Gives every living thing a shield that is very nearly impossible to break through. Its magnitude is stored in scientific notation, so a single shield can reach far beyond anything a floating point number could hold.
How a shield is built
A shield is written as z = x × 10^y, where y is a 64-bit integer:
y(the count shield) — active whiley ≥ 0; each settlement takes the magnitude of the damage off it.x(the fallback pool) — takes over onceyfalls below zero, where damage is summed rather than scaled and subtracted fromx.
The shield only disappears when y < 0 and x is spent too. While it holds, the entity's health
is frozen and almost nothing gets through.
Settlement
Every 20 ticks (configurable) everything taken during that window is settled at once.
Damage settlement never multiplies the batch. It sums the binary exponents of the damage values
and converts the total to decimal, which cannot overflow, underflow or produce a NaN, and costs
less floating point work.
Hit-count settlement is driven by the entity's hitsY, and the two stack:
| hitsY | What settles |
|---|---|
0 |
damage only |
1..127 |
damage and hit count |
-1..-127 |
hit count only |
-128 |
y switched off; the shield becomes a pure fallback pool |
Special values never enter the maths and apply a fixed change instead: 0 → y += 256,
∞ → y -= 384, NaN → y -= 512.
What it resists
While the shield holds the entity cannot die, drops no loot or experience, and is not knocked back. Beyond ordinary attack damage that covers direct health writes, instant healing, health that overflows or goes negative, and instant-kill effects.
How shields are obtained
- Hostile creatures — granted on spawn, shaped by the config.
- Neutral and passive creatures — never granted one.
- Players — never granted one; use the commands.
Commands
Requires permission level 2.
/shield add <targets> <x> <y> [hitsY] set a shield
/shield remove <targets> remove it
/shield query <targets> read it back
/shield addnear <x> <y> <radius> shield everything within a radius
/shield removenear <radius> unshield everything within a radius
Reading a shield
V toggles shield inspection. While it is on, aiming at a shielded creature locks on: the value refreshes live and stays on screen even after you look away, until you aim at something else. A creature without a shield is only shown while you are actually looking at it.
Shield values also appear in tooltip-style overlays, independently of the keybind.
Enchantments
| Enchantment | Levels | Effect |
|---|---|---|
| Bit Shield Removal | 1–255 | Applies to any item. Cuts the shield by whole powers of sixteen, taking off an order of magnitude at a time |
| Combo Shield Break | 1–5 | Main hand. The creature you hit counts as 2^level hits for that settlement |
| Combo Vulnerability | 1 | Main hand. Pushes the target's count shield one step further from zero |
| Shield Restoration Curse | 1 | Curse. Whatever you hit has its shield exponent doubled for that settlement |
Setting the level of Bit Shield Removal: put a nether star and the enchanted item in a crafting
grid. With the item as the origin (+y up, +x right), the star's offset sets the change:
x=-2 x=-1 x=0 x=+1 x=+2
y=-2 -32 -8 -2 -5 -7
y=-1 -16 -4 -1 -3 -6
y= 0 -2 -1 · +1 +2
y=+1 +16 +4 +1 +3 +6
y=+2 +32 +8 +2 +5 +7
Configuration
config/xmly_unlimitshield-common.toml. Every x / y value follows the same rule: positive
is the value itself, negative is a multiplier of the entity's max health.
| Key | Default | Meaning |
|---|---|---|
mobSpawnX / mobSpawnY |
-7 / -1 |
Shape of a naturally spawned shield |
mobMaxX / mobMaxY |
1e10 |
Creatures' x / y caps |
playerMaxX / playerMaxY |
1e10 / 1 |
Players' x / y caps |
defaultHitsY |
0 |
Default hitsY |
settleInterval |
20 |
Settlement interval, in ticks |
lockHealth |
true |
Freeze health while shielded; healing is folded into the shield |
grantToMonsters |
true |
Shield hostile creatures on spawn |
blockKnockback |
true |
Immune to knockback while shielded |
blockDirectRemoval |
false |
Refuse outright deletion of a shielded entity |
debugSettlementLog |
false |
Log every shield change |
For modpacks
A naturally spawned shield has a fixed shape from the config. To scale it with progression or quest completion:
- listen for
ShieldGrantEvent, which fires before a shield is handed out and allows changingxandyor cancelling it entirely; - or call the static methods on
UnlimitedShieldApiat any time to read or rewrite a shield.

