your screen, even when cloaked, as far as your client knows the ship (tracking range, 160 blocks at most).
Passengers cannot be hurt while seated; the hull takes the hits instead (only /kill and the void still apply). Mobs that go for the pilot therefore attack the ship: melee mobs hit the hull once they stand next to it, arrows and explosions hit it anyway (mobs never target players in creative mode, as usual). When the hull is destroyed, the passengers are thrown out first and the jumper explodes (about as strong as TNT, breaking blocks only with mobGriefing), which can still hit them. Its item and cargo drop afterwards (only the cargo in creative mode).
Collisions. Brushing walls, light bumps and normal landings (even at full sink rate) are harmless. From about 8 m/s against an obstacle or 15 m/s downwards damage increases, up to at most 30 % of the hull per impact (full speed into a wall or a crash from great height). The shield absorbs impacts as well.
Headlights. Minecraft has no moving light sources, so the server places invisible vanilla light blocks (minecraft:light, level 15) in the hull and ahead of the bow and removes them behind the ship. A light moves only once the jumper is 2 blocks away and at most every 4 ticks; above 10 m/s only the bow light is used. Cloaked jumpers stay dark.
Cargo. 54 slots. Dropped items close to the hull are collected automatically, like a player does.
Underwater. Everything is slower: thrust and turning are halved and drones fly at half speed.
Lava. Thrust and turning drop to 30 %, the ship brakes harder and sinks slowly when the power fails.
Portals and stargates. The jumper travels as one unit: passengers stay seated, cargo, energy and hull are kept, and the ship keeps its speed along its new heading. Seated passengers and the hull segments never travel on their own. With Just Stargate Mod this also works for gates in the same dimension (JSG is optional; the integration uses reflection). Flying into the receiving side of a gate or into a kawoosh destroys the ship, as with any entity.
The jumper stores Forge Energy (FE); everything costs energy, in creative mode too.
| Consumer | Default |
|---|---|
| Capacity | 60 M FE (≈ 150 MJ in Mekanism) |
| Drive, landed | 0 |
| Drive, airborne | 250 FE/t hovering up to 1,500 FE/t at top speed (≈ 3 h 20 min hovering, ≈ 33 min full speed ≈ 40 km) |
| Drive underwater / in lava | × 1.5 / × 2 |
| Shield | 500 FE/t, × 2 underwater, × 3 in lava, plus 200 FE per absorbed hull point |
| Cloak | 400 FE/t, × 1.5 underwater, × 2 in lava |
| Under fire (2 s after a hit) | shield and cloak × 2 |
| Drone | 150,000 FE per launch |
| Headlights | 20 FE/t |
If the energy for an absorbed hit is missing, the shield collapses and the hit goes through. With an empty storage every system fails (shield, cloak, lights, drive and controls) and the jumper crashes. The HUD shows charge, consumption or charging power and the remaining time; below 10 % it blinks and an alarm sounds.
Lightning charges a jumper by 20 % of its capacity (once per bolt) and does no damage. During thunderstorms a jumper under open sky attracts natural lightning within 32 blocks, like a small lightning rod, airborne or landed.
A block that accepts Forge Energy from every side (Mekanism, Thermal, Immersive Engineering, …; Mekanism joules are converted automatically). A landed jumper charges from all pads directly below its hull with 10,000 FE/t per pad, so a larger landing field charges faster.
By default a pad needs no power at all: without energy from cables it charges on its own with 2,500 FE/t per pad (an empty jumper is full after about 20 minutes on one pad). Energy from cables is used first, at the full rate. With chargingPad.requirePower = true in the server config, pads only charge with energy from cables.
Once the battery is full, the pads repair the hull with the same energy, but that costs much more: a hull repaired from zero to full takes 120 M FE (chargingPad.fullRepairEnergy, twice a full battery; 0 turns repairing off).
- off (dark) → powered (glowing runway lights) → charging (bright, light level 15)
- the landing arrow points in the direction the player faced when placing it
- a comparator reads the charge of the jumper currently charging
Builds a jumper on top of itself, nose in the direction the player faced when placing it. A redstone pulse starts one build (a pulse while building does nothing; keep the signal off between jumpers, e.g. a button). Alternatively right-click the top of the projector and confirm the question. The space above must be free (about 9 long, 3 wide, 3 high); the build pauses while it is blocked.
- The build takes 10 minutes. The unfinished jumper shows as a glowing outline that gets brighter, with sparks scanning the hull; it cannot be boarded or damaged. Breaking the projector removes it.
- The eight lights on top of the projector turn yellow one after another (clockwise, starting at the nose) and show the build progress.
- By default it needs no power. With
projector.requirePower = trueit needs 120 M FE per jumper from cables (10,000 FE/t over the build time; the build pauses without energy and the outline disappears until energy arrives again). - A finished jumper starts with 20 % energy.









