EverlastingAbilities in Project Infinity 0.1
Project Infinity 0.1 0.0.51.4-hotfix-2 ships version 2.3.1 · First seen in 0.0.45.4
EverlastingAbilities is a mod in Project Infinity 0.1 0.0.51.4-hotfix-2, where it is version 2.3.1. Discover, share and conquer abilities that stick. (Summary from the mod's Modrinth page.)
EverlastingAbilities guide for Project Infinity 0.1
Last verified for Project Infinity 0.1 v0.0.51.4-hotfix-2 on Oct 16, 2026 · text last changed Oct 16, 2026
- Sections
- 5
- Recipes shown
- 1
- Items named
- 1
Every recipe and number here was checked against Project Infinity 0.1 0.0.51.4-hotfix-2, read from the running game on Sep 19, 2026.
What is EverlastingAbilities?
This pack ships EverlastingAbilities 2.3.1, using the file EverlastingAbilities-1.20.1-2.3.1.jar. It was already in the pack by version 0.0.45.4 or earlier, so it's not a recent addition.[1]
I can't confirm anything else about this mod from the pack files I have, so I'm not going to guess at what it does or how it plays here. Check back once more details are added to this guide.[1]
How do you get started with EverlastingAbilities?
4 parts
EverlastingAbilities is built around abilities and ability totems. There is only one thing to craft from this mod in the pack, the Ability Bottle, so your first steps are mostly about knowing how the pack's config shapes your start.[2][3]
Step 1: Look at what you start with
When you first log in, the pack can spawn totems for you. general.general.totemMaximumSpawnRarity is set to 1 here. The config describes the valid range as 0 to 3, and -1 turns login totem spawning off.[4]
Step 2: Craft an Ability Bottle
The Ability Bottle is the first item worth making. This is the pack's in-pack recipe, so use the exact one below.[2]
Crafting Shaped
| any white dye | any slimeball | any white dye |
| any gold nugget |
Recipe id: everlastingabilities:ability_bottle
Unverified The sources do not explain what the Ability Bottle does once you have crafted it, so check it in-game.
Step 3: Combine spare totems
Totems can also be crafted together. In this pack, core.ability_totem.totemCraftingCount is 3, so combining 3 totems in a crafting grid gives you a new random totem. core.ability_totem.totemCraftingRarityIncreasePercent is 15, which is the percentage chance of getting one rarity higher than normal.[4]
Good to know early
- Mobs have a 1 in 50 chance of carrying abilities, set by general.general.mobAbilityChance.[4]
- There is no cap on how many abilities you can hold, because general.general.maxPlayerAbilities is -1.[4]
- When you die, general.general.dropAbilitiesOnPlayerDeath controls how many abilities you drop, and it is 1 here. Per the config's own description, general.general.alwaysDropAbilities is false, which means abilities drop when you are killed by another player.[4]
- Active abilities cost a little exhaustion, set by general.general.exhaustionPerAbilityTick at 0.01 per ability per second.[4]
How does EverlastingAbilities work?
6 parts
The pack's files for EverlastingAbilities are about abilities, totems and config settings. This section walks through how abilities are defined, what they cost to run, and how they move between mobs, players and totems in this pack.[3][4]
How abilities are defined
Each ability is a small data file with a rarity, a max level and an XP cost per level. The files I can see come in two types: attribute modifiers, which change a player stat, and effects, which apply a potion effect.[5][6]
In every ability file I can see in this pack, the four obtain flags (on player spawn, on mob spawn, on craft and on loot) are set to false. Those flags are the pack's own setting, so don't assume the mod's defaults apply. Here is where I checked:[5][6][7][8]
- The four attribute modifier files (Attack Steroids, Heart Gainer, Hidden Chestplate and Knockback) have all four flags set to false.[5][7][8][9][10][11]
- The effect files for Absorption through Hunger (Absorption, both Bad Omen versions, Blindness, Conduit Power, Darkness, Dolphin's Grace, Fire Resistance, Glowing, Haste, Hero of the Village and Hunger) have all four flags set to false.[6][7][8][12][13][14][15][16][17][18][19][20]
- The effect files for Invisibility through Poison (Invisibility, Jump Boost, Levitation, Luck, Mining Fatigue, Nausea, Night Vision and Poison) have all four flags set to false.[7][8][21][22][23][24][25][26][27][28]
- The effect files for Regeneration through Strength (Regeneration, Resistance, Saturation, Slow Falling, Slowness, Speed and Strength) have all four flags set to false.[7][8][29][30][31][32][33][34][35]
The global XP requirement is scaled by general.general.abilityXpMultiplier, which is 10 in this pack.[4]
Attribute abilities
These four files all use the add_value operation, with an amount_factor that sets how much each level adds.[5][7][8][9][10][11]
