Immersive Weapons is
a weapons mod more than just a weapons mod aiming to spice up your combat skills.
Traverse the world, scavenging in destroyed factories or climbing to the pits of hell to collect new and powerful resources. Build stronger and more versatile weapons of war. Fortify your base and sound alarms at the first sign of intrusion by invaders.
A few things that will be the highlight of your experience:
- New and Powerful Swords
- Mauls and Gauntlets
- Flintlock Pistol, Blunderbuss, Musket, and more firearms
- Medical Equipment
- Environmental Traps
- Accessories
- A new dimension and biomes to explore
A few other notes:
- I only intend to work on the latest versions of Minecraft. Please don't ask about porting to old versions.
- This is for the NeoForge modloading platform. I have no plans to port to other modloaders.
- Yes, you can include it in modpacks, provided it is open source and doesn't have an installer.
- This is open source. If you want to port to old versions or to another loader, that's fine, but I cannot help with that.
- This is NOT to be reposted to any mod reposting websites. The only places you should download this mod are the CurseForge page, the Modrinth page, or this GitHub repository. #StopModReposts
If you have questions, I highly recommend joining the Discord server. I respond much more quickly there.
Active development will be focused on the latest Minecraft version. You should upgrade to newer versions of Immersive Weapons for bug fixes and new features. You can find more version support here.
Additionally, contribution and bug/feature report information can be found on my GitHub repository.
I recommend installing the Immersive Weapons Compatibility Bridge alongside IW for support with popular mods like JEI, WTHIT, and Curios.
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Ammunition Forge.
- GeckoLib and Player Animation Library are now required dependencies.**
### Feature Changes / Additions
- Firearms have been reworked, and now work like a crossbow
- Left click to fire, or to reload when empty. Reloading must be held for the full reload time, and ammunition
- Right click to aim down the sights or scope. Aiming reduces inaccuracy by 65%, slows movement, and zooms the view
- Firearms store their loaded ammunition, which is shown in the tooltip
- Reload and fire animations for all firearms, for players (first and third person) and for mobs
- Firing and aiming are rebindable keybinds, and a gun in the offhand is only used when the main hand is empty
- Gunpowder smoke now uses a shader, and misfires show a flash in the pan
- Added a client config option to always aim when crouching instead of interacting with blocks and entities
- Added the Gunsmith villager profession, which sells firearms, scopes, molds, and ammunition
- Gunsmith houses now generate in villages
- Added the Ammunition Forge as the Gunsmith's workstation
- Added the Ammunition Forge, which smelts ingots into musket balls using a mold
- Basic molds forge Gold, Copper, Iron, and Cobalt balls, Advanced molds forge Netherite and Molten balls, and
- Astral and Starstorm balls are now made in the Star Forge, and Wooden, Stone, Diamond, Ventus, and Void balls
- Added a JEI category (via the Compatibility Bridge)
- Smoke grenades and flashbangs are now sold by Weaponsmith villagers
- Smoke grenades now use shaders when Fancy Smoke Grenades is enabled, flood-fill the area, and adapt to the
- Smoke grenades and flashbangs have improved throwing physics and a configurable fuse time
- Flares now cast dynamic light using shaders (can be disabled in the client config)
- Dying Soldiers and Minutemen now carry a supply of ammunition and powder, reload their firearms, pick up ammunition
the ground, and flee when out of ammunition
- Ammunition regenerates over time
- Bleed effect cooldown reduction per level has been reduced
### Bugfixes
- Fixed bullets not removing invulnerability frames on impact, and the same for the Bleed and Hellfire effects
### Removals
- Removed the Small Parts Table and Ammunition Table
- Existing tables, and any density-modified musket balls, will disappear from old worlds
- The density system has been removed entirely
- Removed all Small Parts-related items
- Scopes are now bought from the Gunsmith, and Pliers are a Toolsmith trade
- Smoke grenades and flashbangs can no longer be crafted
### Feature Changes / Additions
- Brewing recipes for IW potions are now standard datapack recipes, so they can be changed or removed by datapacks
