Ender Utilities

## **Synopsis**

Ender Utilities adds a bunch of new utility blocks and items to the game with a focus on the End as a theme. This includes lots of new tools, methods of travel, and storage options. It also adds the most complicated building wand ever created.

## **Hotkeys**

There are two hotkeys for Ender Utilities; Activate Unselected and Toggle Mode. Both of them default to NONE, meaning the player cannot use them initially. I would suggest at the very least binding a hotkey for Toggle Mode if you want to get into Ender Utilities as it is used for a few of the more prominent tools.

## **Tools**

* **Tool Workstation:** a block that you can place down and use to modify items or tools from Ender Utilities. Place a tool in the top left slot to modify it. You can place modifiers for the tool in any of the 10 slots in the top right. This includes Ender Capacitors, Jailer Modules, and Link Crystals. Can also be used to rename any item for free.
* **Ender Capacitors:** an item which stores energy used to power certain items or tools. Charge the Ender Capacitor in an Ender Infuser, build an Energy Bridge (Energy Bridge Transmitter + Receiver), or right click on an Ender Crystal in the End to fill it up with power.
* **Link Crystals:** can be used to store a location, block, or portal. Add these to Ender Utilities tools or items using a Tool Workstation. Shift right click with the Link Crystal in hand to bind it to the block type/location/portal you are looking at. Link Crystals can also be named in order to make it easier to use them in tools. The use for Link Crystals will become clearer below.
* **Ender Relic:** can be used to spawn Ender Crystals. In the End, right click on a block that is the center block of a 3x3x6 of obsidian (at least) to spawn an ender crystal and cause a huge explosion. In non-End dimensions, right click anywhere to spawn an Ender Crystal with no explosion. Non-End Ender Crystals are mostly decorative.
* **Jailer Module:** right click on a mob to prevent it from despawning. Can be installed in some modular items to grant this same ability.
* **Chair Wand:**  right click on a block with the Chair Wand in hand to place an invisible entity which you can right click on to “mount” it (like right clicking a boat to enter it). When the Chair Wand is in your hand you can see all of these invisible entities. Shift scroll to change the width of the chair entity you will place. Alt scroll to change the height of the chair entity you will place. Right click on any of these invisible entities with the Chair Wand in hand to destroy the entity. Useful for creating fancy multiblock chairs that you can actually sit in.
* **Ender Arrow:** hit (left click) mobs with the Ender Arrow in hand to teleport the mob in a random direction somewhere near the player. Also the projectile used for the Ender Bow (below)
* **Ender Bow:** needs an Energy Capacitor and a Link Crystal (Location) to work. Add these with a Tool Workstation. The Ender Bow has two modes; TP Target and TP Self. Press the Toggle hotkey with the bow in hand to switch between modes. You can hover your mouse over the bow in your inventory while holding shift to see what mode you are in as well as a lot of other information. In TP Self mode, the player will teleport to any location where an arrow shot from the Ender Bow lands. You will take a small amount of fall damage upon landing. In TP Target mode, shift right click a block with the Ender Bow in hand to set a location. Any mobs you hit with an arrow shot from the Ender Bow will not deal damage and will be teleported to the block you bound the bow to. If you give the Ender Bow more than one Link Crystal, you can store more than one location within it. Cycle between your connections by scrolling the mouse wheel while holding ctrl with the Ender Bow in hand. The bow can be repaired in an anvil with Enhanced Ender Alloy.
* **Ender Bucket:** a bucket that holds up to 16 buckets of any liquid. Hold shift and hit your Toggle hotkey with the Ender Bucket in hand to enter Fluid Storage Tank mode. This mode only works if you give the Ender Bucket an Ender Capacitor and at least one Link Crystal (Block). In Fluid Storage Tank mode you can toggle the submode using just your Toggle hotkey with the Ender Bucket in hand. The options are Normal, Fill Bucket, and Bind to Tanks. With the Ender Bucket in Bind to Tanks mode shift right click on any fluid holding container to bind it to the bucket. The bucket will now be directly connected to this container. Any liquid the bucket picks up will be moved into the container and any liquid in the container can be placed by the bucket. If you give the Ender Bucket multiple Link Crystals, it can connect to multiple fluid tanks. Cycle between your connections by scrolling the mouse wheel while holding ctrl with the Ender Bucket in hand.
* **Ender Lasso:** similar in function to the Ender Bow; requires an Ender Capacitor for power and at least one Link Crystal (Location) to store a destination. Shift right click a block with the Ender Lasso to bind the currently selected Link Crystal to that block. Any mobs you right click with the Ender Lasso will now be teleported to that block. If you give the Ender Lasso multiple Link Crystals, you can store multiple locations to teleport mobs to. Scroll through your Link Crystals by scrolling the mouse wheel while holding ctrl with the Ender Lasso in hand.
