Project poppa

Project: Poppa by YellowForge Studios recreates the GrabPack from Poppy Playtime as a fully functional Minecraft tool. The mod puts a mechanical hand launcher in your hands, with nine distinct hand colors each built for a specific purpose: Blue and Red hands grapple to surfaces and pull you through the air, the Green and Conductive hands carry power charges between source blocks and receivers, the Purple Hand launches you off platform blocks, and the Omni Hand bypasses scanner color requirements entirely. A wire-based power system connects scanners, doors, and generators throughout any map, and the Glowby accessory adds a UV lighting mode that reveals hidden messages written with the UV Marker tool. Designed around exploration and puzzle-solving, Project: Poppa is best suited for adventure maps and custom experiences where traversal mechanics, power puzzles, and hidden lore are the focus.

By Minecraft Guides Updated 17 min read Developer: Yellowforge_Studios Forge

Project: Poppa brings the horror-toy factory world of Poppy Playtime into Minecraft with its iconic GrabPack, a wearable backpack that fires extendable robotic hands on ropes, letting you grapple walls, deliver power charges, operate color-coded machinery, and uncover secrets hidden in UV light.

Whether you’re launching yourself across platforms or wiring a factory-style puzzle room, this mod adds a completely new layer of interaction to your world. This guide covers every hand type, mechanic, block, and gadget the mod has to offer.

Getting Started with Project: Poppa

Your first moments with this mod revolve around one item: the Envelope. Everything flows from opening it and learning how your new GrabPack works. Here’s how to hit the ground running.

1

Open the Welcome Envelope

Right-click the Envelope to receive your GrabPack starter kit

The Envelope is your entry point to the entire mod. Right-clicking it hands you a GrabPack, a Blue Hand, a Cassette, and a Note, giving you everything you need to begin.

The Envelope is a single-use item, so it gives you exactly one starter kit. Reading the Note and listening to the Cassette sets up the lore backdrop for the mod’s Playtime Co. factory setting before you dive into gameplay mechanics.

2

Build the Hand Crafter

This workstation is required to craft all colored GrabPack hands

The Hand Crafter is the mod’s dedicated crafting station. You’ll use it to combine a Colorless Hand with a Paint Bucket, a Gear wheel, and a Battery to produce any hand color.

Hand Crafter Block
Gear
Iron Ingot
Gear
Iron Ingot
Iron Ingot
Iron Ingot
Gear
Iron Ingot
Gear
Crafting Table
→
Hand Crafter Block

Place the Hand Crafter somewhere accessible, as you’ll return to it every time you want a new hand type. It requires four Gear wheels and five Iron Ingots to build, and its high durability rating means it can handle heavy use once placed.

3

Gather Crafting Components

You need a Colorless Hand, Gear wheel, Battery, and paint before you can craft hands

Before making any colored hand, craft the three base components: a Colorless Hand (seven Iron Nuggets and one Iron Ingot arranged around the center), a Gear wheel (four Iron Nuggets), and a Battery (eight Iron Ingots and one Blaze Rod). Paint Buckets are made by combining any Water Bucket with the matching dye at a regular crafting table.

Colorless Hand
Iron Nugget
Iron Nugget
Iron Nugget
Iron Ingot
Iron Nugget
Iron Nugget
Iron Nugget
Iron Nugget
Crafting Table
→
Colorless Hand
Gear
Iron Nugget
Iron Nugget
Iron Nugget
Iron Nugget
Iron Nugget
Crafting Table
→
Gear
Battery
Iron Ingot
Iron Ingot
Iron Ingot
Iron Ingot
Blaze Rod
Iron Ingot
Iron Ingot
Iron Ingot
Iron Ingot
Crafting Table
→
Battery

The Battery has only two uses per item. The Gear wheel is consumed on each craft just like the Colorless Hand and Paint Bucket. Keep extra Batteries and Gear wheels so the Hand Crafter never sits idle.