- Gunpowder is now consumed at its listed chance again
- This had been inverted since v1.28.0, causing powder to be used up far more slowly than intended
- Ore and vegetation generation now follows the vanilla placement order
- Ore veins are now spread out as intended, which greatly increases the amount of Cobalt, Molten, Tesla, and Void
- Trees, flowers, and other features now generate at the correct height
- Removed Mud, Dried Mud, and Hardened Mud (and their stairs, slabs, and windows), as vanilla has its own mud blocks
- Existing blocks and items will disappear from old worlds. Mud Balls are now crafted from vanilla mud
- Landmine Traps now use their own structure seed, so they no longer share placement with Abandoned Factories
- Added armor trim palettes for IW materials
### Bugfixes
- Fixed Cloud Marble Brick, Blood Sandstone, Burned Oak, and Stardust stairs, slabs, and walls using default block
- They broke instantly, and did not require a tool
- Fixed Cut Blood Sandstone Slab using the wrong side texture
- Fixed Stardust Leaves being tagged as requiring stone tools to harvest
- Fixed a crash when the Bloody Sacrifice curse rolled a second set of drops
- Fixed Scorch Shot igniting for 100 seconds per level instead of 5
- Fixed Void Blessing warping to the wrong location, and not preventing the void damage
- Fixed Broken Armor having no effect against attacks without a weapon
- Fixed the Velocity enchantment stacking on arrows that were reloaded with their chunk
- Fixed Barbed Wire only hurting when moving in one direction
- Fixed the Mortar repairing the flint and steel, and landmines exploding twice
- Fixed Celestial Lanterns being counted more than once, or never removed, which could prevent Celestial Towers from
- Fixed several block bugs: Biodome Life Support Unit reactivating on every redstone update, Flags consuming the item
- Fixed several mob bugs: Hans reacting to zero-damage hits, wave-summoning bosses not counting minions or targeting
- Fixed waterlogged blocks not updating flowing water, and several blocks not waterlogging when placed in water
- Fixed bleed chance and knockback accessories not applying to mace and spear attacks
- Fixed armor toggle keybinds and cooldowns being shared between players in multiplayer
- The server now validates Void and Ventus armor abilities, Star Forge selections, and Ammunition Table density
- This fixes a crash in the Star Forge caused by invalid selections
- Reduced network traffic from projectiles by only syncing arrows with custom gravity
- Minor fixes to Potent Sulfur, Punji Sticks, Log Shards, the Ammunition Table, Shelf locking, and accessory syncing
- Fixed Morphine not converting to a Used Syringe after use
- Fixed the Storm Creeper explosion radius being smaller than expected
- Fixed the Starmite loot table not dropping Starstorm Shards
### Removals
- The Graveyard structure has been removed
### Feature Changes / Additions
- IW sulfur has been consolidated with Vanilla's concept
- IW sulfur ores, and potassium nitrate ore, has been removed
- Surface springs naturally generate "Mineral Deposit" blocks when geysers activate
- When creating a continuous geyser via lava, the generation rate is reduced
- "Mineral Deposit" when mined drops sulfur dust and potassium nitrate in small amounts
### Feature Changes / Additions
- Tesla has been entirely reworked
- New textures
- New recipes
- New acquisition process
- Abandoned Factory structure has been redesigned
- Now also contains lorebooks explaining how to obtain Tesla
- Added a Supercharged potion
- Thorns-like effect when brewing Tesla Nuggets with Awkward potions
### Bugfixes
- Fixed crashes when using a Neoforge version greater than 26.1.2.69-beta
- Fixed a bug where the Dragon's Breath Bow GLM pointed to the wrong item
- Added missing baby armor textures
### Feature Changes / Additions
- Armor now supports Neo's dynamic trim system
- This means it should automatically support trim materials from other mods
- Moonglow flowers now use an emissive layer for improved visuals
### Bugfixes
- Lava Revenants no longer appear fullbright
### Feature Changes / Additions
- Redesigned Cloud Island structure
- The structure has been completely rebuilt and is larger than before
- Structure generation rates have been slightly reduced
- Ventus Shard drop rates have been reduced to account for more ore present in the island
- Ventus Smithing Templates drop from a vault
- Ventus Staff changes
- New textures for the staff and the staff core
