All versions
1.4-1.20.1
Release
Weapon Master 1.4-1.20.13 years ago 524
Compatibility
Minecraft: Java Edition
1.20.1
Platforms
Forge
NeoForge
Supported environments
Client and server
Changes
WEAPON MASTER 1.4: MASS CHAOS CHANGELOG:
GAMEPLAY ADDITIONS:
New Abilities:
- ELIXER
- EJECT
- DEAL
- SCRAPBOMB
- SKELETONS
New Passives:
- CATALYZE
- FAE BLOOD
- AUTOPOPPET
- REVERBERATION
- ENERGETIC
ALLY TAG
- Use this item on a friend to make all your weapon strikes unable to hurt them!
- Does not work on abilities that already can self-damage
- You can wear it. This does nothing.
NEW PART SETS:
- I'm not listing all of these.
ABILITY/PASSIVE CHANGES:
- BUSTER: Buffed in reliability and damage dealt. In 1.20, also no longer miscalculates velocity on multiple entity grabs. No longer fails to play impact sound under odd conditions.
- ONRUSH: Launches enemies higher with increased consistency.
- SMOKESCREEN: Lower cooldown to be more competitive with other abilities.
- PURGE: Lower cooldown
- GRAVITY WELL: Bigger hitscan array
- HOLOMINE: Won't detonate automatically if a player tagged as a "friend" through the ALLY TAG walks near it. They can still set it off with a melee swing.
- BLADECALLER: More aggressive about homing targets.
- KARMIC: Works correctly now, instead of entirely ignoring i-frames.
FIXES:
- COMPAT: Customizeable Player Models that don't modify swing/hold animations should now work natively with Weapon Master 3rd Person Animations.
- COMPAT: Rubidium rendering bugs (such as the Studio rendering errors, Weapons not being stitched properly, or repair being broken) have been (mostly) mended.
- COMPAT: Oculus shaders now behave nicely (enough) with Weapon Master custom rendering.
- COMPAT: Less crashes with other mods that modify the UI or rendering system.
- FIX: Repair Minigame logic has been updated to stick to your cursor better. hopefully no more accidentally letting go of it!
- FIX: Player Progression Storage has been given a new contingency system that should stop data loss during world crashes and server restarts
- FIX: Studio should no longer be less responsive just because you have JEI installed.
- FIX: Item Stitching code changed for 1.20 for better functionality.
- FIX: More strict reign-in on ghost entities that caused server lag previously.
- FIX: Localization errors on potion effects and kill messages.
- FIX: Abilities and mechanics that kill the player should now properly, for real, kill the player in more circumstances.
- Probably a lot more these took ages to patch an implement
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:44bncbZS:GXxfjbU0"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:44bncbZS:GXxfjbU0"
}