* **Ender Pearl (reusable):** this is going to blow your mind. It is an ender pearl… except it’s… reusable. Throw the Ender Pearl and teleport to wherever it lands, taking a small amount of fall damage. The Ender Pearl will then reappear in your inventory.
* **Elite Ender Pearl (reusable):** exactly like the Ender Pearl (reusable) (above) except you literally ride the Ender Pearl as it flies. Hit shift at any time to dismount and fall straight down wherever you are. You will take full fall damage if you dismount. Otherwise you will only take ender pearl fall damage.
* **Ender Porter:** requires an Ender Capacitor for power and at least one Link Crystal (Location) to store a location. Shift right click on a block with the Ender Porter in hand to store its location in the currently selected Link Crystal. Hold right click with the Ender Porter in hand to charge it up (like drawing a bow sort of). There is animation for this. When the Ender Porter stops changing colors, release right click to be teleported to the stored location. Alternatively, teleport others to the stored location by shift right clicking on them (if you click on a player, they must also be sneaking). If you give the Ender Porter multiple Link Crystals you can store multiple locations. Scroll your mouse wheel while holding ctrl with the Ender Porter in hand to scroll through your Link Crystals and their saved locations. Only works within the same dimension.
* **Advanced Ender Porter:** exactly the same as the Ender Porter (above) except it works across dimensions.
* **Ender Sword:** a decent sword with some useful modes. Switch modes by pressing shift + Toggle with the Ender Sword in hand. Your options are Normal, Player, Remote, and Summon.
	+ In normal mode, the sword does not require any modifications and can be used normally.
	+ In Player mode, drops from kills will be put directly in the player’s inventory if possible.
	+ Remote mode requires at least one Link Crystal (Location) or Link Crystal (Block). It also requires an active Ender Core (Enhanced for single dimension transport, Advanced for Multidimensional transport). Shift right click on a block with the Ender Sword in hand to bind it to a location or block (like an inventory). The drops from any mob killed by the Ender Sword will be teleported to any locations bound to the sword, or moved into any inventories that the sword is bound to with a Link Crystal (Block). If you give the Ender Sword multiple link crystals you can scroll the mouse wheel while holding ctrl to cycle through all of your Link Crystals.
	+ When in Summon mode, the Ender Sword does very little damage, but striking mobs will summon three Ender Fighters to help you fight. These Ender Fighters will become aggressive if there are no nearby players holding an Ender Sword and will disappear after about 10 seconds of inaction. You can name them to make them peaceful.
	+ The Ender Sword will never break fully; repair in an anvil with 1 advanced Ender Alloy and 15 levels.
* **Ender Pickaxe:** a pickaxe with several different modes. Switch *Drop* modes by pressing shift + Toggle with the Ender Pickaxe in hand. Your options are Normal, Player, and Remote. All of these modes are identical to the respective modes described above in the Ender Sword section. There are also two digging modes; normal and fast. Switch between these modes by pressing Toggle with the Ender Pickaxe in hand. In fast mode, the Ender Pickaxe breaks blocks much faster but uses 2 durability per block. Right clicking with the Ender Pickaxe in hand will place blocks in the slot directly to the right of the pickaxe in the player’s hotbar. The Ender Pickaxe will never completely break and can be repaired in an anvil with 1 advanced Ender Alloy and 15 levels.
* **Ender Axe:** literally the same as the Ender Pickaxe (above), except it is an axe.
* **Ender Shovel:** literally the same as the Ender Pickaxe (above), except it is a shovel.
* **Ender Hoe:** very similar to the Ender Pickaxe (above), but fast mode tills\plants a 3x3 area instead of breaking blocks faster. Additionally, in Player mode or Remote mode the Ender Hoe can be used to plant crops from the Player’s/Connected Block’s inventory. Just right click on tilled ground to plant. Planting does require an Ender Capacitor.
* **Void Pickaxe:** a pickaxe that drops nothing that it breaks, including contents of inventories. Has very high durability and both a normal and fast mode (toggle with the Toggle hotkey). Fast mode uses 2 durability per block broken though.  Be very careful what you do with this tool.
* **Cheaty Water Wand:** right click on ice with the Cheaty Water Wand in hand to turn it into a water source block that does not flow. Updating this block of water will make the game realize that water is there, and it will start to flow.
* **Super Cheaty Water Wand:** identical to the Cheaty Water Wand (above) except creating source blocks with the Super Cheaty Water Wand doesn’t create a block update, thus allowing you to place adjacent ice blocks down and turn all of them into non-flowing water source blocks without updating any of them (yay water curtain).
* **Living Matter Manipulator:** requires at least one Memory Card (misc) to store mobs. Has three modes which can be cycled through by hitting the Toggle hotkey with the Living Matter Manipulator in hand; these modes are Normal, Capture Only, and Release Only. Scroll the mouse wheel while holding ctrl with the Living Matter Manipulator in hand to select a Memory Card. If a memory card is not full, you can right click on a mob to capture it. A single Memory Card can store up to 16 mobs. Scroll through the mobs on a Memory Card by scrolling the mouse wheel while holding shift. If there is a mob stored in a Memory Card, right clicking on a block with the Living Matter Manipulator in hand will release the selected mob stored on the selected Memory Card. The modes are self explanatory.