- Attack Steroids changes generic.attack_speed. It is uncommon, goes up to level 10, costs 25 XP per level and has an amount_factor of 2. The in-game description says it reduces the cooldown rate when attacking.[3][5]
- Heart Gainer changes generic.max_health. It is rare, goes up to level 10, costs 35 XP per level and has an amount_factor of 2.[9]
- Hidden Chestplate changes generic.armor. It is rare, goes up to level 5, costs 35 XP per level and has an amount_factor of 2. It increases your armor points.[3][10]
- Knockback changes generic.attack_knockback. It is uncommon, goes up to level 5, costs 30 XP per level and has an amount_factor of 1.[11]
Effect abilities
Effect abilities have a target of either self or radius. Self abilities apply a potion effect to you. Radius abilities apply it to entities in the area around you.[6][12]
Self abilities in this pack include Absorption, Conduit Power, Dolphin's Grace, Fire Resistance, Haste, Hero of the Village, Invisibility, Jump Boost and the self version of Bad Omen.[6][7][13][15][16][18][19][21][22]
More self abilities are Luck, Night Vision, Regeneration, Resistance, Saturation, Slow Falling, Speed and Strength.[24][27][29][30][31][32][34][35]
Radius abilities include Bad Omen, Blindness, Darkness, Glowing, Hunger, Levitation, Mining Fatigue, Nausea, Poison and Slowness. In these versions, entities nearby are the ones affected.[3][8][12][14][17][20][23][25][26][28][33]
Costs vary a lot. Haste is common, goes up to level 5 and costs 15 XP per level. Speed and Jump Boost are common, go up to level 5 and cost 10 XP per level. At the top end, Hero of the Village is epic, goes up to level 3 and costs 150 XP per level. Bad Omen (radius) is epic, goes up to level 4 and costs 200 XP per level, while the self version costs 250.[7][8][18][19][22][34]
Hostile radius effects skip the mobs in general.general.friendlyMobs. In this pack that list covers farm animals, villagers, iron golems, wandering traders, wolves and anything matching minecolonies:.* (Java regular expressions are allowed). The Glowing file also sets targets_friendly_mobs to false.[4][17]
A few effect files carry extra timing settings. Absorption and Saturation both set tick_modulus to 200 and duration_factor to 1. Absorption also has an amplifier_factor of 0.5 and level_based_duration set to true. Night Vision has a duration_factor of 27.[6][27][31]
Running costs and limits
Abilities cost a little food while active. general.general.exhaustionPerAbilityTick is 0.01, applied per active ability per second. general.general.tickAbilities is true, and turning it off stops every ability from working, which is handy for debugging.[4]
general.general.maxPlayerAbilities is -1 in this pack, which means there is no cap on how many abilities you can hold. Particles are mostly quiet: general.general.showEntityParticles is on, while general.general.showPlayerParticles and general.general.showPotionEffectParticles are off.[4]
Totems, drops and the bottle
Abilities travel on Ability Totems. In this pack, core.ability_totem.totemCraftingCount is 3: put that many totems in a crafting grid and you get a new random totem. core.ability_totem.totemCraftingRarityIncreasePercent is 15, which is the percentage chance of the result being one rarity higher than normal.[3][4]
Totems can also appear when a player first logs in. general.general.totemMaximumSpawnRarity is 1 here, its range is 0 to 3, and -1 disables the spawn entirely.[4]
Mobs can carry abilities. general.general.mobAbilityChance is 50, a 1 in 50 chance, and general.general.mobDropBlacklist is empty, so no mob is excluded from totem drops.[4]
Dying has a price. general.general.dropAbilitiesOnPlayerDeath is 1, so that many abilities are dropped when you die. general.general.alwaysDropAbilities is false, which means drops only happen when another player kills you. When it happens the game announces who dropped which ability and at what level.[3][4]
The pack's chest-loot injection file for ability totems has empty conditions and an empty loot table list, so it doesn't list any chest loot tables to add totems to.[36]
The Ability Bottle is craftable in the pack:[2]
Crafting Shaped
| any white dye | any slimeball | any white dye |
| any gold nugget |
Recipe id: everlastingabilities:ability_bottle
Housekeeping settings
The rest of the common config is admin stuff. core.general.analytics and core.general.versionChecker are true. core.general.debug, core.general.crashOnInvalidRecipe and core.general.crashOnModCompatCrash are false. Debug mode lowers performance, so leave it off.[4]
Unverified The special abilities (such as Flight, Magnetize, Bonemealer and Fertility) and a few more effect abilities are set in the pack's data files under kubejs/data/everlastingabilities/everlastingabilities/abilities, but the sources here do not show their values, so their levels and XP costs are not covered above.
