Colonial Arms [Fabric]

Black-powder arms of the 1700s for Fabric: a flintlock musket, pistol and blunderbuss loaded with paper cartridges through a real drill, plus naval and horse-drawn field cannons able to be served by a crew with powder charge, rammer and linstock.
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colonial-arms-2.16.0.jar

File namecolonial-arms-2.16.0.jar
Uploaded
Sep 12, 2026
Downloads
5
Size
231.7 KB
Mod Loaders
Fabric
File ID
8865132
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:colonial-arms-1686397:8865132"

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What's new

Colonial Arms 2.16.0 - Minecraft 1.21.1 (Fabric)

The 1.21.1 line catches up. Everything the 26.2 line has had for a while is here:
the pistol and the blunderbuss, both cannons, the crew loading drill, the limber,
recoil, and the whole presentation pass. If you have been on the 1.x builds, this
is the big one - the version number jumps to match 26.2 because the two builds now
have the same feature set.

New weapons
  - FLINTLOCK PISTOL. One-handed, quick to bring up, loaded by the same paper
    cartridge drill as the musket. Works in either hand.
  - BLUNDERBUSS. A short shoulder arm that throws a spreading load of shot instead
    of a single ball - devastating close in, useless at range.
  - NAVAL CANNON. A truck-carriage gun for a ship's deck or a fort wall, alongside
    the field cannon. It has no limber: a naval gun is not drawn.

The cannon, rebuilt
  - Both guns are drawn from proper models now - carriage, barrel, and turning
    wheels on the field gun - instead of the old block-built cannon.
  - A CREW LOADING DRILL. Right-click the muzzle with a Powder Charge and it slides
    into the mouth and waits; someone drives it home with the RAMMER; then the
    cannonball the same way; then touch the vent with a lit LINSTOCK. Every stage
    is visible in the bore, and a friend can work the rammer while you lay the gun.
  - New items: Powder Charge, Rammer, Linstock.
  - RECOIL. The gun rolls back when it fires. Set the trail shoe against a block and
    the shoe takes the blow - the gun rebounds and settles back on its firing spot,
    so a prepared position holds its aim.
  - THE LIMBER. Use a lead on a field gun while riding or leading a horse and the
    gun limbers up: the trail comes off the ground onto the limber, the muzzle
    swings to the rear, and the gun follows the horse like a trailer. Sneak-use, or
    another lead, unhitches it and gives the lead back.
  - A gunner now STANDS at the gun instead of appearing to sit in the air beside it.

The reload, in the hands
  - A 3D paper cartridge is carried from the pouch to the muzzle in every reload and
    tipped in, on all three flintlocks.
  - The ramrod is drawn and worked in the bore, and the hand rides the rod head.
  - The piece comes up to a make-ready at the shoulder to have its hammer cocked.
  - All of it visible in third person too, not just in your own hands.

Smoke and fire
  - Firing smoke leaves the MUZZLE and jets downrange on all five weapons.
  - The pan flash at the lock throws sparks on the three flintlocks.
  - A flash at the cannon's mouth on firing.

Recoil kick
  - The gun kicks when it fires, in first person and in third - so you can see
    another player's shot land in their shoulder. Heaviest on the blunderbuss.

Aiming
  - Holding right-click with a loaded gun steadies it and pulls the view in. The
    musket gets a real sight picture; the blunderbuss less; the pistol only the
    small steadying pull-in of extending your arm.

Fixes
  - The hammer stays DOWN until the hand actually reaches it. It used to snap back
    the moment the ramming finished, a hand-journey before the animation caught up.
    The draw is now four stages on all three flintlocks, as it has always been on
    the 26.2 build.
  - The hammer no longer flicks back down for a split second at the end of a reload.
  - The blunderbuss ramrod reaches its deepest frame. It was stopping one frame short,
    so the rod never showed fully driven home.
  - The pistol's ramrod and the hand working it now move together. The rod was
    creeping steadily outward across both strokes while the hand pumped twice, so
    the two drifted apart through the whole reload.
  - BOTH CANNONS now throw their smoke down the bore when they fire, like the three
    firearms already did. The cloud used to sit on the gun and over its crew.
  - The naval cannon's flash, smoke and ball now leave its own muzzle. They were
    coming from where the FIELD gun's muzzle is, which on a naval carriage is the
    wrong height and the wrong reach.
  - Crouching no longer aims any gun at the ground when your cursor is level.
  - A broken naval cannon gives back a naval cannon, not a field one, and
    middle-clicking one picks the right item.
  - Breaking a loaded cannon returns its Powder Charge instead of plain gunpowder.
  - The musket reload is 4.5 seconds, matching the 26.2 line to the tick; the
    hammer phase has its full time at the end.
  - The cannon's fuse is half a second from the linstock touching the vent.
  - Inventory icons for the three firearms are the drawn sprites again, with the
    3D gun kept for the hand.
  - A naval cannon's hitbox is now correct on the client, not just the server.

Requirements
  - Minecraft 1.21.1
  - Fabric Loader 0.16.0 or newer
  - Fabric API
  - Java 21

Notes
  - Same feature set as Colonial Arms 2.16.0 for MC 26.2. Deliberate differences are
    limited to things the two Minecraft versions do not share.
  - Damage, spread and reload times are still a first pass and will be revisited.

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