* **Mob Harness:** right click any mob with the Mob Harness in hand to ride it. Hostile mobs will still be hostile while you are riding them. Shift right click a mob and then shift right click another mob to mount the first mob on top of the second mob. Shift right click a mob that is riding another mob to dismount it. Shift right click a mob twice to mount it on yourself. To dismount a mob from yourself, look straight up and shift right click the mob on your head. Look straight down and right click to clear any bindings on the Mob Harness (shift right clicks on mobs for example).
* **Nullifier:** an item that you put in your inventory. Press the Toggle hotkey with the Nullifier in hand to open its GUI. The Nullifier has 9 slots which you can place items in. The Nullifier will automatically pick up any items that enter the player’s inventory that are in one of its 9 slots. Once the slot has 1024 items in it, any additional items of its type will be deleted upon entering the player’s inventory. The item can be turned on or off in its GUI by hitting the check mark in the top right. Blocks and items that are stored in the Nullifier can actually be used. Scroll the mouse wheel while holding ctrl with the Nullifier in hand to scroll through its 9 slots. With an item or block selected, right or left clicking will use the item or block like normal.
* **Pet Contract (Blank):** a contract that allows players to transfer ownership of tamed mobs from one player to another. The owner of the mob must right click on the mob with the Blank Pet Contract (to sign it). Then another player must take that same signed Pet Contract and right click on the mob with it to claim ownership of the pet.
* **Item Pickup Manager:** a useful item which you can use to control what items you can pick up and what items that you pickup get automatically sent to remote inventories. Right click with the Item Pickup Manager in hand to open its GUI. The GUI is split into two halves; the transport filters, and the inventory filters. In order to transport items to remote inventories you will need to give the Pickup Manager a capacitor and some Link Crystals to the locations/blocks you want to transport the items. In the GUI you can see all of your Link Crystals and select which one to send items to. You can also temporarily enable/disable both filters, set the filter to whitelist/blacklist mode, match damage/metadata, and ignore NBT. The Pickup Manager also has 4 different presets so you can design 4 different filters and switch between them using the number buttons.
* **Quick Stacker:** right click with the Quick Stacker in hand to open its GUI. Highlight slots in your inventory with middle click or by using the arrows to highlight entire rows/columns. Press the Toggle hotkey with the Quick Stacker in hand to move all items in highlighted slots of your inventory into any nearby (within 4 blocks horizontally and 3 blocks vertically) inventories which already contain items of that type. Hold shift and press the Toggle hotkey with the Quick Stacker in hand to move all items in highlighted slots of your inventory into any nearby inventories even if they do not contain items of that type. Can also shift right click on a specific inventory with the Quick Stacker in hand to move all of the items in highlighted slots of your inventory into it.
* **Portal Scaler:** a device that can be used to activate/deactivate nether portals and can change a nether portal’s scaling. Requires an Ender Capacitor and at least one Memory Card (misc). Select a Memory Card by scrolling the mouse wheel while holding ctrl with the Portal Scaler in hand. Each Memory Card is essentially a preset. Look in the direction of the axis which you want to change with the Portal Scaler in hand. Scrolling the mouse wheel while holding alt + shift will change the scaling of your nether portals. This essentially means, when you travel through a nether portal, the game will spawn a portal on the other side with a certain offset from your overworld coordinates. For reference, x: 1 y:1 z:1 will spawn a portal at the identical coordinates in the nether as in the overworld. Changing the x value to 1/2 will double the x value the nether portal spawns at.  Changing the x value to 1/3 will triple the x value the nether portal spawns at. The Portal Scaler can also turn a portal off by right clicking on the portal (purple glowing stuff) or turn a portal on by right clicking on the inside edge of the portal.
* **Ruler:** a tool that can be used to measure distances and mark areas out with visuals. Requires at least one Memory Card (misc). Scroll through your Memory Cards by scrolling the mouse wheel while holding ctrl with the Ruler in hand. Left click on a block with the Ruler to mark the starting point and right click on a block with the Ruler to mark the ending point. This will put a visual into the world highlighting the distance in blocks between the start point and end point on all 3 axes (plural of axis if you ain’t a nerd). A single Memory Card can store up to 8 measurements. Scroll through the measurements on a Memory Card by scrolling the mouse wheel while holding shift with the Ruler in hand.

