promotional bannermobile promotional banner

Poison Kit

Poison your weapons, your arrows, and even your spike traps.

File Details

FineCraft-PoisonKit-1.5.1.jar

  • B
  • Feb 28, 2026
  • 663.58 KB
  • 24
  • Early Access

File Name

FineCraft-PoisonKit-1.5.1.jar

Supported Versions

  • Early Access

[1.5.1] - 2026-02-28

Added

  • Cross-mod arrow extension: ArrowSelectConfig now scans arrow_options_*.json files in the data directory after loading the base file. Third-party modpacks can add arrow types to the FC_ArrowConsume UI without any Java dependency.
  • Cross-mod integration guide: docs/ADDING_ARROW_TYPES.md — new section documenting how to author an extension file and how to patch FC_ArrowConsume at a lower priority.

Changed

  • Iron arrow removed from default options: arrow_options.json no longer includes Weapon_Arrow_Iron. Iron is handled unconditionally by HyAmmo's ModifyInventory chain above FC_ArrowConsume, so offering it in the UI had no effect. Iron assets remain present for modpack reactivation.

Fixed

  • HyAmmo double-fire: the shortbow patch selectors had @.Next.Type == 'Replace' conditions that failed to match when Hytalor had already resolved Replace variables during HyAmmo merge, leaving FC_ArrowConsume inactive. Selectors simplified to match on ItemToRemove.Id + Failed.Var only.
  • HyAmmo double arrow consumed: FC_ArrowConsume inherited residual ItemToRemove/Next fields from the replaced ModifyInventory node, causing a second arrow to be consumed and a second projectile to fire alongside the Options-driven one. Patch now explicitly sets both fields to null.

[1.5.0] - 2026-02-28

Added

  • Data-driven arrow selection: arrow types are now defined in arrow_options.json, extracted to the mod data folder on first run. Operators can add new arrow types without recompiling.
  • Iron arrow support (Weapon_Arrow_Iron): shortbow can now consume Iron arrows with 10 Physical base damage (vs 6 for Crude). Includes 5 charge-level projectile configs and shoot interactions.
  • Arrow marker HUD icons: Crude, Iron, Dot, Instant, and Slow arrow types now display their own icons on the HUD when selected.
  • Explicit Crude default: when no marker is active, shortbow falls back to Crude arrows via an explicit no-marker option at the end of each charge level.
  • Integration guide: docs/ADDING_ARROW_TYPES.md — step-by-step reference for adding any new arrow type without writing Java.

Fixed

  • Server freeze at arrow impact: ctx.execute() was receiving an Interaction asset ID instead of a RootInteraction ID, causing a registry mismatch. Shoot/FallbackShoot in FcArrowOption now use RootInteraction.CHILD_ASSET_CODEC with the {"Interactions": [...]} inline format.
  • No-ammo path server freeze: executeNoAmmo() was forwarding Common_Bow_No_Ammo (an Interaction, not a RootInteraction) to ctx.execute(). The no-ammo path now sets state = Failed, triggering the inherited Failed chain naturally.
  • Dot arrow icon not showing on HUD: the Dot option had a null markerEffectId; marker was also missing from the shortbow patch JSON for the Dot charge levels.

[1.4.2] - 2026-02-27

Fixed

  • Stability (Hytalor patching): removed unsafe JsonPath array indexing from the shortbow shoot patch selectors to avoid runtime IndexOutOfRangeException when the target asset structure differs (e.g. HyAmmo overrides).
  • Shortbow Ability2 (ArrowSelect): ArrowSelect is now bound to Ability2 (E) instead of Use (F), avoiding intrusive Use interception and HyAmmo Ability3 conflicts.