- Updated recipe for the staff
- Staff Core now drops from a vault on the Cloud Island
- Added Mauls
- A new weapon type
- Slow-swinging but high-damaging
- Each tier bypasses a certain amount of armor
- The Chinese translation has been updated
### Bugfixes
- Fix Molten/Tesla/Ventus/Astral spears using the wrong handle texture
- Fix the Iron Gauntlet's alternate model occasionally failing to load due to a race condition
### Feature Changes / Additions
- Pikes have been removed since the vanilla spear is too similar
- New spear tiers have been added as a replacement
- Added ambience loops/additions/mood sounds to Tiltros biomes
- Bear trap and landmine camouflage models have been updated
- Super Hans now has self-preservation skills when the player is moving at sufficient speeds and is holding a spear
- Ventus and Tesla recipes now require a smithing template, and are upgraded from Netherite gear
- Replaced Void armor equip sounds
### Feature Changes / Additions
- IW copper items have been removed as vanilla now includes them
- Tiltros noise generation is now fully customized via datagenerators
- This allows for a new floating island style generation that is much more vertical than before
- Tiltros biomes have been reworked to better fit the new generation style
- Added a deepslate variant of the Rock Spider when spawning at or below Y=0
- Added a Mooglow entity that spawns in the Starlight Plains
- Similar to the Mooshroom
- Redesigned Evil Eye flight goals to be more natural and less jittery
- Ventus armor now has a 15% fall damage reduction per armor piece, on top of the existing 10 blocks of safe fall distance
- Slightly increased part sizes on the Lava Revenant to make it easier to hit
- Added Wisp entities to the Tiltros Wastes
- Nerfed pike damage and attack speed
### Bugfixes
- Fix advancement window background being a missing texture
- Fix pike and gauntlet attributes not being set as expected
- Fix pixel color order in bullet impact particles
- Fix bulletproof stained glass items not being translucent
### Feature Changes / Additions
- Increased the vanilla armor cap from 30 to 100.
- AttributeFix was previously used for this, but due to lack of updates it has been natively implemented.
- Bumped Starstorm tool damage by 1 point.
- Replaced the Debug Overlay
- The debug overlay has been removed and replaced with separate features
- Added damage indicator particles (disabled by default, configurable)
- Added a player stats tooltip (accessible by holding shift while hovering over the player inventory model)
### Bugfixes
- Fix Tesla Shovel damage being lower than expected.
stable release of NeoForge. The minimum required version is now
21.5.74.
### Feature Changes / Additions
- Improved Molten Armor lava swimming mechanic.
- Removed knockback from several categories of custom damage sources.
### Bugfixes
- Fix camp chairs in some structures facing the wrong direction.
- Fix the Copper Axe dealing less damage than intended.
- Add missing recipes for bulletproof glass panes.
- Add missing blast furnace recipe for raw cobalt.
- Fix Starstorm Crystals being unable to be broken into shards.
- Fix the Mortar and Pestle being consumed during crafting.
- Fix Astral Crystals breaking when any item is dropped on them, rather than the correct catalyst.
- Fix some entities being named incorrectly in the Champion Tower.
- Fix Big Slime in the Champion Tower not shrinking when splitting and eventually becoming a massive headache for
- Fix custom bows not being enchantable with durability type enchantments.
- Fix barbed wire / wooden spikes not hurting players.
- Fix the Skeleton Merchant playing villager sounds when trading.
### Feature Changes / Additions
- Changes to Tiltros:
- Increased Tiltros max logical height from 192 to 256 blocks.
- Warmed up the Deadman's Desert slightly to reduce the amount of snow.
- Skybox now has a different texture more similar to The End.
- Portal has a new set of sound effects.
- Ambient light has been disabled to allow glowing blocks to be more visible.
- Firefly bushes naturally generate in Starlight Plains.
- Adjusted various block models to consistently face the same direction in the inventory.
- Flag blocks now check to ensure they have stable ground.
- Changes to the scoped musket:
- The zoom animation is smoother.
- No longer a separate item; it is handled with a data component.
- Adding a scope to the musket is now done via an anvil.
- Changes to the Lava Revenant:
- Hitboxes have been significantly adjusted.