## **Storage**

* **Adjustable Storage Unit:** a chest except you can set the max/min number of items that can be stored in each slot, and how many slots there are. Maximum of 27 slots with max stack size 1024 items per slot.
* **Barrel:** right click on a Barrel with any item in hand to place it into the Barrel. The Barrel can only hold one type of item at a time. The Barrel will display the total number of items it is currently storing on its face. By default the Barrel can hold a maximum of 4096 items. Shift right click on the Barrel with an empty hand to open its GUI. Here you can see the items stored in the Barrel and the slots for upgrades (detailed below)
	+ **Barrel Label:** right click on any side of the Barrel with a Barrel label. This will add the Barrel Label to the inventory of the Barrel and the display showing the items stored in the Barrel will appear on the side you clicked on
	+ **Barrel Structural Upgrade:** place one of these in the 2nd slot of the Barrel’s GUI in order to allow the Barrel to keep its items when picked up by the player (like a shulker box)
	+ **Barrel Capacity Upgrade:** place up to 64 of these in the 3rd slot of the Barrel’s GUI. Each upgrade adds 256 more stacks of items worth of storage space. Max storage in a single barrel is about 1 million items (with 64 Barrel Capacity Upgrades).
	+ **Barrel Void Upgrade:** place one of these in the fourth slot of the Barrel GUI. Any items which attempt to enter a Barrel with a Barrel Void Upgrade will be deleted if there is no more space in the Barrel for items.
* **Storage Key:** right click on Barrels with a Storage Key to lock the slot. What this means is, the item type in the slot cannot be changed, but items can still be added and removed from the Barrel. If all of an item is taken out of a locked Barrel, the item type will stay the same even though there are zero items in the Barrel. Right click again to unlock. Locked Barrels have a key visual on the bottom right of their face.
* **Inserter:** a sort of pipe. Places in the direction the player is facing. Items will travel from one end of the Inserter to the other in the direction the arrows on the outside are facing. Right click an Inserter to open its GUI. Here you can set the speed at which items can flow and the redstone mode of the Inserter. When clicking the plus/minus buttons, left click adds, right click subtracts. Shift right clicking on the side of an Inserter with an empty hand will add an output. Items in the Inserter will automatically be put into any inventories (including Inserters) connected to their side outputs before they move forwards (out the front). Carry On, a mod that allows you to pick up blocks, has a conflicting keybind (shift right click) that will not allow you to set outputs. You will have to change either Carry On’s keybind, or Ender Utilities’ in order to set outputs on the side of Inserters.
* **Inserter (Filtered):** identical in functionality to the Inserter (above), but with the addition of a filter. Right click on the Inserter (implied filtered in this section) to open its GUI. Here you can set the filter modes and which blocks you wish to filter. Any blocks you put into the 27 slots of the Inserter will be added to the filter. You can set the filter to apply to the input or to the side outputs. You can also make the filter a blacklist or a whitelist, turn on or off *match damage/metadata*, and turn on or off Ignore NBT.
* **Massive Storage Unit:** a block which can store 1 billion items of a single type. Right click on the Massive Storage Unit to open its GUI and see what is stored inside.
* **Massive Storage Bundle:** a block which can store 1 billion items of a single type in 9 different slots (totalling a maximum of 9 billion items of up to 9 different types). Right click on the Massive Storage Bundle to open its GUI and see what’s inside.
* **Small Memory Chest:** a chest that has 9 slots that can each store a stack of 64 items. Slots can be locked with middle click, meaning the item type in that slot cannot be changed. The chest can also be set to private, making it unbreakable and unopenable to any player but yourself.
* **Memory Chest:** a chest identical to the Small Memory Chest (above), but with the normal 27 slots that can each store a stack of 64 items.
* **Large Memory Chest:** a chest identical to the Memory Chest (above), but with the equivalent storage space of a double chest (54 slots, each storing 64 items).
* **Memory Cards:** an item that is used to give certain Ender Utilities storage units an inventory. There are four different sizes of Memory Card; 6 Bit, 8 Bit, 10 Bit, and 12 Bit. Each card will turn on an entire section of the storage device it is put in (examples below). The stack size in the storage unit depends on the Memory Card; stacks size is equal to 2(Bits) per stack. This means that 6, 8, 10, and 12 Bit cards store 64, 256, 1024, and 4096 items per stack, respectively.
* **Handy Chest (Small):** a chest with lots of useful functionality. Requires at least one Memory Card in order to use. Place a Memory Card in any (or all) of the slots in the top right of the GUI. Select an inventory by hitting the checkmark under a card. This chest has 18 slots and up to 4 Memory Cards (totaling a potential of 72 slots and a maximum of 294,912 items stored). There are also lots of other handy buttons around the edges of the GUI like a Sort Inventory Button, a Move All Items (except hotbar) button, a Move Matching Items (except hotbar) button, and more.
* **Handy Chest (Normal):** a chest that is identical to the Handy Chest (Small) except it has 36 slots per Memory Card (totaling a potential of 144 slots and a maximum of 589,824 items stored).
* **Handy Chest (Large):** a chest that is identical to the Handy Chest (Normal) except it has 54 slots per Memory Card (totaling a potential of 216 slots and a maximum of 884,736 items stored).
* **Handy Chest (Extended):** a chest that is identical to the Handy Chest (Large) except it has 104 slots per Memory Card (totaling a potential of 416 slots and a maximum of 1,703,936 items stored).
* **Handy Bag:** a bag that is exactly like the Handy Chest (above) except it can be opened in your inventory. This particular bag has 27 slots per Memory Card (totaling a potential of 108 slots and a maximum of 442,368 items stored). When you open your inventory, the bag that is closest to the top left slot of your inventory will open by default. If you want to manually open a specific bag, right click with the bag in hand.
* **Handy Bag (Large):** a bag that is exactly like the Handy Bag (above) except it has 55 slots per Memory Card (totaling a potential of 220 slots and a maximum of 901,120 items stored). Like the other sized Handy Bag, this bag will open automatically in your inventory. If there is more than one Handy Bag in your inventory, of any size, the bag in the priority slot, closest to the top left slot of your inventory, will automatically open. You can also manually open any bag by right clicking with it in hand.
* **Inventory Swapper:** a bag that has the exact capacity of your inventory, including armor and baubles slots, per Memory Card. The Inventory Swapper can be used to store an entire alternate inventory, and swap it with your current inventory will a single button press, armor and all. A single Inventory Swapper can have up to 4 Memory Cards, meaning up to 4 saved inventories. Highlight slots in your inventory that you want to be swapped by middle clicking them individually, or clicking the arrows to highlight entire rows or columns. Then, exit the GUI and hit the Toggle keybind with the Inventory Swapper in hand to swap all of the highlighted inventory slots with the corresponding slots in your Inventory Swapper on the selected Memory Card.
* **Junk Storage Unit:** a block that can only store normally non-stackable items. It has 270 slots of storage space and can hold 256 items per stack (even though items it is holding are non stackable).