4

Load Your GrabPack

Open your inventory and slot hands into the GrabPack’s dedicated slots

Your GrabPack has two active hand slots (left and right), a Glowby gadget slot, a Rings slot for EMU Cuffs, and up to ten spare hand storage slots. The Blue Hand from the Envelope belongs in the left slot, as it’s the only hand that fits there.

The GrabPack Interface

Your crafted right-hand type goes in the right slot. You can store up to ten additional hands as spares and cycle through them during play to swap out your right-hand active slot without opening your inventory. Place Hands into the GrabPack by selecting them in the inventory, and right-clicking them into the GrabPack.

5

Fire Your First Shot

Right-click to fire the active hand; right-click again to retract it

Point at any surface and right-click to fire your equipped hand on its rope. The hand extends up to 32 blocks and latches onto whatever it hits. Right-click again to retract it.

The Blue Hand in your left slot pulls you toward whatever it grabs, making it ideal for scaling walls and ceilings. Your right-hand slot handles utility and combat depending on which hand type is loaded. Practice firing, holding rope tension, and retracting before you start building power systems or multi-scanner puzzle rooms.

The GrabPack

The GrabPack is the heart of the mod: a wearable backpack with two active hand slots, a Glowby gadget slot, a Rings slot, and storage for up to ten spare hands. Understanding how it manages hands, rope physics, and firing modes is essential to making the most of every situation.

Slots and Setup

The GrabPack’s internal inventory is accessed through your player inventory screen. The left slot accepts only the Blue Hand, and the right slot accepts any other hand type.

Beyond the two active slots, the backpack holds a Glowby gadget slot, a slot for EMU Cuffs, and ten spare hand slots. Spare hands sit loaded in the backpack until you cycle to them, swapping a stored hand into the right active slot mid-game without opening your inventory.

Firing and Retracting

Both hands fire on right-click and retract on a second right-click. Each shot shares a one-second cooldown. If the target is beyond the 32-block range, the hand flies through the air and returns automatically.

Hitting a Mob with a Conductive Hand

The rope physics supports corner-wrapping: as you move, the rope curves around blocks and walls using up to 64 dynamic path nodes. This lets you navigate complex geometry without the line snapping unnaturally. When your hand latches onto a block, hold the connection to use the rope tension, whether pulling yourself toward an anchor or keeping a hand pressed against a Scanner pad.

Spare Hands and Cycling

Carrying ten spare hands lets you adapt to whatever a situation demands without running back to your base. Use the cycle keybind (defaulted to Scroll Wheel) to rotate through stored hands, placing the selected spare into your right active slot while sending the old hand to storage.

Plan your loadout before heading into a puzzle area: bring a Green Hand if power delivery is needed, a Conductive Hand if combat is likely, and a Pressurized Hand if gel blocks need to be removed. The spare system rewards forward thinking and removes the need to stop and swap items through your inventory during active play.

GrabPack Hands Explained

There are nine distinct hand types, each built for a specific purpose. Some handle combat, others traverse the environment, and several interact directly with the mod’s power and puzzle systems. Here’s a quick comparison of the three most commonly used hands, followed by a full breakdown of every type.

Blue Hand

Red Hand

Orange Hand

Active Slot
Left only
Right
Right
Primary Role
Grapple u0026 traverse
Grab u0026 attack
Ranged projectiles
Damage
None
3
Projectile
Ammo
Unlimited
Unlimited
5 shots (1 per 3s regen)
Max Range
32 blocks
32 blocks
32 blocks

Blue Hand

The Blue Hand occupies the GrabPack‘s left slot and is your primary movement tool. Fire it at a wall, ceiling, or far surface and it pulls you toward the anchor point, which is the signature grapple mechanic of the mod.

Rear View of the Blue Hand

It has no damage output; its only job is moving you through the world efficiently. Because it fires independently from the right-hand slot, you can run both hands simultaneously for advanced movement combinations.

Red Hand

The Red Hand is the default right-hand tool for new players. It latches onto blocks and entities like the Blue Hand but deals 3 damage on contact with a living target.

Use it for light combat or to grab and hold mobs. It’s the starting point for learning GrabPack mechanics before branching into specialized variants, and it’s the Red Hand you’ll need in the Hand Crafter for an Omni Hand later.

