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Worms Arsenal

Craft a Worms-inspired arsenal for Hytale with reusable weapons, explosive animals, guided missiles, jet strikes and supply drops. Features three workbench tiers and configurable terrain destruction. An unofficial, free fan and art project.
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worms_mod_0.51.1.jar

File nameworms_mod_0.51.1.jar
Uploader
DexhunterDexhunter
Uploaded
Nov 2, 2026
Downloads
11
Size
2.0 MB
File ID
9405467
Type
R
Release
Supported game versions
  • 0.7

What's new

Worms Arsenal — Version 0.51.1

Features

  • Crafting-only progression: Replaced the shop economy with craftable equipment and supplies. Removed purchases, gold-coin minting, the vending-machine recipe and the Shop/Craft mode switch.
  • Three-tier Arsenal workbench: Added detailed workbench models and 43 recipes in four native crafting tabs: Weapons, Ammunition, Airstrikes and Other. Uses Hytale's recipe grid, ingredient slots, inventory, crafting queue and upgrade panel. Tier II and III retain earlier recipes and craft 10% and 20% faster.
  • One reusable bazooka: Craft standard rockets, homing missiles, homing pigeons and magic bullets separately. Press F while holding the launcher to select available ammunition. The selected payload is saved on the launcher and changes its loaded appearance.
  • Durable melee weapons: The baseball bat has 100 durability, the war axe 350 and Fire Punch gloves 100. Each committed swing uses one durability point. Broken equipment remains repairable.
  • Five-use explosive belts: Regular, holy and cluster grenades, banana and super banana bombs, Molotov cocktails, mines and dynamite now come in five-use belts or sets. Each successful deployment uses one charge.
  • Separate magazines and fuel: Handgun, shotgun, Uzi, Minigun and flamethrower are reusable and crafted empty. Craft their matching magazines, shell packs, ammunition belts or fuel tanks separately. Handgun, Uzi, Minigun and flamethrower reload automatically from inventory when empty; held flamethrower fire continues across tank changes. Each tank supplies 25 seconds of fire. Shotgun reloads manually with F.
  • Energy-based special attacks: Dragonball costs 30% of maximum mana per successful shot, requires no ammunition, deals 200 base explosion damage and has doubled projectile and impact visuals. Fire Punch costs 25% of maximum mana per committed swing, in addition to durability.
  • Clear inventory rules: Persistent equipment stacks individually. Ammunition, full explosive belts and single-use attack requisitions stack up to 100.
  • Updated presentation: Added bilingual item descriptions, a collapsible development information section, a new logo without the vending machine and widescreen promotional artwork.

Bug Fixes

  • Fixed floating and displaced parts across all three workbench models, and preserved manually refined geometry when regenerating assets.
  • Fixed an oversized tier-III model that exceeded Hytale's 255-node limit. Builds now reject models above that limit.
  • Corrected invalid workbench UI selectors and missing template text associated with connection failures. Replaced the custom crafting screen with Hytale's native workbench window.
  • Corrected queued and instant crafting outputs so reusable firearms are produced empty. Native crafting handles ingredient reservations, cancellation refunds and paid upgrades; existing placed workbenches retain their tier during migration.
  • Prevented zero-durability melee attacks and duplicate durability loss on hits. Cancelled attack preparation consumes neither mana nor durability; insufficient mana blocks energy attacks.
  • Fixed empty-weapon handling and automatic reload boundaries: each reload consumes one matching supply, retains the weapon and preserves the existing firearm salvo limits. Full equipment does not waste a magazine.
  • Corrected broken UTF-8 text in HUD, language and recipe/catalog entries. Removed obsolete shop runtime code and unreferenced assets while retaining hidden legacy items and serialized components needed by existing saves.

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