## **Machines**

* **Ender Furnace:** an upgraded version of a furnace. Can use all normal fuels as well as ender pearls, eyes of ender, and blaze powder. Can smelt items without any fuel (1 item per min). Additionally has slow and fast modes; slow mode smelts 1.5x items for the fuel compared to a vanilla furnace while fast mode smelts 6x faster but smelts 0.75 items for the fuel compared to a vanilla furnace. You can also have the output of the Ender Furnace transport directly to your ender chest.
* **Ender Infuser:** a manual charging port for Ender Capacitors. Insert ender pearls or eyes of ender into the left most slot of the Ender Infuser to turn them into fuel. Place an Ender Capacitor in the top right slot to charge it.
* **Creation Station:** a SUPER workstation. Requires at least one Memory Card. Has 2 crafting tables which keep their inventories, 2 furnaces which work identical to the Ender Furnace (above), and a huge amount of storage space. Supports up to 4 Memory Cards, meaning 4 times the storage space
* **Advanced Quick Stacker (AQS):** similar to the Quick Stacker (above). Right click on the AQS to open its GUI. The AQS has two modes; Area Mode and Bound Target Mode. Switch between these modes by hitting the button in the top left. In Area Mode, the AQS will automatically target all inventories within 16 blocks. In Bound Target Mode, the AQS requires at least one Link Crystal (Block) and at least one Memory Card (misc). The Link Crystal stores a destination inventory (chest, etc) that the items are going to be sent to and the Memory Card stores the filter settings for that Link Crystal. The Link Crystal can only link to inventories in a range of 32 blocks from the AQS. Select a Link Crystal to set its filter settings by left clicking the check button below it. Right click the checkmark below all of the Link Crystal and Memory Card pairs that you want to enable. This will highlight them in green. In your inventory, middle click any slots that you want to highlight or hit the arrows to highlight entire rows or columns. Then exit the GUI and double left click on the AQS with an empty hand to send all of the items in your inventory which a) are in the highlighted slots, b) are in one of the AQS’s enabled Memory Card’s filters, and c) are already contained in the destination inventory corresponding to a compatible Memory Card is paired to. If you want to ignore the third requirement, shift double left click on the AQS to send all items that a) are in highlighted inventory slots, and b) are in one of the AQS’s enabled Memory Card’s filters.
* **Molecular Exciter:** any block that is placed in front of the Molecular Exciter will fall until it hits solid ground like a gravity affected block (sand, gravel, concrete, etc). Once it hits solid ground it will revert to being an ordinary block.
* **Drawbridge:** a block that can extend and retract a single line of blocks from itself (like a drawbridge). The max length of the Drawbridge is 64 blocks. Right click on the Drawbridge to open its GUI. Here you can set when the Drawbridge extends (redstone powered, redstone depowered, toggle on pulse), the length of time it takes to extend, and how many blocks the Drawbridge is made of. The Drawbridge can only extend with blocks it has in its inventory. If you set the length to 20, you have to give it 20 blocks of a single type in order for it to be able to extend to 20 blocks. There is also an arrow button that allows the Drawbridge to take blocks from the world. For example, you can manually build a Drawbridge extending from the block and then hit the arrow button. The Drawbridge will retract the number of blocks that the length is set to from the blocks in front of the Drawbridge.
* **Advanced Drawbridge:** exactly the same as the Drawbridge (above) except every block in the Advanced Drawbridge can be a different block. The max length is 32 blocks however. Because every block can be different, every block has its own slot in the Advanced Drawbridge GUI. Rather than place 32 different blocks in 32 different slots it is my suggestion to use the *Take Block States From World* button for this one. Just build the bridge however you want, up to 32 blocks long, and have the Advanced Drawbridge retract it into itself by pressing the arrow button.

## **Multiblock Structures**

**Portals:**

Ender Utilities allows you to create your own custom portals using Link Crystals to link to other portals or to locations (essentially one way portals). Portals are created using Portal Frame blocks. Portals can be any shape or size (the max size is configurable and up to the mod pack creator) but the Portal Frame blocks must form a complete loop around some unobstructed area (no blocks in the area). Portals can also be horizontal or vertical.

Place a Portal Control Panel on any of the Portal Frame blocks used in the

construction of your portal. This panel will allow you to control where the portal takes you. Press the large button in the center of the Portal Control Panel to activate the portal. By default, the portal will take you nowhere. Right click on the Portal Control Panel with an empty hand in any of the areas that do not contain buttons. This will open the GUI. Here you can set up 8 different portals which can transport the player to 8 different locations. You can also name the current portal. Place a Link Crystal that is connected to either a location or another portal into any of the 8 crystal spots. To link a Link Crystal (Portal) to a portal, shift right click on the portal (the glowing transparent stuff) with the Link Crystal (Portal) in hand. Exit the GUI. When you hover your cursor over a button, the name of the Link Crystal that is connected to that button will show up. Press the button to select a Link Crystal. Then press the large central button twice to deactivate the current portal, and activate the portal you selected. Now if you jump in the portal, you will go to wherever the selected Link Crystal is connected to. These portals are multidimensional.

If you use up all 8 locations on a single portal, no worries. You can add another Portal Control Panel to your portal. You can also make it clearer which portal you have selected. If you name your Link Crystals to the location that it is connected to, it will make it easier for you to know what a button does. Additionally, you can place a piece of dye under a Link Crystal in the GUI. This will color both the button and the portal. You can also camouflage the Portal Frame blocks. Right click on a Portal Frame Block with an empty hand to transfer the texture of the block in your offhand. This does not work with Portal Control Panels unfortunately. Revert the texture back to its original by shift right clicking on the Portal Frame with an empty hand.

**Energy Bridge Transmitter:**

 This multiblock structure allows you to charge Ender Capacitors which are installed in items automatically in all dimensions that have an Energy Bridge Receiver (below). The Energy Bridge Transmitter must be built in the End. It requires 1 Energy Bridge Transmitter block and 4 Energy Bridge Resonators. It also requires an Ender Crystal (you can spawn one with an Ender Relic or another method). I recommend building the multiblock structure before spawning the Ender Crystal because if you detonate the Ender Crystal it will destroy the structure. Keep in mind Ender Crystals can only be placed on 3x3x6 obsidian pillars. Place a filler block where you are going to place your Ender Crystal. On all four sides of this block, place an Energy Bridge Resonator facing towards the Ender Crystal (player’s back to the Ender Crystal when placing) with two blocks of air between the Ender Crystal and the Energy Bridge Resonator. Place an Energy Bridge Transmitter directly over the Ender Crystal with two blocks of air between. Now place your Ender Crystal in place of your filler block (beware the explosion). If everything is correct, lights will connect all of the Resonators together and a beam will shoot up from the Transmitter like a beacon.