Orange Hand

The Orange Hand fires physical projectiles rather than extending on a rope. It holds five shots, with one shot regenerating automatically every three seconds. The projectiles are useful for hitting targets at range or triggering blocks without making direct hand contact.

The Orange Hand acts as a ranged weapon

Once all five shots are spent, wait for the natural regen to refill your supply. A well-timed burst can deal with a cluster of mobs before they close in.

Green Hand

The Green Hand powers the green energy network. Latch it onto a Green Power Source to absorb a ten-second charge, then travel to the linked Green Power Receiver and latch on before time runs out to complete the circuit.

Green Hands can transmit power and are useful in Redstone Contraptions

The charge timer counts down even while you’re moving, so plan your route in advance. If the charge expires, return to the source and pick it up again. Green Power creates timed traversal challenges where every route from source to receiver is a ten-second sprint.

Yellow (Conductive) Hand

The Conductive Hand handles the yellow elemental power circuit and doubles as a combat tool. It carries a ten-second charge from a Yellow Power Source to a Yellow Power Receiver, just like the Green Hand system.

Yellow Hand, firing at a Power Source

In combat, it deals damage in one of three elemental modes: Fire (sets targets alight for 5 seconds), Ice (applies Slowness III for 5 seconds), or Electric (deals 5 direct damage). Set the active element using the Wire Tool‘s Config Mode on a Yellow Power Source before entering a dangerous area.

Gray (Pressurized) Hand

The Pressurized Hand is built for interacting with Poppy Gel blocks. Latch onto a Poppy Gel surface and hold the connection for four seconds, and the hand will destroy the gel, clearing a path through it.

Without a Pressurized Hand, gel blocks cannot be removed regardless of what you fire at them. This mechanic is central to traversal puzzles where gel either accelerates movement or blocks access to areas behind it.

Purple Hand

The Purple Hand interacts with Purple Platform blocks to provide a jump boost on landing. A full-height Purple Platform multiplies your jump height by 1.5x when you land on it from above, while the bottom slab version gives a smaller 1.2x boost.

The platforms are pass-through from below, meaning you can move up through them and only get the boost when dropping down onto their surface. Chain multiple platforms at different heights to build escalating vertical parkour routes.

Omni Hand

The Omni Hand is a universal Scanner key. It bypasses the color-match requirement on every Scanner block, meaning a single Omni Hand activates Red, Green, and Yellow Scanners without needing the matching hand color for each.

For multi-color scanner puzzle rooms, this removes the need to cycle through three different hand types. Craft it by placing a Red Hand in Slot 1 and Red Paint in Slot 2 (with the standard Gear and Battery) in the Hand Crafter; it’s an investment worth making once you’re deep in wire puzzle content.

Limon Hand

The Limon Hand is crafted outside the Hand Crafter by combining an Orange Hand with a Limon item at a regular crafting table. Like the Orange Hand it’s derived from, it fires physical projectiles rather than using the standard rope-extension system.

Limon Hand
Orange Hand
Lemon
Crafting Table
→
Limon Hand

It’s a specialty variant for players who want the unique lemon-themed identity and the “Limon Hand!” advancement that comes with crafting it.

Crafting with the Hand Crafter

The Hand Crafter is the mod’s dedicated workstation for assembling GrabPack hands. Its crafting UI has four input slots, each serving a specific role. Understanding this system makes building out a full hand collection efficient and predictable.

How the Hand Crafter Works

Open the Hand Crafter and you’ll see four input slots. Slot 1 takes a Colorless Hand, which is the base for every hand type. Slot 2 takes a Paint Bucket matching the color you want: red paint produces a Red Hand, blue paint a Blue Hand, gray paint a Pressurized Hand, yellow paint a Conductive Hand, and so on.

Slot 3 takes a Gear wheel and Slot 4 takes a Battery. The Gear wheel is consumed on each craft, along with the Colorless Hand and Paint Bucket. The Battery has only two uses before breaking, so keep spare Batteries stockpiled to avoid interruptions when building your hand collection.

