Tags
Creators
Details
Licensed ARR
Published 3 months ago
Updated 2 months ago
All versions
3.0.0
Release
Lodged 3.0.02 months ago 1,417
Uploaded by
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Required content
Any compatible version
Changes
Added
- Added model-accurate projectile collision for tracked arrows across all living-entities. Hits use live animated model cuboids, respect shields and piercing, fall back to vanilla collision for unsupported models, and include configurable inflation plus F3 + B visualization
- Added horse-armor arrow lodging, rendering, durability effects, hover targeting, tooltips, outlines, and removal from the horse inventory, with optional "Ride On" (unreleased) compatibility
- Added timed body-arrow removal from owned tamed mobs and ridden mounts in the world, with player-first targeting, plus body-arrow removal from mount inventory previews. Ownership, range, timing, success, particles, and bleeding are configurable
- Added craftable bandages. Craft two from three string and one paper, holding Use bandage (default: V) finds one anywhere in the inventory, plays synchronized first/third-person wrapping animations for two seconds, and patches one bleeding wound
- Added configurable bleeding-duration multipliers for head, chest, arm, and leg arrow wounds
Changed
- Rebalanced default recovery, body-removal, deep-lodged, bleeding, shield, and armor risks to reduce stacked bad luck while preserving meaningful consequences
- Made Dizziness gain strength every two arrows beyond its threshold instead of every arrow
- Made non-recoverable arrows safely removable instead of treating them as automatic failures
- Reworked first and third-person body, armor, and shield removal animations with staged reach, grip, extraction, depth-based effort, and improved shield/bow clearance
- Improved mount inventory previews with scroll/drag rotation, reset controls, a turn hint, arrow highlighting, and body/armor risk tooltips
- Tracked bleeding sources independently so each bandage removes only one wound and stacked wounds require multiple bandages
- Showed lodged-arrow counts on shields as well as armor and grouped both Lodged keybinds under a localized Lodged category
Fixed
- Fixed piercing arrows duplicating recoverable lodged-arrow data across multiple targets
- Fixed recovered arrow stacks retaining the intangible projectile marker, which could make returned arrows behave incorrectly
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:Ikx9eamm"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:mlaUPhrZ:Ikx9eamm"
}

