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Worms Arsenal

Worms-inspired weapons for Hytale, featuring a gold-coin weapon shop, explosive animals, guided missiles, jet strikes and configurable terrain destruction.
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worms_mod_0.41.2.jar

File nameworms_mod_0.41.2.jar
Uploader
DexhunterDexhunter
Uploaded
Nov 1, 2026
Downloads
5
Size
1.8 MB
File ID
9392890
Type
R
Release
Supported game versions
  • 0.7

What's new

Worms Arsenal — Release Changelog

Versions 0.41.2

Features

Added Nuclear Test

  • Call in a jet carrying a large, six-block-high atomic bomb using a dedicated red-button remote.
  • First left click marks a terrain-following danger zone with a 47-block radius. A second left click confirms the strike; right click cancels without spending an item.
  • The bomb detonates on impact, releasing a visible expanding pressure wave followed by a fire wave.
  • The pressure wave incinerates hostile and peaceful NPCs, including targets at different elevations, and leaves fire at their positions.
  • Ground fire lasts 30 seconds on supported, dry terrain. Overlapping fire areas merge without multiplying burn damage.
  • The final explosion effect features a lower, two-tier burning mushroom cloud. Its stem and crowns grow gradually over approximately 10 seconds, with glowing clouds and animated flames.
  • Added a bright white-yellow impact flash with temporary dynamic lighting.
  • The pressure wave expands over 6 seconds, followed by a fire wave expanding over 7 seconds.
  • Costs 80 gold coins and stacks to 100. One remote is consumed when a valid strike is confirmed.
  • Respects /worms blocks off. With block destruction enabled, the core blast can create a crater with a 16-block radius.

Added the Uzi

  • Features an original compact model, editable Blockbench project, dedicated 64×64 icon, rifle animations, muzzle flash and bullet tracers.
  • Each left click fires a burst of up to 10 rounds, spaced 0.085 seconds apart, without a spin-up delay.
  • Uses a 30-round durability magazine: three complete bursts empty one weapon.
  • Each bullet deals 5 base damage, with a 4-degree spread cone and a maximum range of 48 blocks.
  • Aim is updated between bullets, allowing players to track moving targets during a burst.
  • Right click, changing slots, replacing the active stack or dying stops the burst.
  • Emptying a magazine consumes one weapon. A burst never automatically continues into the next weapon in the stack.
  • Costs 10 gold coins and stacks to 100.
  • All 36 catalog weapons are now available.

Reworked Banana Bomb Clusters

  • The main bomb now releases six visible banana clusters.
  • After their first ground contact, clusters bounce elastically for two seconds, settle on the ground, then wait one additional second before exploding.
  • Each cluster deals 108 base damage within a six-block radius.
  • The main bomb retains its fixed five-second fuse, 216 base damage, 12-block blast radius and 17-coin price.

Added Super Banana Bomb

  • Uses the same charged throwing mechanics and explosive power as the standard Banana Bomb, with manual detonation.
  • After throwing, the next left click detonates the main bomb. The following left click detonates all six clusters, including airborne clusters.
  • Settled clusters wait for the detonation command instead of using an automatic countdown.
  • A temporary detonator preserves both trigger actions when the last weapon in a stack is thrown. Triggering consumes no additional weapons.
  • Costs 24 gold coins and stacks to 100.

Added a Dedicated Worms Arsenal Creative Category

  • Weapons are grouped under Weapons, with the arsenal machine and gold coin under Equipment.
  • Includes English and German labels.

Added Convenient Release Build Scripts

  • build_mod.ps1 and the double-clickable build_mod.cmd compile a complete worms_mod_[version].jar.
  • The version is read automatically from the manifest.
  • Successful builds replace older packages of this mod in Hytale’s global Mods directory and keep backups outside that directory.

Fixes

Improved Charged-Weapon Input Reliability

  • Addressed weapons occasionally firing or throwing immediately instead of charging, particularly during repeated use.
  • Added a 150 ms preparation phase to Molotov Cocktail, Bazooka, Hand Grenade, Holy Hand Grenade, Cluster Grenade, Banana Bomb, Homing Missile and Super Banana Bomb.
  • Incomplete or reordered input updates no longer prematurely select a firing strength.
  • Preserved the native charge indicator, 21 power levels, two-second charging period, short taps and cancellation when changing weapons.

Corrected Bazooka Prediction

  • Prevented the local simulation path from repeating the authoritative launch and item-consumption logic.

Corrected Firearm Muzzle-Flash Placement

  • Handgun, Shotgun, Minigun and Uzi effects now attach to dedicated barrel sockets instead of spawning in front of the player’s face.
  • The Shotgun uses separate sockets for its two barrels.
  • All six Minigun rotor appearances include the correct muzzle attachment.
  • Increased muzzle-flash scale by 2.75×.

Reworked First-Person Firearm Feedback

  • Animation and model-particle packets now reach the firing player directly, independently of observer visibility.
  • Each bullet resets the action-animation slot and alternates between equivalent shooting clips to address rapid bursts playing only one animation.
  • Added a separate native first-person particle interaction for each shot.
  • Cosmetic effects do not consume ammunition or add firing cooldowns.
  • Prevented duplicate owner broadcasts and dangling particle attachments after the active weapon disappears.

Fixed the Missing Creative-Inventory Tab

  • Moved category icons into Hytale’s required category-icon directory.
  • Updated build helpers to preserve category membership, icons and translations after asset regeneration.

Corrected the Arsenal Machine’s Collision and Selection Box

  • Aligned the box with the actual model, including its sign, roof, base and lever.

Improved Effect Cleanup and Regression Coverage

  • Extended the nuclear mushroom effect to 28 seconds so delayed particles can finish fading.
  • Added native tests for repeated charging, magazine boundaries, cancellation, damage, terrain protection and firearm feedback.
  • Verified that 30 Uzi rounds generate 30 distinct cosmetic feedback chains. Final first-person rendering still requires an in-game visual check.

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