EverlastingAbilities guide for Project Infinity 0.1 0.0.45.4 to 0.0.51.4-hotfix-1

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EverlastingAbilities guide for Project Infinity 0.1

Written for Project Infinity 0.1 0.0.51.4-hotfix-1 · also fits 0.0.45.4 to 0.0.51.4 · updated Oct 5, 2026

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]

Ability BottleMod recipe

Crafting Shaped

Crafting Shaped
any white dyeany slimeballany white dye
Bucketany gold nuggetBucket

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

Tip: Player particles for your abilities are off here, since general.general.showPlayerParticles is false. Potion ability particles are off too, so don't worry if you see no visual effect.[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

Dying and losing abilities

Totems

Particles

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

  1. Project Infinity 0.1 0.0.51.4-hotfix-2 recipe dump: recipes making EverlastingAbilities items · pack recipe dump
  2. everlastingabilities names, screen text and descriptions (English lang file) · official mod data
  3. 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

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