Hand Crafter Block
Gear
Iron Ingot
Gear
Iron Ingot
Iron Ingot
Iron Ingot
Gear
Iron Ingot
Gear
Crafting Table
→
Hand Crafter Block
Gear
Iron Nugget
Iron Nugget
Iron Nugget
Iron Nugget
Iron Nugget
Crafting Table
→
Gear
Colorless Hand
Iron Nugget
Iron Nugget
Iron Nugget
Iron Ingot
Iron Nugget
Iron Nugget
Iron Nugget
Iron Nugget
Crafting Table
→
Colorless Hand
Battery
Iron Ingot
Iron Ingot
Iron Ingot
Iron Ingot
Blaze Rod
Iron Ingot
Iron Ingot
Iron Ingot
Iron Ingot
Crafting Table
→
Battery

Two special recipes stand apart from this system: placing a Red Hand with Red Paint Bucket (plus the standard Gear and Battery) in the Hand Crafter produces an Omni Hand, and the Limon Hand skips the Hand Crafter entirely. To craft the Limon Hand, combine an Orange Hand with a Limon item at a regular crafting table.

Paint Buckets are each made by combining a Water Bucket with the matching dye color at a regular crafting table, with no special arrangement required.

Red Paint Bucket
Water Bucket
Red Dye
Crafting Table
→
Red Paint Bucket
Blue Paint Bucket
Water Bucket
Blue Dye
Crafting Table
→
Blue Paint Bucket
Green Paint Bucket
Water Bucket
Green Dye
Crafting Table
→
Green Paint Bucket
Orange Paint Bucket
Water Bucket
Orange Dye
Crafting Table
→
Orange Paint Bucket
Purple Paint Bucket
Water Bucket
Purple Dye
Crafting Table
→
Purple Paint Bucket
Yellow Paint Bucket
Water Bucket
Yellow Dye
Crafting Table
→
Yellow Paint Bucket
Gray Paint Bucket
Water Bucket
Gray Dye
Crafting Table
→
Gray Paint Bucket

Power System and Wire Tool

Project: Poppa’s power system is divided into three color-coded networks (red, green, and yellow), each with different mechanics.

The Wire Tool

The Wire Tool (creative item) connects everything: it runs wires between sources and receivers, configures Scanner colors, toggles mechanisms directly, and sets up dependency chains requiring multiple activations at once.

Wire Tool Modes

The Wire Tool has four modes toggled with the mode keybind:

  • Link Mode: Connect a power source to a receiver with a visible wire. Maximum range is 16 blocks. Right-click the source first, then the destination to complete the link. Right-clicking an existing wire cuts it.
  • Config Mode: Right-click a Scanner to cycle its required color. Right-click a Yellow Power Source to cycle its elemental mode between Fire, Ice, and Electric.
  • Hack Mode: Toggle any mechanism (door, lamp, or generator) directly, bypassing the normal activation requirement entirely.
  • Dependency Mode: Link two Scanners or Power Receivers so both must be triggered simultaneously before the connected mechanism activates. Right-click the first block, then the second to create the chain.

Red Power Network

Red Power Sources and Receivers form the passive latch network. A Red Scanner activates when a hand matching the scanner’s configured color latches on and holds contact for two full seconds, at which point the linked receiver changes state.

Red power is the simplest of the three networks, requiring no timer or energy transport. Just sustain contact at the scanner pad for the required duration and the circuit completes.

Green Power Network

Green Power requires physical energy transport. Latch your Green Hand onto a Green Power Source to absorb a ten-second charge, then reach the linked Green Power Receiver and latch on before time runs out to complete the circuit.

Green Power

If the charge expires mid-transit, return to the source and pick it up again. Electric Poles placed along the wire path extend the range of the connection between source and receiver.

Yellow Power Network

Yellow Power works identically to Green: absorb a ten-second charge at a Yellow Power Source with the Conductive Hand and carry it to a Yellow Power Receiver before time runs out. Use the Wire Tool’s Config Mode on the Yellow Source to set the elemental mode to Fire, Ice, or Electric.

