{"id":61797,"date":"2026-06-03T17:10:19","date_gmt":"2026-06-03T14:10:19","guid":{"rendered":"https:\/\/vpesports.com\/minecraft\/mods\/effectification\/"},"modified":"2026-06-03T17:10:19","modified_gmt":"2026-06-03T14:10:19","slug":"effectification","status":"publish","type":"mod","link":"https:\/\/vpesports.com\/minecraft\/mods\/effectification\/","title":{"rendered":"Effectification [Effect Unification]"},"content":{"rendered":"<p># Effectification<\/p>\n<p>A compatibility mod that unifies similar status effects from different mods by replacing source effects with target effects, preventing duplication and improving cross-mod compatibility.<\/p>\n<p>**Version 2.0.0** \u2013 Now with full Fabric support alongside Forge!<\/p>\n<p>## Platform Support<\/p>\n<p>&#8211; \u2705 **Fabric** \u2013 Full support (NEW in 2.0.0!)<br \/>\n&#8211; \u2705 **Forge** \u2013 Full support<br \/>\n&#8211; \ud83c\udfd7\ufe0f **Architectury** \u2013 Cross-platform architecture for seamless compatibility<\/p>\n<p>## Key Features<\/p>\n<p>&#8211; **Effect Replacement** \u2013 Completely replaces source effects with target effects, preventing duplication<br \/>\n&#8211; **Amplifier Scaling** \u2013 Control how effect strength converts between mods with configurable multipliers<br \/>\n&#8211; **Fallback Support** \u2013 Maps to secondary effects if a primary target mod is missing<br \/>\n&#8211; **Visual-Only Mode** \u2013 Just rename effects without changing mechanics (optional)<br \/>\n&#8211; **Unidirectional Mode** \u2013 Prevent source mod handlers from triggering to avoid overlapping visual effects<br \/>\n&#8211; **Extra Effect Tick** \u2013 Add visual effects from other mods while keeping target mechanics<br \/>\n&#8211; **Discard Effect Tick** \u2013 Block unwanted side effects while preserving effect detection<\/p>\n<p>## How It Works<\/p>\n<p>Status effects work through boolean checks (`entity.hasEffect(EFFECT)`). Effectification unifies similar effects by:<\/p>\n<p>1. **Unified Storage**: All source effects are stored as the target effect internally<br \/>\n2. **Transparent Lookup** (Bidirectional mode): `entity.hasEffect(source)` \u2192 automatically redirects to target \u2192 returns true if target exists<br \/>\n3. **Single Instance**: Only one effect instance exists (the target), but all source variants can detect it (in bidirectional mode)<br \/>\n4. **No Duplication**: Multiple bleeding effects from different mods become one unified bleeding effect<\/p>\n<p>### Bidirectional vs Unidirectional<\/p>\n<p>**Bidirectional (default):**<br \/>\n&#8211; Both source and target mod handlers can detect the effect<br \/>\n&#8211; `entity.hasEffect(source)` \u2192 true (redirects to target)<br \/>\n&#8211; `entity.hasEffect(target)` \u2192 true<br \/>\n&#8211; Use when both mods should respond to the effect<\/p>\n<p>**Unidirectional:**<br \/>\n&#8211; Only target mod handlers can detect the effect<br \/>\n&#8211; `entity.hasEffect(source)` \u2192 false (no redirect)<br \/>\n&#8211; `entity.hasEffect(target)` \u2192 true<br \/>\n&#8211; Prevents source mod handlers from triggering<br \/>\n&#8211; Use to avoid overlapping visual effects (e.g., duplicate screen shake)<\/p>\n<p>## Supported Mods (Out-of-the-box)<\/p>\n<p>**Note:** Pre-configured mappings are included only in the Forge version. Fabric users start with an empty config because most target mods in the default mappings are not available on Fabric. You can add your own mappings for Fabric-compatible mods via the in-game GUI or config file.<\/p>\n<p>&#8211; **Bleeding**: Hexalia, Turtleboi&#8217;s Core Library, More RPG Classes, Relics, Apothic Attributes, Valoria, RunicLib \u2192 Majrusz&#8217;s Progressive Difficulty (with fallbacks)<\/p>\n<p>&#8211; **Freeze\/Chill**: Turtleboi&#8217;s Core Library, Mowzie&#8217;s Mobs, More RPG Classes, Simply Swords, Eidolon \u2192 Iron&#8217;s Spells &#8216;n Spellbooks \/ Mowzie&#8217;s Mobs<\/p>\n<p>&#8211; **Stun**: Goety, Turtleboi&#8217;s Core Library, Hexalia, Cataclysm, More RPG Classes, Alex&#8217;s Caves, Valoria \u2192 Relics<\/p>\n<p>&#8211; **Other**: Confusion, Knowledge, Sapped, Immolate, Freezing, and more!