promotional bannermobile promotional banner

Black Powder: Age of Sail

Muskets, pistols, cannons and a whole age of sail. Craft and upgrade period firearms, load them the slow, realistic way, and step into a world where musketeers and pirates fight their own war, merchants hand out contracts, and a ghost ship sails at night.
Back to Files

blackpowder-2.3.0.jar

File nameblackpowder-2.3.0.jar
Uploader
NiX512NiX512
Uploaded
Oct 18, 2026
Downloads
80
Size
1.7 MB
Mod Loaders
NeoForge
File ID
9239251
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:black-powder-arms-neoforge-1-21-1-1740147:9239251"

Learn more about Curse Maven

What's new

Black Powder: Age of Sail 2.3.0 – Ports

Army and pirate ports with moored ships, a spyglass that reads ships, sea fog, night lanterns, ship balance changes and an important fix for a world freeze. Drop-in update for 2.2.x worlds: no manual config changes needed, existing configs are updated automatically.

Ports (new structures)

  • Pirate ports and army ports now appear on gentle coastlines. Each has a pier on stilts with lanterns, a quay with a battery of cannons, a building (a tavern for the pirates, a guardhouse for the army), supplies, chests with loot and a garrison.
  • A moored ship with a crew: the pirate port has a sloop, the army port has a brig. The ship lies quietly at the pier until you attack it, then the crew casts off and fights. Kill the crew and the ship is a prize you can take.
  • The pirate port has a Smuggler, the army port a Quartermaster, and the chests hold the new cannon ammunition.
  • Ports turn to face the sea and cut into a hillside when the shore is high. /locate structure blackpowder:pirate_port and blackpowder:musketeer_port find them.

Ships

  • Spyglass: look through a spyglass (the vanilla one or the mod’s scope) at another ship to see its kind, faction, hull and sails, and its distance (up to 300 blocks).
  • Sea fog: on about every fourth morning, a thick fog rolls over the water around dawn. It lifts by mid-morning and does not appear in rain.
  • Lanterns: at night a lantern glows at the top of the main mast, so ships can be seen from afar.
  • Smoke from burning ships: a ship on fire sends up a tall column of smoke that can be seen from far away.
  • Repair at sea: besides planks and wool, an iron ingot now repairs 15% of the hull and a piece of string 10% of the sails. Right-click the ship with the item in hand.
  • Sounds from the camera: ship sounds were silent when you zoomed the camera far out. Now you hear them as if from the sailor’s head, with the direction following the camera.
  • Reloading: a broadside’s reload now starts only after the last gun of the volley has fired (before, it started with the first).

Balance

  • Frigate: reloads 1.5 times slower than the other ships (12 seconds), and costs more: 768 planks (was 640) and 20 cannons (was 16).
  • Sloop: hull strength 150 (was 120), so it survives a brig’s full broadside. The brig and frigate keep their strength.
  • Mobs: soldiers and pirates now aim worse (about a third more spread) and hit about 10% weaker.
  • Bleeding no longer kills. It takes you down to half a heart and stops there.
  • Officer music is a bit quieter, so two officers playing at once do not drown each other.

Fixes

  • World freeze fixed. Generating a musketeer camp or fort could freeze the whole game (ticks stopped, mobs froze, no new chunks loaded) while an officer was placing his squad. This also affected 2.2.0 worlds. The officer’s squad and the cavalry horse are now placed safely.

Configuration

  • Updated defaults: sloopHull 150 (was 120), mob damage and inaccuracy for musketeers, pirates, captains, cavalry, ghost pirates, skeleton musketeers, sharpshooters, grenadiers, drummers, artillerymen, Blackbeard, officers, boatswains and cooks. Your config is updated automatically if you never changed these values.

This mod has no additional files