The element determines what the Conductive Hand does when it deals combat damage during the charged state. Yellow Power Sources also emit light when powered, making them visible status indicators in darker areas.

Scanners

Scanners are color-coded pad blocks placed as activation checkpoints. When a hand of the matching color latches onto a scanner and holds contact for two seconds, the linked mechanism triggers. The Omni Hand bypasses the color check entirely and activates any scanner color without a color match.

Use the Wire Tool’s Config Mode to change a scanner’s required color at any time without replacing the block. Scanners can be chained using Dependency Mode so that two separate scanner activations are required before the linked mechanism responds.

Gadgets, Parkour, and Secrets

Beyond the GrabPack‘s core mechanics, the mod adds gadgets that slot into the backpack itself, parkour blocks that transform how you move through space, and a UV secret system for environmental discovery.

The Glowby

The Glowby is a light-emitting gadget that slots into the GrabPack’s dedicated Glowby slot. It has two modes: Flashlight mode provides light level 12 for general illumination, and UV mode drops to light level 8 but unlocks hidden content.

Glowby Item
Glass
Iron Ingot
Block of Redstone
Iron Ingot
Iron Ingot
Crafting Table
→
Glowby Item

In UV mode, text written onto signs with the UV Marker becomes visible as glowing characters, and entities or UV Secret Blocks within two blocks of you trigger a detection response. The Glowby takes about 1.6 seconds to boot up when first activated, so expect a brief delay before it illuminates.

EMU Cuffs

EMU Cuffs (crafted as Magnetic Rings) slot into the GrabPack’s Rings slot via the inventory screen. Once equipped, firing any hand at a Magnetic Anchor block activates a magnetic pull that draws you smoothly toward it.

Magnetic Rings
Iron Ingot
Redstone Dust
Iron Ingot
Iron Ingot
Iron Ingot
Iron Ingot
Redstone Dust
Iron Ingot
Crafting Table
→
Magnetic Rings

The pull force decelerates as you approach within 1.5 blocks of the anchor, preventing overshoot. Without EMU Cuffs equipped, Magnetic Anchor blocks have no effect on you at all.

Grapple Points and Swing Points

Grapple Points are anchor blocks built for GrabPack traversal. Firing a hand at one triggers a direct pull toward the block, making them useful as fast-travel anchors in custom maps and adventure setups.

A Grapple Point

Swing Points work differently: latching onto one creates a pendulum arc rather than a straight pull, letting you swing through space in wide curves. Chain multiple Swing Points together to build momentum-based traversal routes that carry you across long distances through smooth, arcing movement.

Purple Platforms and Poppy Gel

Purple Platforms are pass-through from below, so you move up through them freely and only interact with them when landing from above. On contact from above, they apply a jump boost: full-height platforms multiply jump height by 1.5x, while the bottom slab variant applies a 1.2x boost. Stack platforms at escalating heights to create vertical parkour routes with increasing jump power.

Poppy Gel blocks exist in normal and frozen states and affect traversal through affected areas. The Pressurized Hand is the only tool capable of destroying gel: latch onto a gel surface and hold for four seconds, and the hand excavates through it. Frozen Poppy Gel behaves differently from its normal state and may require specific approaches depending on how a map or puzzle has positioned it.

UV Secrets

The UV system supports environmental storytelling and hidden discovery. The UV Marker writes invisible text onto signs that only appears under the Glowby’s UV mode. Place UV Marker messages on signs in a build and players won’t notice anything under normal lighting; only the UV-equipped Glowby reveals the hidden text.

UV Secret Blocks trigger a detection sound when exposed under UV light, signaling that a hidden element has been found. The “Nobody saw this sign?” advancement tracks when players first successfully reveal UV-hidden content.

Tips for Success in Project: Poppa

Battery Management. Keep a stockpile of Batteries before any serious crafting session. Each Battery has only two Hand Crafter uses, and building a full loadout of different hand types burns through them quickly.

Craft four or five Batteries at once so the Hand Crafter is never idle waiting on materials. The Battery recipe requires eight iron ingots and a Blaze Rod, so an early Nether trip pays dividends in crafting throughput.

