Tags
Creators
Details
Licensed MIT
Published 3 years ago
Updated last week
All versions
v1.40.0
Release
Immersive Weapons - v1.40.03 weeks ago 168
Compatibility
Minecraft: Java Edition
26.3
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Any compatible version
Changes
This major update ports to MC 26.3, and fixes a large number of bugs found during a full codebase review.
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 ore
- 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
properties
- 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 spawning
- Fixed several block bugs: Biodome Life Support Unit reactivating on every redstone update, Flags consuming the item when misplaced, floating Mineral Deposits, and Teleporters not molding bread across dimensions
- Fixed several mob bugs: Hans reacting to zero-damage hits, wave-summoning bosses not counting minions or targeting players to the east, mobs staying frozen after escaping a Bear Trap, and the Field Medic ignoring line of sight
- 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
Optional dependencies
Any compatible version
Supplementary resources
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:QZFdnUQ5:Xc4bnHNY"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:QZFdnUQ5:Xc4bnHNY"
}

