JediPullZ
A downloadable mod
About
JediPullZ is a Doom mini mod that lets you pull items towards you like a Jedi using physics.
Works with any other mod out there.
Coded in ZScript, so requires GZDoom or equivalent.
Install
Download the latest release PK3 file
Use with GZDoom for Doom II. Probably will work with Doom I too, maybe even other IWADs as well, they're technically standalone universal addons.
Remember to check the mod options and set a hotkey bind in 'Customize Control'.
My method of installing mods is using gzdoom-portable.ini's autoload section:
[doom.Autoload] Path=$PROGDIR/MD/ModName.pk3 Path=$PROGDIR/MD/OtherModName.pk3
(I made a folder named 'MD' in the GZDoom install directory and put my mods into it. I opened the ini file with notepad++. Lower mods in the list are loaded last and thus have higher priority, overriding other mods above it in case of load-order conflicts.)
Have fun! This mod works with everything else, so you can combine them!
Links
Check out my other Doom mods here: 😈🔫
https://itch.io/c/3164246/mods-various
https://github.com/ReactorcoreGames/Doom-Mods-by-Reactorcore
...and check out everything else I do too: ✨🚀
| Status | Released |
| Category | Game mod |
| Author | Reactorcore |
| Tags | combat, Doom, force-pull, gameplay-mod, gzdoom, item-magnet, mod, Physics, retro-fps, telekinesis |
| Content | No generative AI was used |
Download
Development log
- JediPullZ released!57 days ago





Comments
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Hello, I wanted to suggest an idea for this mod: A "Charge" mode for the mod that requires a player to charge the power briefly to pull an item or enemy at varying strengths.
There could be a minimum charge time (Ie a second) which means a player can't spam it so much to get items they need, forcing precision and patience, but past the minimum, they can charge it more to pull an item or enemy towards them harder and faster.
It wouldn't be by default, but I imagine a few users may like it so they can add a little bit of challenge but also variety to the pull strength, with options for toggling the minimum charge time and the maximum they can charge it to, such as a minimum of 2 seconds to really make it more risky to use, and a max of 1 inch per second in speed, so they can't pull a megasphere stuck on a pedestal across the room so easily.
Perhaps, I might consider this, though I have low motivation to try to implement it. The mod is intended for active combat, so making it more convoluted to use would be unfun. Occasionally JediPull can fail at pulling items due to awkward level geometry so trying to charge up a pull and then fail to pull an item anyway can add to frustration, hence why the current ability is as straightforward as it is.
If you or anyone else wants to make a remix of the mod with that feature, go do so freely.
Thank you for making this and the other two alternate item-grabbing mods! I've been meaning to get something like this to help with mods or maps that have low ammo spawns.
Edit: Just tried it, works like a charm.
Thank you.