Quark Oddities is a self-contained addon bundled inside Quark that adds a curated collection of more unusual, mechanics-changing features. Unlike the rest of Quark, each Oddities module is grouped under its own Oddities category in the Q menu and must be enabled there.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/VazkiiMods/Quark/llms.txt
Use this file to discover all available pages before exploring further.
Oddities modules are disabled by default and must be turned on individually in the Q config menu (press Q in-game, or open
quark.toml under the oddities category). None of these features affect gameplay until you enable them.Backpack
A wearable leather chest-slot bag with 27 inventory slots that keeps its items on death.
Matrix Enchanting
Replaces the vanilla enchanting table with a grid-based enchantment builder fuelled by Lapis and influenced by coloured candles.
Magnets
Redstone-powered blocks that push or pull iron, copper, and other magnetic materials — including entities.
Pipes
Copper item conduits that connect containers and move items between them automatically.
Crate
A single-item bulk-storage block that holds up to 640 items of one type.
Totem of Holding
On death, your items are held by a hovering totem at your death point rather than scattering on the ground.
Tiny Potato
A tiny, adorable decorative potato that reacts when right-clicked.
Backpack
The Backpack is a wearable bag that occupies the chest armour slot and grants 27 additional inventory slots — the same capacity as a single chest.Crafting
The recipe uses leather, string, and a chest arranged in a backpack shape. When Ravager Hide is enabled, the optimal recipe uses Bonded Ravager Hide for a stronger result (same inventory size, different material). The backpack can be dyed like leather armour by using it in a crafting grid with any dye, or by washing the colour off in a cauldron.Equipping the Backpack
Equip the backpack like any chest armour piece — drag it to the chest slot in your inventory, or use the right-click equip shortcut from Expanded Item Interactions. When the backpack is equipped, opening your player inventory automatically opens the Backpack inventory screen instead, displaying all 27 backpack slots alongside your regular inventory. Your normal inventory is still accessible from the same screen.Items inside the Backpack
- Items inside the backpack tick every game tick (simulating being in a player’s inventory), allowing things like furnace fuel, crop growth from nearby blocks, etc. Disable with Items in Backpack Tick.
- Automatic Tool Restock searches the backpack for replacement tools.
- Items will not tick or be accessible while the backpack is sitting in a chest or on the ground as a dropped item.
Death behaviour
When you die, the backpack item is dropped as a regular item entity — but its contents are preserved. Items inside the backpack do not scatter individually. Pick up the backpack item to recover everything at once. If the backpack is dropped as an item (not worn), its contents spill out as separate item entities so they can be picked up individually without the bag.Ravager Hide
When the Ravager Hide sub-feature is enabled, Ravagers drop 1 Ravager Hide on death (plus extra with Fortune, at a configurable rate). Ravager Hide can be crafted into Bonded Ravager Hide blocks, which are used in the backpack recipe.Matrix Enchanting
The Matrix Enchanting table replaces the vanilla Enchanting Table with an entirely new mechanic: instead of picking one of three random level-gated options, you build an enchantment piece by piece on a grid, spending Lapis for each piece. When this module is enabled, every vanilla Enchanting Table in the world (including newly placed ones) is automatically converted to a Matrix Enchanting Table. This can be disabled with the Automatically Convert config option if you want to add a separate recipe instead.Place the Matrix Enchanting Table
Place the table and surround it with Bookshelves as usual. Up to 15 bookshelves contribute enchanting power, expanding the number of pieces you can generate and improving the quality of available enchantments.
Insert the item and Lapis
Place the item you want to enchant in the left slot. Place Lapis Lazuli (or any item in the
#c:enchanting_fuels tag, a NeoForge common tag) in the fuel slot below it. Each Lapis provides 4 charges (configurable), and each enchantment piece costs one charge.Generate enchantment pieces
The right side of the UI shows a grid. Click the + button to generate a new random enchantment piece and place it on the grid. The required XP level for the next piece increases with each piece added.
