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Up And Down And All Around
| Up And Down And All Around | |
|---|---|
| Name | Up And Down And All Around |
| Creator | Mysteryem |
| Latest Version | MOD 2.9.1 |
| Minecraft Version | 1.12.2, 1.11.2, 1.10.2 |
| Website | CurseForge |
| Root Mod | Baubles, Chiseled Me, Simpleretrogen |
Up And Down And All Around (originally TMT Gravity Mod) is a mod by Mysteryem that lets the player's personal gravity point in any of the six cardinal directions instead of only down. Players whose gravity has been redirected continue to move and look around in the usual way, but their fall direction, footing, view rotation and collision behavior all rotate with their current gravity, allowing them to walk along walls and ceilings as if they were the floor.
Gravity directions
There are six possible gravity directions: down (the vanilla default), up, north, east, south and west. A player's current direction is set by holding a directional Gravity Anchor in any inventory slot, by holding an active Weak Gravity Controller, Gravity Controller or Strong Gravity Controller, or by entering the area of effect of a placed gravity generator or gravity plate. When several effects act on the same player at once, the highest-priority effect wins; ties resolve in favor of whichever effect was applied most recently.
Strength tiers
Every gravity-changing block, item and tool belongs to one of three strength tiers, weak, normal or strong, and the tier determines two things: which players the effect can act on, and which other effects it can override.
- Weak effects only act on players carrying at least the configured number of weak enablers, such as a piece of armor or Baubles accessory crafted with Gravity Paste, a Grav-Iron Amulet, or any of the Gravity Attuned armor pieces.
- Normal effects also require enablers; by default, weak enablers count toward the normal threshold at a configurable ratio (4:1 by default), so a fully Gravity Attuned set is enough to qualify a player for normal-tier effects.
- Strong effects ignore enablers entirely and act on every player.
Each tier of generator and plate produces fields visible only to players wearing the Gravity Goggles, and each tier overrides the tiers below it. Within a tier, generators apply a priority that scales with the player's distance to the source, so smaller fields nested inside larger ones can take over locally.
Anti-Mass progression
Every functional item in the mod ultimately derives from Anti-Mass, a glittering dust mined from Anti-Mass Ore in the Overworld, the Nether and the End. Smelting Anti-Mass produces unstable Destabilised Anti-Mass, which can be combined with coal into the stable Restabilised Anti-Mass used in most mid- and late-game recipes. Players who do not want to mine the ore directly can craft an Anti-Mass Inducer and combine it with a tool to gain a chance of dropping Anti-Mass when breaking other configured blocks. From there, Grav-Iron, the Graviton Pearl and the Spacetime Anomaly open up the equipment, anchors, controllers and generator/plate tiers in turn.
Hazards
Travelling too high above the world while under reversed gravity exposes the player to a configurable set of altitude hazards: progressively colder air that eventually freezes the player solid, thinning atmosphere that causes asphyxiation, and ultimately a vacuum where blood begins to boil before the player is killed by exposure. The cutoff heights for each hazard, and the corresponding death messages, can be tuned in the mod's configuration file.
ASM and compatibility
The mod uses ASM to patch a number of vanilla classes, including EntityPlayerMP, AbstractClientPlayer, EntityPlayerSP, EntityRenderer, RenderLivingBase and the player network handlers, so that vanilla movement, collision and rendering code understands non-downward gravity. Mods that perform their own ASM patches on the same classes, or that replace player hitboxes with custom AxisAlignedBB subclasses, will likely be incompatible. Known incompatible mods include VanillaFix, Surge, ChiseledMe and LagGoggles.
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