**Energy Bridge Receiver:**

 There is no reason to build an Energy Bridge Receiver unless you have already built an Energy Bridge Transmitter (above). You must build an Energy Bridge Receiver in any dimension that you want to have all items with Ender Capacitors charge automatically (except the end). An Energy  Bridge Receiver requires 1 Energy Bridge Receiver block and 4 Energy Bridge Resonators. Place down your Energy Bridge Receiver block anywhere in the dimension. It must have both sky access and bedrock/void access in order to work. This should be pretty simple if you are in a void world. Now, on all four sides of the Energy Bridge Receiver, place an Energy Bridge Resonator with two blocks of air between itself and the Ender Bridge Receiver block. The player needs to place the Energy Bridge Resonators with their back to the Ender Bridge Receiver block in order to obtain the right orientation. If you have done everything right, lights will connect all of the blocks together and a beam like a beacon will shoot into the sky out of the Energy Bridge Receiver. No matter where you are in this dimension, all of your tools which contain Energy Capacitors will charge automatically while in the player’s inventory.

## **The Most Complicated Wand In The History Of Minecraft**

**Wand of the Lazy Builder:**

 First, use a Tool Workstation to give the Wand an Ender Capacitor. You can also give it Link Crystals (Block) to link it to inventories. While holding the Wand in hand, information about the mode you are in and the block you have selected are visible in the bottom left of the screen. Here are some controls you will need to familiarize yourself with:

* **Change Selected Building Block:** Alt + Scroll
* **Change Selected Mode:** Ctrl + Scroll
* **Set Current Building Block:** Shift + Left Click - sets current building block to the block the player is looking at
* **Preview:** Shift + Alt + Toggle - see what it will look like if you were to place the blocks

* a mode which essentially copies the shape of adjacent surfaces and allows you to place blocks of any type to match the exact shape of the surface adjacent to the area you have selected. The default adjacent surface is the surface below the start position. I believe cont. stands for continuous because surfaces must be… continuous. It could also stand for contour.
* **Set Anchor:** Left Click - sets the start position of your build
* **Change Area:** Shift + Scroll - changes the affected area in the direction you are looking
* **Place:** Right Click - place the selected block everywhere that is highlighted (requires the block to be in connected inventories)
* **Move:** Shift + Toggle - after you build with right click the start position will automatically move over 1 block in the opposite direction from the surface being extended
* **Area Flipped:** Toggle - by default the area that is being extended is below the start position. With Area Flipped enabled, the area being extended will be the surface directly one block to the [Area Flipped Direction] from the start position. The Area Flipped Direction is the direction the player was looking when Toggle was pressed
* **Allow Diagonals:** Ctrl + Alt + Toggle - normally you can only extend the area you are building over a surface (not air); with Allow Diagonals on, blocks diagonally from the blocks on your adjacent surface will be considered part of the same surface

**Extend Area (2):**

* a mode that shares a lot of the same functionality as the previous mode, Extend Cont. (above)
* Surfaces don’t have to be continuous in this mode, but blocks will still only place next to adjacent blocks (Because the mode *extends* already existing structures, it doesn’t create new ones)
* **Continue Through:** Ctrl + Alt + Toggle -  normally if there are any blocks blocking in the way of the area you want to select, you cannot scroll in that direction to extend the area past existing blocks. With Continue Through enabled, you can ignore blocks in the way
* **Replace:** Alt + Toggle - replaces “replaceable blocks” like tall grass that would otherwise be built around

**Column (3):**

* a mode that is great for making large towers of blocks
* **Set Anchor:** Left Click - set the base of the column. The face of the block you left click on is opposite the direction the column will extend (for vertical columns click on top or bottom faces, for horizontal columns click on side faces)
* **Change Height:** Shift + Scroll: extend the height of the column
* **Place:** Right Click - place the selected block everywhere that is highlighted (requires the block to be in connected inventories)
* **Continue Through:** Ctrl + Alt + Toggle: normally the column will stop if any blocks are in the way; with Continue Through on it will ignore blocks in the way and keep going
* **Move:** Shift + Toggle: after each placement, the base of the column will move over one block in the direction the column extends
* **Replace:** Alt + Toggle - replaces “replaceable blocks” like tall grass that would otherwise be built around
* Area Flipped does not seem to do much in this mode

**Line (4):**

* similar in function to the column, but extends in both directions from the anchor rather than just one
* **Set Anchor:** Left Click - sets the starting point for the line. The line will extend in the 2 directions to the left and right of the block face the player clicks on. Clicking on a top or bottom face always extends east and west for some reason, so I suggest placing a block and clicking on a side face that is not on the axis you want to build the line
* **Change Line Area:** Shift + Scroll - extends or retracts the line in the direction you are looking
* **Place:** Right Click - place the selected block everywhere that is highlighted (requires the block to be in connected inventories)
* **Area Flipped:** Toggle - makes horizontal lines vertical if Toggle is pressed while looking in a direction that the Line does not extend in. Looking in a direction the line extends in does nothing.
* **Move:** Shift + Toggle - automatically moves the anchor up one block after each place
* **Continue Through:** Ctrl + Alt + Toggle: normally the line will stop if any blocks are in the way; with Continue Through on it will ignore blocks in the way and keep going
* **Replace:** Alt + Toggle - replaces “replaceable blocks” like tall grass that would otherwise be built around