Keep Gear Wheels Stocked. Gear wheels are consumed on each craft, just like the other ingredients. Craft a stack of them before a big crafting session so you never run out mid-session.

Plan Power Routes Before Charging. Plan your route before absorbing a Green or Yellow power charge. The ten-second delivery window sounds generous, but obstacles, unexpected mobs, or a longer path than you estimated can easily cause the charge to expire in transit. Walk the source-to-receiver path once before activating the charge, clear any hazards, and make sure the receiver is within reach before you start the clock.

Craft an Omni Hand Early. Invest in an Omni Hand once you’re working through multi-color Scanner rooms. A Red Hand plus a Red Paint Bucket (with the standard Gear and Battery) in the Hand Crafter produces one Omni Hand, and the result clears any scanner color without cycling. Rooms with three or more differently-colored scanners become trivial with an Omni Hand in your spare slot, replacing what would otherwise require carrying and swapping between three separate types.

Watch Your Rope Range

Both hands have a hard maximum rope extension of 32 blocks. Surfaces beyond that range won’t be latched; the hand flies out and returns without connecting. When building scanner puzzles, power networks, or parkour courses, stay within 32 blocks between firing points and targets. Misjudging range over a gap is an easy way to miss a crucial latch at the worst moment.

Project: Poppa FAQ

How do I get the GrabPack?
›

Craft an Envelope and right-click it to receive the GrabPack along with a Blue Hand, a Cassette, and a Note. The Envelope is a single-use item; using it consumes the item and delivers the starter kit to your inventory. From there, open your inventory, find the GrabPack slot interface, and insert the Blue Hand into the left slot. You’re then ready to start firing.

Why won’t my hand activate the Scanner?
›

Two things are required: the correct hand color and a two-second sustained latch. If your hand color doesn’t match the Scanner‘s configured color, the scanner won’t register contact at all. If the color is correct but you’re retracting too quickly, the two-second timer resets. Hold the latch for the full two seconds without releasing. If you want to skip the color requirement entirely, craft an Omni Hand; it activates any scanner color without a color match.

How many uses does a Battery have in the Hand Crafter?
›

Each Battery has exactly two Hand Crafter crafting uses before it breaks. The Gear wheel in slot 3, however, is never consumed; the same Gear wheel lasts indefinitely. Batteries stack up to two in your inventory, so carry a few when planning a crafting session. The Battery recipe requires eight iron ingots and a Blaze Rod, so getting a Nether blaze farm going early keeps your supply consistent.

What is the difference between Green and Yellow Power?
›

Both Green and Yellow Power require you to carry a ten-second energy charge from a source block to a receiver block. The difference is the hand type and the bonus: Green Power uses the Green Hand with no combat ability, while Yellow Power uses the Conductive Hand, which also deals elemental damage in one of three configurable modes (Fire, Ice, or Electric). Set the Conductive Hand’s element using the Wire Tool‘s Config Mode on a Yellow Power Source before picking up the charge.

How do I use the Glowby to find UV secrets?
›

Craft the Glowby, slot it into the GrabPack’s Glowby gadget slot, and activate it. Toggle to UV mode and look at signs around you; text written with the UV Marker will glow visibly in the dark. The Glowby also detects mobs and UV Secret Blocks within two blocks of you under UV mode, triggering a detection response. Allow about 1.6 seconds for the Glowby to fully boot up when you first activate it before expecting illumination.

What do EMU Cuffs do and how do I equip them?
›

EMU Cuffs, crafted as Magnetic Rings using six iron ingots and two Redstone dust, go into the GrabPack’s Rings slot via your inventory screen. Once equipped, firing any hand at a Magnetic Anchor block activates a smooth magnetic pull that draws you toward it. The pull decelerates as you get close to prevent overshooting. Without EMU Cuffs equipped in the Rings slot, Magnetic Anchor blocks do nothing.

Project:Poppa

Developer
Yellowforge_Studios
Created
April 12, 2026
Downloads
117,204
Supported Versions
Forge: 1.20+
Last Checked:
October 17, 2026 at 9:44 PM
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