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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.
Version 2.0.0 – Now with full Fabric support alongside Forge!
Status effects work through boolean checks (entity.hasEffect(EFFECT)). Effectification unifies similar effects by:
entity.hasEffect(source) → automatically redirects to target → returns true if target existsBidirectional (default):
entity.hasEffect(source) → true (redirects to target)entity.hasEffect(target) → trueUnidirectional:
entity.hasEffect(source) → false (no redirect)entity.hasEffect(target) → trueNote: 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.
Bleeding: Hexalia, Turtleboi's Core Library, More RPG Classes, Relics, Apothic Attributes, Valoria, RunicLib → Majrusz's Progressive Difficulty (with fallbacks)
Freeze/Chill: Turtleboi's Core Library, Mowzie's Mobs, More RPG Classes, Simply Swords, Eidolon → Iron's Spells 'n Spellbooks / Mowzie's Mobs
Stun: Goety, Turtleboi's Core Library, Hexalia, Cataclysm, More RPG Classes, Alex's Caves, Valoria → Relics
Other: Confusion, Knowledge, Sapped, Immolate, Freezing, and more!
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

Edit effect mappings directly in-game with the built-in configuration GUI powered by fzzyconfig.
Main Config: config/effectification/effectification.toml
"*:bleeding*" matches all bleeding effects from any mod"*:bleeding* !*:bleeding_immunity" (immunity effects are NOT unified)"primary, fallback1, fallback2"[[mappings]]
sourceEffect = "*:bleeding* !*:bleeding_immunity !*:bleeding_resistance"
targetEffect = "majruszsdifficulty:bleeding, attributeslib:bleeding"
amplifierMultiplier = 1.0
onlyVisualChange = false
unidirectional = false
What happens: - Unifies ALL bleeding effects from any mod: hexalia:bleeding, relics:bleeding, valoria:bleeding, etc. - EXCLUDES immunity/resistance effects: majruszsdifficulty:bleeding_immunity is NOT unified (works normally) - One wildcard mapping replaces dozens of individual mappings - Safe and efficient - immunity effects remain separate and functional[[mappings]]
sourceEffect = "cataclysm:stun"
targetEffect = "relics:stun, more_rpg_classes:stun"
amplifierMultiplier = 1.0
onlyVisualChange = false
unidirectional = false
What happens: - Potion gives cataclysm:stun → stored internally as relics:stun - entity.hasEffect(cataclysm:stun) → true (redirects to relics:stun) - entity.hasEffect(relics:stun) → true (actual stored effect) - entity.hasEffect(more_rpg_classes:stun) → true (also redirects to relics:stun) - All stun variants are unified into one effect instance - If Relics is not installed, falls back to more_rpg_classes:stun[[mappings]]
sourceEffect = "relics:bleeding"
targetEffect = "majruszsdifficulty:bleeding, attributeslib:bleeding, valoria:bleeding"
amplifierMultiplier = 1.0
onlyVisualChange = false
unidirectional = false
What happens: - relics:bleeding → stored as first available target - Priority: Majrusz's PD → Apothic Attributes → Valoria - All bleeding variants (relics:bleeding, hexalia:bleeding, etc.) redirect to the same target - Only one effect instance exists, but all variants can detect it - Prevents stacking of multiple bleeding effects from different mods[[mappings]]
sourceEffect = "cataclysm:stun"
targetEffect = "alexscaves:stunned"
amplifierMultiplier = 1.0
onlyVisualChange = false
unidirectional = true
What happens: - Potion gives cataclysm:stun → stored internally as alexscaves:stunned - entity.hasEffect(cataclysm:stun) → false (no redirect!) - entity.hasEffect(alexscaves:stunned) → true - Cataclysm's handler doesn't trigger (doesn't see the effect) - Only AlexsCaves handler triggers (sees the effect) - Result: One screen shake instead of two overlapping effects - Prevents motion sickness from duplicate visual effects[[mappings]]
sourceEffect = "*:stun* !*:stun*_resistance !*:stun*_immunity"
targetEffect = "relics:stun, alexscaves:stunned"
amplifierMultiplier = 1.0
onlyVisualChange = false
unidirectional = false
extraApplyEffectTick = "alexscaves:stunned"
discardEffectTick = "*:stun* !*:stun*_immunity !*:stun*_resistance !relics:stun !alexscaves:stunned"
What happens: - All stun effects → unified to relics:stun (or alexscaves:stunned if Relics not installed) - Bidirectional mode: all mods can detect the stun effect (compatibility) - Extra tick: alexscaves:stunned particles and screen shake added - Discard pattern: blocks all other stun logic except relics and alexscaves - Result: Full compatibility maintained, combined visual effects, controlled behavior - Only Relics mechanics + AlexsCaves visuals active, all other stun logic blocked[[mappings]]
sourceEffect = "some_mod:custom_effect"
targetEffect = "minecraft:regeneration"
amplifierMultiplier = 1.0
onlyVisualChange = true
unidirectional = false
What happens: - Effect keeps original mechanics - Only display name changes to target effect - Amplifier is not converted