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CurseForge · Minecraft mod

God Hat

Three cowboy hats that fire a sustained beam of light at your enemies, each with its own signature effect and three exclusive enchantments.

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Quick answer

Which God Hat release should I use?

Updated 2 days ago
Latest stable file hatmod-neoforge-1.21.1-1.1.0.jar
Game version 1.21.1
Loader NeoForge

God Hat hatmod-neoforge-1.21.1-1.1.0.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is God Hat required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does God Hat hatmod-neoforge-1.21.1-1.1.0.jar need?

hatmod-neoforge-1.21.1-1.1.0.jar. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add God Hat without breaking your instance.

Built for God Hat hatmod-neoforge-1.21.1-1.1.0.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use hatmod-neoforge-1.21.1-1.1.0.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside hatmod-neoforge-1.21.1-1.1.0.jar. It opens that exact file at the source.

About this project

What does God Hat add?

God's Cowboy Hat

Short summary (for the CurseForge "Summary" field):

Three cowboy hats that fire a sustained beam of light at your enemies, each with its own signature effect and three exclusive enchantments. Works on players, maids and mobs alike. Forge 1.20.1 / NeoForge 1.21.1.


Three cowboy hats — Black, White and Red. Put one on and, like a flashlight, you keep firing a beam of light at the enemy in front of you, each hat bringing its own signature effect and enchantments.

The hats work on any living entity that wears one — players, Touhou Little Maid maids, and mobs from other mods alike.

Download

Pick the jar that matches your game — install only one:

Minecraft Loader File
1.20.1 Forge 47.x hatmod-forge-1.20.1-1.0.1.jar
1.21.1 NeoForge 21.1.x hatmod-neoforge-1.21.1-1.0.1.jar

No dependencies required. With Curios installed the hats can also be worn in the head curio slot (optional — everything works fine without it).

The three hats

Hat Charge Beam Bonus dmg / tick Signature effect
Black 22 s (440 t) 8 s (160 t) 10 While charging, any damage makes you blink away and the hit misses completely — up to 3 times per cycle (enderman-style teleport with particles, sound and an on-screen counter)
White 18.2 s (364 t) 6.45 s (129 t) 10 Permanent Speed I + Jump Boost I (while worn)
Red 29.4 s (588 t) 7.6 s (152 t) 10 Strength I while firing

All three are crafted from leather + a matching dye + nether stars:

L L L
L D N
N N N

L = Leather ×4, D = the matching dye, N = Nether Star ×4.

The full cycle

        ┌──────────────────────────────────────────────────┐
        │                                                  │
        ▼                                                  │
  1. A valid target comes within 16 blocks                  │
        │                                                  │
        ▼                                                  │
  2. CHARGE  (Black 22s / White 18.2s / Red 29.4s)          │
     - the hat's BGM starts playing                        │
     - you gain Resistance II for the whole charge         │
     - everything except you within 5 blocks is slowed:    │
       mobs get Slowness V + overall damping,               │
       projectiles lose gravity and crawl along             │
        │                                                  │
        ▼                                                  │
  3. CHARGE ENDS                                            │
     - the slow field is removed instantly                  │
     - you gain Speed II (until the cycle ends)             │
        │                                                  │
        ▼                                                  │
  4. BEAM  (Black 8s / White 6.45s / Red 7.6s)               │
     - locks onto the nearest enemy, re-locks if a closer one appears
     - each beam tracks one enemy; every tick it deals damage
       and applies Slowness 255 (they cannot move)          │
     - Red: Strength I while firing                         │
        │                                                  │
        ▼                                                  │
  5. Enemies still nearby?  ── yes ──> back to 2 (music restarts)
                             └─ no ──> idle (music stops)

Beam damage

Every tick (20 times a second) each lit enemy takes:

fixed damage : the hat's damagePerTick (default 10)   -> a normal hurt()
% damage     : 5% of the target's CURRENT health      -> setHealth, ignores all damage reduction

The total is then multiplied by a power multiplier from the wearer's status effects (Strength +35% per level, Weakness −20% per level), so Strength and Weakness apply to the beam.