- A configuration option has been added to adjust the strength of blocks it can destroy.
- Evil Eye attributes are now affected by their size.
- Added the Dying Soldier and The Commander to the
minecraft:raiderstag, allowing bells to identify them. - The explosive chocolate bar is now almost entirely indistinguishable from a normal chocolate bar.
### Bugfixes
- Unclamped damage resistance attributes on accessories; this fixes the Berserker's Amulet not having a damage
- Fix occasional crashes when some soldier-type entities lose their firearms and try to perform melee attacks.
### Feature Changes / Additions
- Optimize render performance of bullet entities
- Use a simplified model for musket balls/flares
- Reduced the hitbox size of these projectiles from 0.25 to 0.15 blocks
- Use a simplified (but identical) model for cannonballs
- Reduced the hitbox size of these projectiles from 0.5 to 0.35 blocks
- Optimize render performance of firearms
- Cull hidden faces on firearm item models
- New configuration option to allow bullet despawn time to be adjusted
- Add crafting recipes to the Minuteman and Medic statues
### Bugfixes
- Prevent the Velocity enchantment from being applied to staff items.
- Items inside the Star Forge are now dropped when the controller is broken
### Feature Changes / Additions
- Replace overworld biome implementation (Battlefields)
- Biolith has been replaced by TerraBlender (which had replaced BiomeSquisher previously)
- This should improve compatibility with packs that are already using TerraBlender
### Feature Changes / Additions
- New material tier, Void
- An End-themed set containing new tools, armor, weapons, and blocks
- An upgrade to both Astral and Starstorm sets
- Dragon's Breath Cannon
- An upgrade to the Hand Cannon, launching Dragon Fireballs
- Teleporter Block
- Teleporters can be linked together using pliers, to instantly warp entities between two locations
- Void Blessing accessory
- Upgrade to Hans' Blessing, adding protection to falling into the void by warping the player back to their
- Replace overworld biome implementation (Battlefields)
- Replaced BiomeSquisher for Biolith due to lack of maintenance
- Reimplemented MC 1.20.1-era surface rules for the Battlefield
- Deep Dark biomes should now be discoverable again (an issue with the library
and [BiomeSquisher#48](https://github.com/lukebemishprojects/BiomeSquisher/issues/48))
- This can affect the generation of existing worlds
### Bugfixes
- Add missing entries to ore tags
### Bugfixes
- Fix client disconnects on servers with multiple people due to datapack object syncing
### Feature Changes / Additions
- Add Celestial Altar block
- Effectively replaces the Skygazer enchantment upgrade trades
- This fixes several issues related to the way trades are handled in MC 1.21, due to them not having stack
- Acquired via a trade with a Skygazer
### Bugfixes
- Fix Super Hans being killable before defeating the Champion Tower
- Fix Super Hans not being respawnable by tossing a Hans' Blessing into fire on a Champion Tower
- Fix random bear trap
NullPointerExceptioncrashes with some entities - Fix max enchant color not applying correctly
- Fix a trade for the Skeleton Merchant being zero-cost and therefore not being able to save properly when it is rolled
### Feature Changes / Additions
- Rebalance some enchantment levels to make them easier to find in enchanting tables
### Bugfixes
- Fix two crashes with the Skygazer when attempting to refresh trades
- Fix some enchants not being accessible at all in enchanting tables
### Feature Changes / Additions
- Add more loot table options for Azul Keystone Fragments to generate in
- Add some IW items to the loot tables for trial chamber vaults
- Add a second recipe for the Bottle of Wine that uses glow berries
### Bugfixes
- Fix Azul Keystone Fragments being unable to generate in any loot tables
### Feature Changes / Additions
- Soldier-type XP drops are now based on factors including local difficulty, worn armor, and armor/weapon enchantments
- Increase XP drops for berserk Wandering Warriors
- Add Skygazer enchantment caps for Density (5), Wind Burst (10), and Breach (4).
