Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
šŖ¶ Feathers Weaponry
Feathers Weaponry turns combat, movement, and other physical actions into a stamina-management system powered by Feathers.
Attacking, blocking, sprinting, jumping, swimming, flying, and using ranged weapons can consume Feather. Push yourself too far and your actions may become weaker, be cancelled entirely, or trigger temporary punishments.
Feather costs, requirements, punishments, and many other mechanics are configurable, so the system can be adjusted from lightweight stamina management to a much more demanding survival mechanic.
ā Combat
Weapon attacks consume Feather, including configurable costs for:
- Successful hits
- Missed attacks
- Minimum Feather required to attack
When the player no longer meets the required Feather amount, attacks can be cancelled instead of allowing the animation to continue without actually attacking.
This works with swords, axes, tridents, and configurable modded weapons.
š¹ Ranged Weapons
Drawing bows and loading crossbows also interact with Feather.
Low Feather can reduce the effectiveness of ranged weapons, while insufficient Feather can prevent actions from completing properly.
Bow, crossbow, and trident behaviour can all be customized through the config.
š” Shields
Blocking is no longer free.
Holding up a shield can consume Feather over time, while taking damage while blocking can consume additional Feather.
This makes prolonged defensive play something the player has to actively manage.
š Movement
Movement can also use Feather:
- Sprinting
- Jumping
- Swimming
- Walking
- Elytra flight
When Feather becomes too low, actions such as sprinting, jumping, and swimming can be cancelled until the player recovers.
Complex Elytra movement can also consume more Feather than simple flight.
š Learning & Training
Players can become more efficient through repeated use of different actions.
Training activities such as sprint-jumping can improve their related stats over time, reducing how demanding those actions become once the player is experienced.
š„ Punishments
Repeatedly exhausting the player can trigger temporary punishments such as:
- Rotator Cuff Tears
- Swimmer's Shoulder
- Runner's Fatigue
- Pilot's Strain
- Walker's Cramp
These apply debuffs such as Weakness and Mining Fatigue.
By default, punishment mechanics are only enabled on Hard and Hardcore, but this can be changed through configuration.
š§ Highly Configurable
Feathers Weaponry is designed to be adjusted to fit different playstyles and modpacks.
You can configure things such as:
- Feather costs
- Minimum Feather requirements
- Hit and miss costs
- Bow and crossbow behaviour
- Air / bubble thresholds
- Movement costs
- Punishment behaviour
- Learning and training
- Valid weapons and ranged items
Modded weapons and bows can also be added to the appropriate item lists.
Configuration
The common configuration file is:
feathersweaponry-common.toml
Some examples of configurable options include:
-
drawTimeThreshold
Controls how long a ranged weapon can be drawn before Feather is deducted. -
bubbleThreshold
Controls when low oxygen begins affecting Feather-related behaviour. -
validBowItems
Controls which ranged weapons use the Feather system. -
validWeaponItems
Controls which melee weapons use the Feather system.
There are many additional options for movement, punishments, costs, requirements, and other mechanics.
š Mod Compatibility
Required
šŖ¶ Feathers by ElenaiDev
Compatible / Supported
ā Actions Of Stamina
ā Better Combat
Better Combat attack animations are correctly cancelled when the player does not have enough Feather.
šŖ Gliders
Running out of Feather while using a glider can cause the player to lose their ability to continue gliding.
Feathers Weaponry is also designed with configurable support for modded weapons and ranged items.