Arrange pieces on the grid
Drag pieces around the grid. Pieces from the same enchantment must be placed adjacent to each other to form a valid group. Incompatible enchantments placed adjacent to each other are highlighted in red.
Enchantment Fuel Tag
The fuel slot accepts any item in the NeoForge common tag#c:enchanting_fuels. By default this includes Lapis Lazuli. Data packs or other mods can add custom fuels to this tag.
Candle Influences
Placing coloured candles adjacent to, or within the bookshelf ring around, the Matrix Enchanting Table influences the probability of specific enchantment pieces appearing. Each of the 16 dye colours boosts a different set of enchantments:| Candle Colour | Influenced Enchantments |
|---|---|
| White | Unbreaking |
| Orange | Fire Protection |
| Magenta | Knockback, Punch |
| Light Blue | Feather Falling |
| Yellow | Looting, Fortune, Luck of the Sea |
| Lime | Blast Protection |
| Pink | Silk Touch, Channeling |
| Gray | Bane of Arthropods |
| Light Gray | Protection |
| Cyan | Respiration, Loyalty, Infinity |
| Purple | Sweeping Edge, Multishot |
| Blue | Efficiency, Sharpness, Lure, Power, Impaling, Quick Charge |
| Brown | Aqua Affinity, Depth Strider, Riptide |
| Green | Thorns, Piercing |
| Red | Fire Aspect, Flame |
| Black | Smite, Projectile Protection |
IEnchantmentInfluencer API
Any block can influence Matrix Enchanting by implementing org.violetmoon.quark.api.IEnchantmentInfluencer:
statesToInfluences config list using the format:
Notable Config Options
| Config | Default | Description |
|---|---|---|
| Max Bookshelves | 15 | Maximum bookshelf power the table reads |
| Charge Per Lapis | 4 | Number of piece charges each Lapis provides |
| Allow Books | true | Allow enchanted books to be created |
| Allow Treasures | false | Allow treasure enchantments (Mending, etc.) to appear |
| Allow Undiscoverable Enchantments | false | Allow enchantments not in #minecraft:in_enchanting_table |
| Normalize Rarity | true | Fuzzes enchantment rarities for a more balanced feel |
| Allow Underwater Enchanting | true | Table works when surrounded by water instead of air |
| Dupe Multiplier | 1.4 | Increases probability of pieces for enchantments already on the item |
| Incompatible Multiplier | 0.0 | Prevents incompatible enchantment pieces from appearing (set to >0 to allow) |
Magnets
Magnets are redstone-powered blocks that physically push or pull magnetic blocks and entities in the direction they face.Magnetic Blocks
A block is considered magnetic if it is made from or crafted using one of the following materials (by recipe derivation):- Iron Ingot / Raw Iron / Iron Ore / Deepslate Iron Ore
- Copper Ingot / Raw Copper / Copper Ore / Deepslate Copper Ore / Exposed/Weathered/Oxidized Copper
- Quark’s Gravisand
How Magnets Work
- Place a Magnet block. It faces in the direction you are looking when placed (configurable via the directional block state).
- Power it with a Redstone signal. The magnet lights up (emits light level 3) and begins scanning for magnetic blocks in the facing direction.
- Each tick, the magnet attempts to move magnetic blocks one step toward itself (attractor) or push them away (repulsor, depending on orientation and signal interpretation).
Magnetic Entities
When Magnetic Entities is enabled, magnets also attract or repel entities listed in the#quark:affected_by_magnets entity type tag. The pull force follows an inverse square law (force decreases with distance). Default pull force is 0.18.
When Magnetic Armor is enabled (requires Magnetic Entities), any living entity wearing magnetic armour pieces is also affected.