### Bugfixes
- Fix soldier-type entities not dropping XP at all
- Fix various parity issues between custom arrow entities and vanilla arrows (for example, fixing the Flame enchantment
### Feature Changes / Additions
- Starmites now have a rare chance to drop Starstorm Shards when killed
- Improve spawn checks for Evil Eyes
- Must have 25 blocks of open space above the spawn point
### Bugfixes
- Prevent clamping of certain accessory effect types where it doesn't make sense (such as looting bonuses)
- Fix the mob category for Star Wolves being monster instead of creature
### Feature Changes / Additions
- Remove unused Astral and Starstorm pike head items
- Tweak battlefield biome generation parameters
- Should hopefully reduce the occurrence of extremely thin biome zones
- The trench carver has been adjusted as well
- Soldier-type entity improvements (Minutemen/Dying Soldiers)
- Improve behavior when these entities pick up weapons they don't typically have
- For example, Minutemen picking up pistols or muskets, or Dying Soldiers picking up a blunderbuss
- Abstract more of the gun firing code so that entities using firearms perform the same way a player would
- Soldiers now fire based on their current rotation rather than calculating the delta between it and the target
- This makes it possible for them to miss by firing too far to the side if they are turned away from their
- Soldiers can now use melee weapons if picked up rather than standing around idle
- Attack intervals for firearms now include the base cooldown of the weapon in use
- Add dedicated flare gun velocity / inaccuracy configuration entries rather than copying the pistol values
- The Commander can only pick up new guns if the base fire velocity is higher than his old one
- Play bullet whizzing sounds when bullets pass near the player
- Rework Tiltros biome theme tracks
- Added a second Starlight Plains theme
- Added a new Tiltros Wastes theme (replacing both of the old ones)
- Added two new Deadman's Desert themes (replacing the old one)
- Add music discs for the new themes
- Can be found in dungeon chests of their respective biomes
- Update Immersive Weapons flag recipe to better match its texture
- Buff the Dragon's Breath Bow
- Hit effects of arrows fired are now applied to entities within the arrow's explosion radius
### Bugfixes
- Fix Astral and Starstorm sword recipes using an extra obsidian rod
- Slight tweaks to the way the
forceSmokeGrenadeParticlesconfiguration option is handled, to ensure the server is the
- Improve mixin compatibility (port of the fix
for [#114](https://github.com/AnonymousHacker1279/ImmersiveWeapons/issues/114))
### Bugfixes
- Make the mixin to unlock vanilla armor caps not required, should
### Feature Changes / Additions
- Add Hellfire effect
- A new effect similar to Bleeding that can rapidly deplete the health of enemies
- Applied to attackers when hitting an entity that wears a full set of Molten gear
- Applied to entities that are hit using Molten weapons, with the level being increased based on Fire Aspect /
- Can be cleared by entering water, drinking a Fire Resistance Potion, or wearing Molten armor
- Soldier-type entities can now always pickup loot
- Add the Crimson Claw and Nightmarish Stare enchantments to the Skygazer max cap config at level 5 and 19 respectively
- Improve Celestial Asteroid generation
- Other miscellaneous internal cleanups
### Bugfixes
- Fix the name of the Tiltros Portal Frame advancement
- Fix recipe list being modifiable by clicking entries in the Star Forge
- Fix weird pixels in the Molten Ore texture
- Fix The Commander not being in the bosses tag
### Feature Changes / Additions
- New Staffs
- Sculk Staff, which allows the player to create sonic blasts like the Warden
- Recovery Staff, which allows the player to heal themselves or a target based on the last amount of damage they
- The Sword
- Combines the effects of all endgame swords
- Star Forge
- A multiblock crafting structure which is now used to create Astral/Starstorm gear
- New Tiltros entry portal
- The three-part Warrior Statue and Azul Stained Orchid have been removed
- A new Tiltros Portal Frame block has been added which can be crafted and activated with Azul Keystones
- The new portal is formed by making a minimum of a 4x4 frame (corners optional), in a shape like the End Portal
- More advancements
- Throwable Improvements
- Add Flashbangs, which blind players and stun mobs
- Smoke grenades now clear targets of nearby entities
- These throwables are able to bounce off surfaces and entities, and throws can be charged
- Ventus Staff can now reflect projectiles, like the armor effect