<\/p>\n<p>&#8211; **All modids** involved: `hexalia, majruszsdifficulty, attributeslib, valoria, turtlecore, more_rpg_classes, relics, runiclib, irons_spellbooks, eidolon, mowziesmobs, simplyswords, ars_nouveau, goety, cataclysm, alexscaves, obscure_api, netherdepthsupgrade, alexsmobs, advs_spells_arts`<\/p>\n<p>## Configuration<\/p>\n<p>### In-Game GUI (NEW in 2.0.0!)<\/p>\n<p>![Configuration GUI](https:\/\/cdn.modrinth.com\/data\/efENFWZV\/images\/d8ffa1385064d8e1d2e01cf705358278e82a41ee.gif)<\/p>\n<p>Edit effect mappings directly in-game with the built-in configuration GUI powered by fzzyconfig.<\/p>\n<p>### Configuration Files<\/p>\n<p>**Main Config:** `config\/effectification\/effectification.toml`<br \/>\n&#8211; Fully customizable effect mappings<br \/>\n&#8211; TOML format (more readable than JSON)<br \/>\n&#8211; Supports comments<br \/>\n&#8211; Automatic migration from old JSON format<\/p>\n<p>### Configuration Features<\/p>\n<p>&#8211; **Wildcard Patterns** \u2013 Unify multiple effects at once: `&#8221;*:bleeding*&#8221;` matches all bleeding effects from any mod<br \/>\n&#8211; **Exclusions** \u2013 Exclude specific effects from wildcards: `&#8221;*:bleeding* !*:bleeding_immunity&#8221;` (immunity effects are NOT unified)<br \/>\n&#8211; **Fallback Chains** \u2013 Define multiple target effects: `&#8221;primary, fallback1, fallback2&#8243;`<br \/>\n&#8211; **Amplifier Scaling** \u2013 Control how effect strength converts between mods<br \/>\n&#8211; **Visual-Only Mode** \u2013 Just rename effects without changing mechanics<br \/>\n&#8211; **Unidirectional Mode** \u2013 Prevent source mod handlers from triggering<br \/>\n&#8211; **Extra Effect Tick** \u2013 Add visual effects from other mods (supports wildcards)<br \/>\n&#8211; **Discard Effect Tick** \u2013 Block unwanted side effects (supports wildcards)<br \/>\n&#8211; **Custom Mappings** \u2013 Add support for any mod utilizing the standard Minecraft effect system<br \/>\n&#8211; **Automatic Migration** \u2013 Config versioning system preserves user changes during updates<\/p>\n<details>\n<summary>Example 1: Wildcard Pattern with Exclusions<\/summary>\n<p>&#8220;`toml<br \/>\n[[mappings]]<br \/>\nsourceEffect = &#8220;*:bleeding* !*:bleeding_immunity !*:bleeding_resistance&#8221;<br \/>\ntargetEffect = &#8220;majruszsdifficulty:bleeding, attributeslib:bleeding&#8221;<br \/>\namplifierMultiplier = 1.0<br \/>\nonlyVisualChange = false<br \/>\nunidirectional = false<br \/>\n&#8220;`<\/p>\n<p>**What happens:**<br \/>\n&#8211; Unifies ALL bleeding effects from any mod: `hexalia:bleeding`, `relics:bleeding`, `valoria:bleeding`, etc.<br \/>\n&#8211; **EXCLUDES immunity\/resistance effects**: `majruszsdifficulty:bleeding_immunity` is NOT unified (works normally)<br \/>\n&#8211; One wildcard mapping replaces dozens of individual mappings<br \/>\n&#8211; Safe and efficient &#8211; immunity effects remain separate and functional<\/p>\n<\/details>\n<details>\n<summary>Example 2: Stun Effect Unification<\/summary>\n<p>&#8220;`toml<br \/>\n[[mappings]]<br \/>\nsourceEffect = &#8220;cataclysm:stun&#8221;<br \/>\ntargetEffect = &#8220;relics:stun, more_rpg_classes:stun&#8221;<br \/>\namplifierMultiplier = 1.0<br \/>\nonlyVisualChange = false<br \/>\nunidirectional = false<br \/>\n&#8220;`<\/p>\n<p>**What happens:**<br \/>\n&#8211; Potion gives `cataclysm:stun` \u2192 stored internally as `relics:stun`<br \/>\n&#8211; `entity.hasEffect(cataclysm:stun)` \u2192 true (redirects to relics:stun)<br \/>\n&#8211; `entity.hasEffect(relics:stun)` \u2192 true (actual stored effect)<br \/>\n&#8211; `entity.hasEffect(more_rpg_classes:stun)` \u2192 true (also redirects to relics:stun)<br \/>\n&#8211; All stun variants are unified into one effect instance<br \/>\n&#8211; If Relics is not installed, falls back to `more_rpg_classes:stun`<\/p>\n<\/details>\n<details>\n<summary>Example 3: Bleeding Effect with Fallbacks<\/summary>\n<p>&#8220;`toml<br \/>\n[[mappings]]<br \/>\nsourceEffect = &#8220;relics:bleeding&#8221;<br \/>\ntargetEffect = &#8220;majruszsdifficulty:bleeding, attributeslib:bleeding, valoria:bleeding&#8221;<br \/>\namplifierMultiplier = 1.0<br \/>\nonlyVisualChange = false<br \/>\nunidirectional = false<br \/>\n&#8220;`<\/p>\n<p>**What happens:**<br \/>\n&#8211; `relics:bleeding` \u2192 stored as first available target<br \/>\n&#8211; Priority: Majrusz&#8217;s PD \u2192 Apothic Attributes \u2192 Valoria<br \/>\n&#8211; All bleeding variants (`relics:bleeding`, `hexalia:bleeding`, etc.) redirect to the same target<br \/>\n&#8211; Only one effect instance exists, but all variants can detect it<br \/>\n&#8211; Prevents stacking of multiple bleeding effects from different mods<\/p>\n<\/details>\n<details>\n<summary>Example 4: Unidirectional Mode (Prevent Overlapping Visuals)<\/summary>\n<p>&#8220;`toml<br \/>\n[[mappings]]<br \/>\nsourceEffect = &#8220;cataclysm:stun&#8221;<br \/>\ntargetEffect = &#8220;alexscaves:stunned&#8221;<br \/>\namplifierMultiplier = 1.0<br \/>\nonlyVisualChange = false<br \/>\nunidirectional = true<br \/>\n&#8220;`<\/p>\n<p>**What happens:**<br \/>\n&#8211; Potion gives `cataclysm:stun` \u2192 stored internally as `alexscaves:stunned`<br \/>\n&#8211; `entity.hasEffect(cataclysm:stun)` \u2192 **false** (no redirect!)<br \/>\n&#8211; `entity.hasEffect(alexscaves:stunned)` \u2192 true<br \/>\n&#8211; Cataclysm&#8217;s handler doesn&#8217;t trigger (doesn&#8217;t see the effect)<br \/>\n&#8211; Only AlexsCaves handler triggers (sees the effect)<br \/>\n&#8211; **Result**: One screen shake instead of two overlapping effects<br \/>\n&#8211; Prevents motion sickness from duplicate visual effects<\/p>\n<\/details>\n<details>\n<summary>Example 5: Advanced Stun Unification (Combining All Features)<\/summary>\n<p>&#8220;`toml<br \/>\n[[mappings]]<br \/>\nsourceEffect = &#8220;*:stun* !*:stun*_resistance !*:stun*_immunity&#8221;<br \/>\ntargetEffect = &#8220;relics:stun, alexscaves:stunned&#8221;<br \/>\namplifierMultiplier = 1.0<br \/>\nonlyVisualChange = false<br \/>\nunidirectional = false<br \/>\nextraApplyEffectTick = &#8220;alexscaves:stunned&#8221;<br \/>\ndiscardEffectTick = &#8220;*:stun* !*:stun*_immunity !*:stun*_resistance !relics:stun !alexscaves:stunned&#8221;<br \/>\n&#8220;`<\/p>\n<p>**What happens:**<br \/>\n&#8211; All stun effects \u2192 unified to `relics:stun` (or `alexscaves:stunned` if Relics not installed)<br \/>\n&#8211; Bidirectional mode: all mods can detect the stun effect (compatibility)<br \/>\n&#8211; Extra tick: `alexscaves:stunned` particles and screen shake added<br \/>\n&#8211; Discard pattern: blocks all other stun logic except relics and alexscaves<br \/>\n&#8211; **Result**: Full compatibility maintained, combined visual effects, controlled behavior<br \/>\n&#8211; Only Relics mechanics + AlexsCaves visuals active, all other stun logic blocked<\/p>\n<\/details>\n<details>\n<summary>Example 6: Visual-Only Rename<\/summary>\n<p>&#8220;`toml<br \/>\n[[mappings]]<br \/>\nsourceEffect = &#8220;some_mod:custom_effect&#8221;<br \/>\ntargetEffect = &#8220;minecraft:regeneration&#8221;<br \/>\namplifierMultiplier = 1.0<br \/>\nonlyVisualChange = true<br \/>\nunidirectional = false<br \/>\n&#8220;`<\/p>\n<p>**What happens:**<br \/>\n&#8211; Effect keeps original mechanics<br \/>\n&#8211; Only display name changes to target effect<br \/>\n&#8211; Amplifier is not converted<\/p>\n<\/details>\n","protected":false},"excerpt":{"rendered":"<p>A compatibility mod that unifies similar status effects from different mods to prevent duplication and improve cross-mod 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