API for Modders
IMagnetMoveAction — implement on a Block to react to being moved by a magnet:
IMagneticEntity — implement on an Entity to customise how it responds to magnetic force:
Pipes
Pipes are Copper conduits that automatically move items between inventories. Connect two or more containers with pipes and items will flow through them.Pipe Types
| Block | Description |
|---|---|
| Copper Pipe | Standard pipe; visually a thin copper tube that connects in all six directions. Waterloggable. |
| Encased Pipe | A pipe enclosed in a solid wooden casing. Same transport behaviour, different aesthetic. Toggle with Enable Encased Pipes. |
BlockEntityType and are identified by the #quark:pipes block tag.
How Pipes Work
- Pipes connect automatically to adjacent pipes and to containers (chests, barrels, hoppers, dispensers, etc.) that expose an
IItemHandlercapability. - Items travel through the pipe network at a configurable speed (default pipe speed of 5, effective speed = 5 × 2 = 10 ticks per pipe segment).
- Up to 16 items (configurable via Max Pipe Items) can be in transit in a single pipe at once. Set to
0for unlimited. - When items enter or exit a pipe, a whoosh sound is played (disable with Do Pipes Whoosh).
- Pipes emit sculk vibrations when items pass through (Emit Vibrations, enabled by default).
- Item models are rendered travelling through the pipe (Render Pipe Items, enabled by default).
Crate
The Crate is a bulk-storage block that stores up to 640 items (configurable via Max Items), but only one item type at a time.How it Differs from a Chest
| Feature | Chest | Crate |
|---|---|---|
| Capacity | 27 slots × 64 items | Up to 640 items of one type |
| Item types | Any mix of items | One item type only |
| Comparator output | Slot-based signal | Proportional signal (0–15 based on fill level) |
| Sorting | Any item | Auto-refuses wrong type |
- Empty = 0
- Any items = 1 (minimum, if not empty)
- Full = 15
Totem of Holding
When a player dies, their items are captured by an ethereal Totem of Holding entity that hovers at the death location instead of scattering as loose item entities.Death Behaviour
- On death, all item drops are absorbed into a Totem of Holding that spawns at (or just above) the player’s death coordinates.
- The totem displays the player’s name above it so others can identify whose items it holds.
- The totem is fire-immune and floats in place.
- Walking into the totem (or right-clicking it) collects all items back into the player’s inventory.
Configuration
| Config | Default | Description |
|---|---|---|
| Dark Souls Mode | true | If the player dies again before retrieving their totem, the totem is destroyed (along with its items, unless Destroy Lost Items is false) |
| Destroy Lost Items | false | If the totem is destroyed, items inside are also destroyed instead of being dropped |
| Allow Anyone to Collect | true | Any player can collect a totem’s items, not just the owner |
| Spawn Totem on PvP Kill | false | By default, totems do not spawn if a different player killed you. Enable to always spawn totems including PvP deaths. Note: totems always spawn for self-kills (fall damage, etc.) |
Curiosities Compatibility
If the Curios API mod is installed, the Totem of Holding also captures Curiosity slot items from the dead player’s Curios inventory.Tiny Potato
The Tiny Potato is a small decorative block that can be placed on any surface, facing the direction you are looking.Behaviour
- Right-clicking the Tiny Potato makes it emit a heart particle and plays a soft interaction sound. This counts toward a Quark advancement (“Pat the Potato”).
- The block has a very small hitbox (4×6×4 pixels) and is waterloggable.
- It can hold items in a small internal inventory (drops them when broken).
- Produces a Comparator signal based on the number of items inside.
- Custom names can be applied with an Anvil. Named potatoes preserve their name when broken and re-placed.
The Angry Potato
Naming a Tiny Potato “angery” (intentional misspelling) gives it an angry face variant. This state is preserved when the block is broken and replaced.Tiny Potato Skins
The Tiny Potato supports skin packs — custom model JSON files placed underassets/<modid>/models/tiny_potato/ in a resource pack or mod. Quark includes several skins out of the box, and the Botania mod adds additional ones if both are installed.