  • The damage type is the mod's own hatmod:flash, credited to the wearer (kills count for them). It is in the bypasses_invulnerability tag, so i-frames and damage caps cannot stop it.
  • The 5% is a forced percentage hit; below 5% of max health the percentage part stops and the fixed damage finishes the target off so it dies normally (loot, death message, kill credit).

Exclusive enchantments

Each hat has 3 exclusive enchantments (max level III) on top of all vanilla helmet enchantments (Protection, Blast Protection, Projectile Protection, Fire Protection, Respiration, Aqua Affinity, Thorns, Unbreaking, Mending, Curse of Binding, Curse of Vanishing …).

Enchantment Hat Effect At level III
Dodge Black +1 blink-dodge per charge phase 3 → 6 dodges
Afterimage Black +1 blink-dodge per beam phase; the dodged hit misses completely 1 → 3 dodges
Foresight Black The moment your charge completes, pin every enemy within 30 blocks; your view turns black-and-white for the whole duration lasts the whole cycle
Slow Field White +1 block to the time-dilation field's radius 5 → 8 blocks
Swiftness White +1 level to the permanent Speed / Jump Boost (Jump Boost caps at II) Speed I → IV
Radiance White While firing, you and every ally inside the time-dilation field gain Divine Veil 6 → 10 s
Lifesteal Red The beam heals you for a share of the damage dealt; overflow at full health becomes green hearts 15% lifesteal
Dominion Red The nearest enemies lose their target and are turned on each other 5 / 10 / 15 enemies, 15 s
Beam Red Fire extra beams while flashing up to 4 beams

A few details

  • Foresight (Black) uses the same "freeze in place" as the charging field; level III lasts the whole cycle.
  • Radiance (White) → Divine Veil is plain vanilla Invisibility — the model vanishes exactly as vanilla does, armour and held items stay visible, and the status bar shows only the Divine Veil entry. On top of that it periodically shakes off mobs that had already locked onto you, Wardens included. The radius is the time-dilation field (5 blocks base, widened by Slow Field); duration 6/8/10 s.
  • Dominion (Red) works on Wardens too.
  • Beam (Red) fires +1 beam per level (up to 2/3/4). With enough enemies each beam takes a different one; with too few, the spare beams stack on the nearest enemy with diminishing returns (4 beams on one target ≈ 1.62×, not 4×).
  • Lifesteal (Red) → Green Hearts are the mod's own shield pool (not a recoloured vanilla Absorption). They outrank golden hearts: incoming damage drains green hearts first, then golden hearts and health. They last forever but decay faster the more you have (1 s per heart at the base). The green heart bar is drawn by the client, so vanilla golden hearts are untouched.

The three hats are meant to feel different: Black = survival / dodging, White = speed / support, Red = berserker damage.

Other mechanics

  • Durability: base 300; at most 1 point of wear per 3 seconds; 1 Leather repairs 20.
  • Enchant armour bonus: every enchantment on the hat grants the wearer +2 armour.
  • Music: each hat plays its own BGM when the cycle starts, bound to the wearer with distance falloff.
  • Pacifism: while wearing a hat you cannot attack passive mobs or unprovoked neutral mobs.
  • Valid targets: hostile mobs / provoked neutral mobs / anything currently targeting you / anything that recently dealt you more than 0 damage (a 10-second memory — this catches modded mobs that look passive but actually fight back). Your own allies, pets and teammates are never targeted.

Compatibility

  • Curios — optional. With it installed, hats can go in the head curio slot and behave exactly as when worn on the head, including the rendered model. Without Curios the mod runs normally.
  • No dependencies required.
  • Designed for Forge 1.20.1 and NeoForge 1.21.1 (two separate jars).

Credits

Made by fadersketch. Licensed under MIT.

Project description from CurseForge.

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Recent files

God Hat versions and loaders

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Looking for an older file? The official CurseForge project page is in Resources.