How do you progress through EverlastingAbilities?
6 parts
EverlastingAbilities has no quests in this pack, so there is no quest-driven path to follow. What the pack does give you is a clear tier ladder: every ability data file the pack changed has a rarity (common, uncommon, rare or epic), a max level and an xp_per_level value. Here is how that ladder looks in the files I can see.[5][7][9][18]
Crafting the Ability Bottle
The Ability Bottle is the one item of this mod that has a crafting recipe in the pack. Here is the exact in-pack recipe:[2]
Crafting Shaped
| any white dye | any slimeball | any white dye |
| any gold nugget |
Recipe id: everlastingabilities:ability_bottle
Common tier
- Haste: a self-targeted effect with max level 5 and an xp_per_level of 15, the cheapest entry I can see.[18]
Uncommon tier
- Attack Steroids: boosts attack speed, max level 10, xp_per_level 25.[5]
- Knockback: boosts attack knockback, max level 5, xp_per_level 30.[11]
- Dolphin's Grace: self effect, max level 1, xp_per_level 50.[15]
- Fire Resistance: self effect, max level 1, xp_per_level 20.[16]
- Glowing: radius effect that does not target friendly mobs, max level 3, xp_per_level 50.[17]
Rare tier
- Heart Gainer: raises max health, max level 10, xp_per_level 35.[9]
- Hidden Chestplate: raises armor, max level 5, xp_per_level 35.[10]
- Absorption: self effect, max level 5, xp_per_level 75.[6]
- Conduit Power: self effect, max level 3, xp_per_level 50.[13]
- Blindness: radius effect, max level 3, xp_per_level 50.[12]
- Darkness: radius effect, max level 3, xp_per_level 75.[14]
Epic tier
- Bad Omen (self): max level 4, xp_per_level 250, the most expensive per level in the files I can see.[7]
- Bad Omen (radius): max level 4, xp_per_level 200.[8]
How abilities are obtained
Every ability file I can see has obtainable_on_player_spawn, obtainable_on_mob_spawn, obtainable_on_craft and obtainable_on_loot all set to false. The pack's loot modifier for injecting ability totems into chests also has empty conditions and an empty loot_tables list.[5][6][7][9][18][36]
Unverified These files show the abilities are switched off as spawn, craft and loot rewards, but they do not show how you actually obtain one in this pack. The data files for 20 more abilities were too long to include, so the full tier list is also unconfirmed.
Which EverlastingAbilities config options matter?
5 parts
Everything here lives in one file, the common config for the mod. Below is exactly what this pack sets, grouped by what you're likely to care about.[4]
Progression and ability limits
- general.general.abilityXpMultiplier is 10. It multiplies the XP requirement for abilities.[4]
- general.general.maxPlayerAbilities is -1, which means there is no cap on how many abilities a player can have.[4]
- general.general.mobAbilityChance is 50, meaning a 1/x chance, so 1 in 50, for a mob to have abilities.[4]
- general.general.mobDropBlacklist is empty, so no mobs are excluded from carrying abilities that can drop via totems.[4]
- general.general.tickAbilities is true, so ability effects apply. The file notes that turning it off disables all abilities and is useful for debugging.[4]
- general.general.exhaustionPerAbilityTick is 0.01, the exhaustion applied to you per active ability per second.[4]
Dying and losing abilities
- general.general.dropAbilitiesOnPlayerDeath is 1, so one ability is dropped when a player dies.[4]
- general.general.alwaysDropAbilities is false. Per the file's own comment, that means abilities only drop when you die by the hand of another player.[4]
Totems
- general.general.totemMaximumSpawnRarity is 1. This is the maximum rarity of totems given when a player first logs in, on a scale of 0 to 3, and -1 disables totem spawning.[4]
- core.ability_totem.totemCraftingCount is 3. That many totems combined in a crafting grid produce a new random totem (0 disables this).[4]
- core.ability_totem.totemCraftingRarityIncreasePercent is 15, the percentage chance of getting a totem one rarity higher than normal when combining.[4]
Particles
- general.general.showEntityParticles is true, so on-player entities show particle effects for the abilities they carry.[4]
- general.general.showPlayerParticles is false, so players themselves don't show particles for their abilities.[4]
- general.general.showPotionEffectParticles is false. The file notes this setting also controls whether potion abilities appear as in-game symbols.[4]
Friendly mobs and housekeeping
general.general.friendlyMobs lists mobs that are not affected by hostile area potion effects such as poison or weakness. This pack's list covers common passive animals plus villagers, iron golems, wandering traders and wolves, and it also includes a regular expression entry that matches everything in the minecolonies namespace. The file says Java regular expressions are allowed in this list.[4]
The core settings are mostly housekeeping. core.general.analytics and core.general.versionChecker are true, while core.general.debug, core.general.crashOnInvalidRecipe and core.general.crashOnModCompatCrash are false. The file warns that debug mode lowers performance, so leave it off.[4]
Sources
- Project Infinity 0.1 0.0.51.4-hotfix-2 mod list · pack file
- Project Infinity 0.1 0.0.51.4-hotfix-2 recipe dump: recipes making EverlastingAbilities items · pack recipe dump
- everlastingabilities names, screen text and descriptions (English lang file) · official mod data
- Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/everlastingabilities-common.toml · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/attribute_modifier/attack_steroids.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/absorption.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/bad_omen_self.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/bad_omen.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/attribute_modifier/heart_gainer.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/attribute_modifier/hidden_chestplate.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/attribute_modifier/knockback.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/blindness.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/conduit_power.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/darkness.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/dolphins_grace.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/fire_resistance.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/glowing.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/haste.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/hero_of_the_village.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/hunger.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/invisibility.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/jump_boost.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/levitation.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/luck.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/mining_fatigue.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/nausea.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/night_vision.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/poison.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/regeneration.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/resistance.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/saturation.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/slow_falling.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/slowness.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/speed.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/everlastingabilities/abilities/effect/strength.json (Project Infinity 0.1's own data file) · pack file
- kubejs/data/everlastingabilities/loot_modifiers/inject_ability_totem_chests.json (Project Infinity 0.1's own data file) · pack file
Where this guide comes from
Written from what Project Infinity 0.1 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.
Guide last verified Oct 16, 2026.
Guides for other versions: 0.0.45.4 to 0.0.51.4-hotfix-1
Report wrong info
Version in each release
23 releases, first in 0.0.45.4
| Project Infinity 0.1 | Version | Jar | Where it came from |
|---|---|---|---|
| 0.0.51.4-hotfix-2 Sep 16, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.51.4-hotfix-1 Sep 15, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.51.4 Sep 14, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.51.3-HOTFIX Aug 16, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.51.3 Aug 15, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.51.2 Aug 11, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.51.1 Jul 31, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.50.2-hotfix Jun 22, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.50.1 Jun 18, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.50.0 Jun 16, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.49.3 May 17, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.49.2 May 13, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.49.1 May 11, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.49.0 May 10, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.48.2 Apr 23, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.48.1 Apr 12, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.48.0 Apr 11, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.47.3 Mar 6, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.47.1 Feb 2, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.47.0 Feb 1, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.46.1 Jan 6, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.46.0 Jan 4, 2026 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
| 0.0.45.4 Dec 23, 2025 | 2.3.1 | EverlastingAbilities-1.20.1-2.3.1.jar | From the published release |
"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.
Items and blocks
2 items from the 0.0.51.4-hotfix-2 recipe dump.
Config options (how Project Infinity 0.1 sets them)
20 settings this pack ships for the mod. We don't have the mod's own defaults to compare them against yet.
Show settings
| Setting | Project Infinity 0.1 value |
|---|---|
core.ability_totem.totemCraftingCount This many totems combined in a crafting grid produces a new random totem (0 to disable) config/everlastingabilities-common.toml | 3 |
core.ability_totem.totemCraftingRarityIncreasePercent When combining totems, percentage chance of getting one higher rarity than normal. config/everlastingabilities-common.toml | 15 |
core.general.analytics If an anonymous mod startup analytics request may be sent to our analytics service. config/everlastingabilities-common.toml | true |
core.general.crashOnInvalidRecipe If the recipe loader should crash when finding invalid recipes. config/everlastingabilities-common.toml | false |
core.general.crashOnModCompatCrash If mod compatibility loader should crash hard if errors occur in that process. config/everlastingabilities-common.toml | false |
core.general.debug Set 'true' to enable development debug mode. This will result in a lower performance! config/everlastingabilities-common.toml | false |
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