About
The More Apples HYJ mod adds nearly a hundred new apple types, most of which will unlock recipes after adding corresponding mods. Each apple boasts brand-new and unique effects.
Effects
Fire Resistance:
Affected entities are immune to flame damage. If the effect level is 2 or higher, it also removes the Burning status.
Poison Resistance:
Affected entities clear their own poison effects.
Experience:
Affected players gain experience points equal to the effect level every second.
Mystery:
Before taking damage, affected entities randomly trigger one of the following effects. If conditions are met, the corresponding option is guaranteed to trigger:
+ Gain Damage Absorption (0:05)
+ Gain Resistance Boost II (0:05)
+ Clear Levitation and gain Slow Fall II (0:05) [If Levitation is active]
+ Clear Mining Fatigue and gain Urgency II (0:05) [If Mining Fatigue is active]
+ Clear Slowness and gain Speed II (0:05) [If Slowness is active]
+ Clear Weakness and gain Strength II (0:05) [If Weakness is active]
+ Clear Poison and Wither and gain Health Regeneration (0:05) [If Poison or Wither is active]
+ Restore all oxygen and gain Water Breathing (0:05) [If oxygen level is 0]
+ Extinguish Fire and gain Fire Resistance II (0:05) [If on fire]
+ Gain Instant Healing [If health is 1 or less]
Heavyweight:
Affected entities gain 10 points of Knockback Resistance, effectively immune to knockback.
Dense:
Affected entities experience a 20% increase in gravity and gain 2 points of Knockback Resistance.
Record:
Affected players record their experience level at the time of gaining the effect, which can be overwritten. Upon effect end, adjust level to the recorded value.
Fluorescence:
Affected entities place a light source block with brightness 15 when in environments darker than light level 7.
Balance:
When affected players' health is below their hunger level, equalize both values.
Delicious:
When affected players' saturation is below their hunger level, decrease effect duration by 10 seconds and increase saturation by 1 point.
Emperor:
Before taking damage, affected players with Slimeballs in inventory consume one to gain Damage Absorption equal to effect level seconds.
Greed:
Affected entities gain a 10% × effect level attack speed increase and a 0.5 × effect level attack damage increase. During the duration, each melee attack raises the effect level by one, and damage lowers it by one, ranging from one to ten levels.
Fury:
Affected entities set target remaining Burning time to at least effect level × 100 game ticks (5 seconds) upon melee attack.
Overheat:
When affected entities are on fire, attack damage increases by 20% × effect level, up to level ten.
Guardian:
Affected entities gain 4 × effect level Armor points, up to level ten.
Frost Impact:
When affected entities take damage, inflict Slowness and effect level Frostbite damage to all non-Frost Impact creatures within a 6-meter radius without this effect.
Decay:
When affected players mine blocks, expend durability equivalent to effect level points.
Forgetfulness:
When affected players gain an effect, record coordinates; overwriteable. While sneaking, teleport there, removing effects and restoring health and hunger. Switching dimensions removes this effect.
Lightweight:
Affected entities negate fall damage by setting fall height to 0.
Vitality:
Affected entities are immune to Wither effects.
Dragon's Majesty:
When attacking dragons, deal extra damage based on current health percentage (9 + effect level)%. Against other creatures, inflict Weakness for 4 + effect level seconds.
Dragon's Soul:
Affected entities are immune to all negative effects from vanilla and this mod, including Decay, Suffocation, Freezing, and Burning.
Frostbite:
On melee attack, inflict Slowness for 5 × effect level seconds.
Thunderclap:
On attack, create a lightning strike of effect level at target and deal 5 × effect level Lightning damage.
Oceanic Energy:
Affected entities gain effect level Swim Speed, up to level ten.
Corruption:
On attack, inflict Blindness for 2 + (2 × (effect level + 3)) seconds cooldown on same target.
Magic Shield:
If no damage absorption or absorbed health remains, convert this effect into equal-level remaining duration damage absorption.
Fey Blessing:
Before taking damage, 75% chance to heal effect level health. With Luck, this chance becomes 100%.
Magic Slash:
On melee attack, deal 5 + (2 × effect level) Magic damage.
Crystalization:
Affected entities gain 20% × effect level Armor points, up to level ten.
Kinetic Absorption:
Convert absorbed health reductions into equal life points.
Annihilation:
On melee attack, (1 + effect level)% chance to annihilate the target without drops.
Void:
Before fatal damage (non-creative mode), enter the void, reducing remaining effect time to 10 seconds, gaining night vision for the duration, and return to survival mode afterward.
Regeneration:
If injured and hunger is at least 10, consume 1 hunger point every (4 ÷ effect level) seconds to heal 1 health point.
Conduction:
On melee attack while on fire, transfer burn status and duration to the target.
Innate Evil:
Gain 1 "Extreme Evil" point per kill, resetting upon death. Before attacking, drain X health points from target, capped at half current health, converting 20% × effect level of drained health into own health. Increase effect duration by target's max health points per kill.
Radiation:
Reduce affected entity's max health by 50% and randomly gain one of: 50% increased attack damage; 100% increased movement speed; 10 points of armor; 60% reduced gravity; 200% swim speed.
Supermassive:
While sneaking, destroy bottom 3×1×3 blocks upon falling.
Purification:
Instantly remove all negative effects from vanilla and this mod, including Decay, Suffocation, Freezing, and Burning for affected entities.
Modpacks
If you want to use the mod you are free to do so.

