worms_mod_0.41.2.jar
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.ps1and the double-clickablebuild_mod.cmdcompile a completeworms_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.
This mod has no additional files