**Plane (5)**

* a mode that is very similar to the Extend area mode, except it doesn’t require an adjacent surface
* **Set Anchor:** Left Click - set the starting point of the plane.
* **Change Plane Area:** Shift + Scroll - the area of the plane will change in the direction you are facing while you scroll. Only works in two dimensions at once; the block face you set the anchor on is the axis which it doesn’t extend in (for example, left clicking on the top of a block, which is on the y axis, extends along the x and z axes)
* **Place:** Right Click - place the selected block everywhere that is highlighted (requires the block to be in connected inventories)
* **Area Flipped:** Toggle - rotates the plane 90 degrees around the axis which you are looking at when you press Toggle
* **Move:** Shift + Toggle - automatically moves the anchor 1 block in the direction opposite the block face the anchor was placed on after each left click
* **Continue Through:** Ctrl + Alt + Toggle: normally the plane will stop if any blocks completely block the entire width of the plane; with Continue Through on it will ignore blocks in the way and keep going
* **Replace:** Alt + Toggle - replaces “replaceable blocks” like tall grass that would otherwise be built around

**Circle (INCOMPLETE - doesn’t do anything atm) (6)**

**Walls (7)**

* a mode that is useful for building hollow cubes or 2D Walls
* **Set Corner 1:** Left Click
* **Set Corner 2:** Right Click - the corner opposite Corner 1
* **Place Walls:** Hold Right Click For 2 Seconds and Release - if nothing happens, you counted to 2 too fast. I just noticed I used to, two, too in a sentence and its kinda wack.

**Cube (Solid) (8)**

* a mode that is identical to Walls (above) except instead of a hollow cube, it creates a solid cube

**Replace (9)**

* a mode that is useful for replacing large areas made of the same material
* **Switch Submode:** Toggle - switches between Single Replace and Area Place modes
* **Replace (Single):** Right Click - replaces only the block you are looking at with the block you have selected
* **Place Anchor (Area):** Left Click - places the starting point for your replace operation. The replace operation will only replace blocks of the type the anchor is placed on.
* **Change Replace Area (Area):** Shift + Scroll - the area to be replaced will extend or retract in the direction you are facing while scrolling. The area can only increase onto adjacent areas which contain the same block as the block the anchor is on.
* **Replace (Area):** Right Click - replaces all of the highlighted blocks with the selected block. The blocks that are replaced are dropped where they were broken (in survival).
* **Allow Diagonals:** Ctrl + Alt + Toggle - allows two areas of the same block to be connected by diagonal blocks when otherwise the Area Replace would not be able to recognize the area across the diagonal

**Replace 3D (10)**

* a rather complicated mode that allows you to replace all of one type of block with all of another type of block within a certain area. A note for below; if it does say (Bind Mode), Bind Mode is off.
* **Toggle Bind Mode:** Shift + Toggle - you must enter Bind mode to select the block replacement and the target block. Once you are done with this you can hit Shift + Toggle again to leave Bind Mode.
* **Select Replacement (Bind Mode):** Shift + Left Click - you should see the Replacement get changed to whatever block you clicked on
* **Selected Target (Bind Mode):** Shift + Right Click - you should see the Target get changed to whatever block you clicked on
* **Select Corner 1:** Left Click
* **Select Corner 2:** Right Click - the corner opposite Corner 1 which creates a bounding box around the area in which you want to replace the target block with the replacement block
* **Replace:** Hold Right Click for 2 Seconds and Release - replaces all blocks in the bounding box of type *Target* with blocks of type *Replacement*. Drops the blocks which are replaced at their original locations.

**Move, from (11) and Move, to (12)**

* a pair of modes that can select an area and move it to a different area
* **Place Corner 1 (Move, from):** Left Click - this corner is the corner which is going to be placed in Move, to mode; plan accordingly
* **Place Corner 2 (Move, from):** Right Click - the corner opposite Corner 1 which creates a bounding box around the area you want to move
* **Rotation (Move, from):** Toggle - you can rotate the bounding box you set in any direction by looking in that direction and hitting Toggle
* **Mirror (Move, from):** Shift + Toggle - you can mirror the bounding box over the x or z axis by looking down the opposite axis and pressing Shift + Toggle
* **Place Corner 1 (Move, to):** Left Click - places the entire bounding box saved in the *Move, from* mode as if the Corner 1 that you set in *Move, from* is wherever you left clicked
* **Rotation (Move, to):** Toggle - you can rotate the bounding box where the saved structure will be placed in any direction by looking in that direction and hitting Toggle
* **Mirror (Move, to):** Shift + Toggle - you can mirror the bounding box where the saved structure will be placed over the x or z axis by looking down the opposite axis and pressing Shift + Toggle
* **Move Structure (Move, to):** Hold Right Click for 2 Seconds and Release - moves all of the blocks in the *Move, from* bounding box to the *Move, to* bounding box
* **Replace:** Ctrl + Alt + Toggle - replaces “replaceable blocks” like tall grass that would otherwise be built around