- Flares can now direct Minutemen to attack specific targets
- Can be fired into an entity to mark it specifically as a target
- Can be fired near a group, and the closest one to the flare will be marked as a target
- The Commander
- A new boss entity that spawns in Battlefields and controls waves of Dying Soldiers
- Commander Pedestal
- Dropped by The Commander, and allows Minutemen/Field Medic statues placed on top to activate outside of
- Can be upgraded with Pedestal Augments, which improve aspects of the spawned entities
- Blaze Powder can now be used with firearms
- It has a higher velocity boost compared to other powder types, at 10%
- Projectiles will have a flame trail behind them when using Blaze Powder
- Other QoL improvements:
- Make some items compostable
- Add more vibration-triggering events to items/blocks/entities
- General improvements to the codebase, possibly improving performance and stability
- Implement [Cobalt Config](https://github.com/AnonymousHacker1279/CobaltConfig)
- This is my new configuration library, designed to be more user-friendly and powerful than the old one
- Configurations now exist as JSON files and can be edited either manually or via the new in-game editor
### Bugfixes
(Includes all fixes backported to v1.27.x on MC 1.20.1 so far, most of which are not present on the v1.28.x MC 1.20.2
release)
Additional fixes include:
- Fix Skygazer enchantment upgrades past level 127 resulting in overflows and resetting back to zero
- A hard-enforced cap at 255 is now present due to game limitations
### Bugfixes
- Fix Landmines not dropping themselves when disarmed
### Bugfixes
- Fix Smoke Grenade advancement only firing for green smoke grenades
- Move panic alarm range config from client to common config
- Fix placement weirdness with bear traps and panic alarms
- Fix damageable blocks being repairable with any item
### Bugfixes
- Fix server hangs in certain situations due to entity passenger data not being handled properly
- Update structure files, removing the need for the game to upgrade them via DFU every time they are loaded
development branches.
### Feature Changes / Additions
- Add Lure and Aqua Affinity to the Skygazer max enchant cap config
- Optimize JAR size by minimizing JSON on build, optimizing PNGs, and splitting datagen into a separate source set
- Expose some data like base velocity, base reload time, KB strength, selected powder, and selected ammunition through
- Remove selected powder/ammo from the debug overlay as a result
- Bear trap adjustments:
- Prevent bear traps from trapping entities under the bosses tag
- Minor optimization tweak to bear traps by storing the empty collision shape
- Optimize the block entities for Field Medic and Minutemen statues to improve performance. Additionally, reduces
- Super Hans adjustments:
- Store XP drop amount so that it doesn't reset between saves
- Adjust ground smash attack so that the KB works properly
- The cooldown is also now variable based on the current health and the difficulty
- Adjust Evil Eye model to rotate 180 degrees so that it doesn't have to be rotated in the renderer every frame
- Optimize panic alarm by removing unnecessary tick handler
- Optimize fog render event handler by rearranging expensive calls
### Bugfixes
- Attempt to fix duplicate UUID logspam in certain scenarios by removing UUID tags of passengers loaded from NBT
- Fix "Unknown recipe category" logspam when joining worlds by marking all custom recipes as special
- Fix iron panels not rotating properly with structures
- Fix the Biodome Life Support Unit x-raying nearby blocks by disabling occlusion
- Fix base bullet KB being overriden by a gun's base KB. The bullet's base KB is now additive.
- Fix bear traps not resetting entity states when broken
- Fix Ammunition Table dupes when there is a single material inserted at specific densities
### Feature Changes / Additions
- Reimplement Battlefield biome generation using BiomeSquisher
- Slight adjustments to trench generation settings
- Slight updates to Battlefield camp and town structures
- Add Lure and Aqua Affinity to the Skygazer max level configuration (at level 5 and 1 respectively)
- Make custom boats placeable by dispensers
### Bugfixes
- Fix "Unknown recipe category" logspam regarding custom recipe types when joining worlds
- Fix iron panels not rotating properly with structures
### Feature Changes / Additions
- Add Swift Sneak to the Skygazer max level configuration (at level 5)
### Bugfixes
- Fix molten tool recipes not using the proper template item
- Fix duplication bug in the Ammunition Table when shift-clicking
- Fix ammo being dropped when the Ammunition Table is broken, without consuming the materials