EverlastingAbilities guide for Project Infinity 0.1 0.0.45.4 to 0.0.51.4-hotfix-1
EverlastingAbilities guide for Project Infinity 0.1
Last verified for Project Infinity 0.1 v0.0.51.4-hotfix-1 on Oct 16, 2026 · text last changed Oct 5, 2026
A newer release (0.0.51.4-hotfix-2) is out Guide for the current version
- Sections
- 2
- Recipes shown
- 1
- Items named
- 1
None of these sections are written for this pack; 2 are shared from another pack's guide.
Every recipe and number here was checked against Project Infinity 0.1 0.0.51.4-hotfix-1's own files.
How do you get started with EverlastingAbilities?
4 parts
Same as in the Project Infinity 0.1 0.0.51.4-hotfix-2 guide
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.[1][2]
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.[3]
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.[1]
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.[3]
Good to know early
- Mobs have a 1 in 50 chance of carrying abilities, set by general.general.mobAbilityChance.[3]
- There is no cap on how many abilities you can hold, because general.general.maxPlayerAbilities is -1.[3]
- 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.[3]
- Active abilities cost a little exhaustion, set by general.general.exhaustionPerAbilityTick at 0.01 per ability per second.[3]
Which EverlastingAbilities config options matter?
5 parts
Same as in the Project Infinity 0.1 0.0.51.4-hotfix-2 guide
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.[3]
Progression and ability limits
- general.general.abilityXpMultiplier is 10. It multiplies the XP requirement for abilities.[3]
- general.general.maxPlayerAbilities is -1, which means there is no cap on how many abilities a player can have.[3]
- general.general.mobAbilityChance is 50, meaning a 1/x chance, so 1 in 50, for a mob to have abilities.[3]
- general.general.mobDropBlacklist is empty, so no mobs are excluded from carrying abilities that can drop via totems.[3]
- general.general.tickAbilities is true, so ability effects apply. The file notes that turning it off disables all abilities and is useful for debugging.[3]
- general.general.exhaustionPerAbilityTick is 0.01, the exhaustion applied to you per active ability per second.[3]
Dying and losing abilities
- general.general.dropAbilitiesOnPlayerDeath is 1, so one ability is dropped when a player dies.[3]
- 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.[3]
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.[3]
- core.ability_totem.totemCraftingCount is 3. That many totems combined in a crafting grid produce a new random totem (0 disables this).[3]
- core.ability_totem.totemCraftingRarityIncreasePercent is 15, the percentage chance of getting a totem one rarity higher than normal when combining.[3]
Particles
- general.general.showEntityParticles is true, so on-player entities show particle effects for the abilities they carry.[3]
- general.general.showPlayerParticles is false, so players themselves don't show particles for their abilities.[3]
- general.general.showPotionEffectParticles is false. The file notes this setting also controls whether potion abilities appear as in-game symbols.[3]
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.[3]
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.[3]
Sources
- 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
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: 0.0.51.4-hotfix-2