**Copy (13) and Paste (14)**

* similar to the *Move, from* and *Move, to* modes - you can copy everything inside one bounding box and paste it as many times as you want in other bounding boxes that you place. You require all of the blocks you place to be in inventories that are connected to your wand
* **C&B c-w:** Ctrl + Alt + Shift + Toggle - stands for Chisels and Bits cross-world saving. Leave this off if you are not going to use Copy mode to paste a build from this world into another one.
* **Select Area (Copy):** Left Click one corner and Right Click the other - creates a bounding box around an area that will be copied (this is the short version of the instructions used in the Move modes)
* **Save Template (Copy):** Hold Right Click for 2 Second - will save everything inside your bounding box to the current template
* **Switch Templates (Copy and Paste):** Alt + Scroll - changes which Templates you will overwrite. Templates are shared between Copy and Paste mode so do not overwrite a template that you still want to use.
* **(Re)Name the Current Template (Copy):** Toggle - name your template to make it easier for yourself to remember what is what
* **Set Area To Paste (Paste):** Left Click - places the entire bounding box of the selected template anchored with the red corner (the left click in Copy Mode) on the block you clicked on
* **Mirror:** Shift + Toggle - mirror the build in the direction you are looking when you pressed Shift + Toggle
* **Rotation:** Toggle - rotates the copied build based on the direction you were looking in when you pressed Toggle
* **Replace:** Ctrl + Alt + Toggle - replaces “replaceable blocks” like tall grass that would otherwise be built around
* **Entities:** Alt + Shift + Toggle - copies living entities. Only works in creative mode as far as I can tell. Having the entity’s spawn egg in my inventory did not work in survival mode.

**Stack (15):**

* basically a mode that allows you to mass copy and paste. Great for repeated patterns in builds. Select an area, and then scroll to create a line of adjacent bounding boxes into which the initial area’s blocks will be copied
* **Select Area:** Left Click one corner and Right Click the other - creates a bounding box around an area that will be *the initial area*
* **Stack:** Alt + Shift + Scroll - bounding boxes identical to the initial selected area will extend in the direction you are facing as you scroll
* **Place Blocks:** Hold Right Click for 2 Seconds and Release - all of the blocks in the initial bounding box will be copied into all of the boxes in all directions given that you have enough blocks in connected inventories
* **Mirror:** Shift + Toggle - mirror the initial bounding box in the direction you are looking when you pressed Shift + Toggle
* **Rotation:** Toggle - rotates the initial bounding box based on the direction you were looking in when you pressed Toggle
* **Replace:** Ctrl + Alt + Toggle - replaces “replaceable blocks” like tall grass that would otherwise be built around
* **Entities:** Alt + Shift + Toggle - copies living entities. Only works in creative mode as far as I can tell. Having the entity’s spawn egg in my inventory did not work in survival mode.

**Delete (16)**

* this mode is only available in creative mode unfortunately. Deletes all blocks inside the bounding box that you create. All of its features have been covered somewhere above but I will tell you what they are: supports multiple saved Areas, Rotation, Mirror, and Entities.

## **Misc**

* **Ender Alloy (Basic):** a crafting ingredient
* **Ender Alloy (Enhanced):** a crafting ingredient
* **Ender Alloy (Advanced):** a crafting ingredient
* **Ender infused Stick:** a crafting ingredient
* **Ender Rope:** a crafting ingredient
* **Syringe:** a crafting ingredient
* **Paralyzer Syringe:** right click on a mob with the Paralyzer Syringe to turn off its AI (it does not move, it does not attack, it still drops its items)
* **Stimulant Syringe:** right click on a mob to undo the effects of the Paralyzer Syringe (above)
* **Pacifier Syringe:** right click on a mob to remove its targeting AI (it will no longer attack anything). If anything attacks and damages a pacified mob, it will return to normal and be able to attack once more. \* There are odd exceptions like the Wither. The Pacifier Syringe will remove the targeting AI from the central head, but the two side heads will continue to be aggressive.
* **Ender Elevator:** while standing on an Ender Elevator block jump to be transported to the nearest Ender Elevator of the same color which is above your current y level. Sneak (shift) to be transported to the nearest Ender Elevator of the same color which is below your current y level. Ender Elevators have a range of 64 blocks horizontally and 256 blocks vertically. Ender Elevators can be colored by right clicking on them with dye or by using colored wool in the crafting recipe. Ender Elevators also can be activated remotely using redstone; a signal strength of less than 8 will transport entities up and a signal strength of 8 or more will transport entities down. This is useful for transporting mobs. Finally, you can camouflage Elevators by right clicking on them with an empty hand to transfer the texture of the block in your offhand to the Elevator. The color of the elevator will still be visible on the top of the block. Shift right click with an empty hand to undo this.
* **Ender Elevator Slab:** identical to the Ender Elevator (above). Ender Elevator Slabs connect to Ender Elevator blocks of the same color.
* **Ender Elevator Layer:** identical to the Ender Elevator (above). Ender Elevator Layers connect to Ender Elevator blocks and slabs of the same color.
* **Floor:** a very thin decorative block which can be used as a floor. Takes up a full block despite its appearance.
* **Cracked Floor:** very similar to the Floor (above) but items and experience orbs fall through the Cracked Floor as if it isn’t there
* **Phasing Block:** a block that is transparent and has no hitbox when unpowered by redstone, but becomes a solid block when powered
* **Phasing Block (Inverted):** the opposite of the Phasing Block (above); transparent with no hitbox when powered by redstone, but becomes solid when unpowered.
* **Sound Block:** similar to the noteblock. Right click the Sound Block to open its GUI and select a sound. You can listen to a sound by hitting the play button. You can also pitch the sound and adjust its volume. Powering the Sound Block with redstone will cause it to play the sound. The sound’s volume determines how far away a player can hear the sound.