Tags
Creators
Details
Licensed ARR
Published last month
Updated last month
All versions
2.0.0
Release
Lodged 2.0.0last month 636
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Changes
Added
- Added shield arrow lodging: arrows blocked by shields can now lodge into that shield item and render uniquely per shield
- Added shield arrow removal through the inventory/player preview flow
- Added in-world body and shield arrow removal
- Added armor arrow lodging: arrows can lodge into armor pieces instead of the body when armor blocks penetration, while still dealing damage to the player
- Added armor arrow removal, including recovery chance, break chance, particles, durability penalties, and removal state
- Added extra armor durability loss risk when armor has lodged arrows that are not removed
- Added arrow depth tiers:
shallow,lodged, anddeep lodged - Added depth-based removal difficulty, bleeding chance, bleeding duration, and removal animation timing
- Added depth calculation based on velocity, critical hits, Power level, crossbow shots, modified damage, hit body part, and armor coverage
- Added support for modded
AbstractArrowprojectile types via datapack tags:lodged:trackable_projectileslodged:recoverable_projectileslodged:bleeding_projectileslodged:non_lodging_projectiles
- Added storage of rendered arrow item stacks so lodged arrows can visually preserve arrow type and item data
- Added removal result UI states for success, failure, inventory full, too risky, and cannot remove now
- Added inventory UI hover details for body part, armor piece, arrow depth, removal chance, and bleeding risk for better UX and visual feedback
- Added configurable in-world removal animations and animation speed
Changed
- Changed “max tracked arrows per entity” behavior to “max tracked arrows per body part”, defaulting to 8 per body part
- Changed mob-fired arrow recovery to be enabled by default
- Changed dizziness threshold logic to use total body-arrow capacity
- Changed player arrow removal scoring into a shared scoring helper
- Changed supported projectile detection from hardcoded vanilla arrows and spectral arrows to datapack projectile tags
- Changed bleeding behavior so projectile tags determine whether lodged or broken arrows can cause bleeding
- Changed inventory preview controls and tooltip text for clarity
- Changed failed arrow removal knockback to be configurable and disabled by default
- Changed bleeding base drip interval from
8to10
Optional dependencies
Any compatible version
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:mlaUPhrZ:HQxDStE7"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:mlaUPhrZ:HQxDStE7"
}

