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Compound V: Advanced

Enhance Compound V with advanced powers, unique mechanics, custom HUDs, animations, configurable abilities, and an expanded gameplay experience.
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compound_v_advanced-1.1.5-beta.jar

File namecompound_v_advanced-1.1.5-beta.jar
Uploader
vinder3177vinder3177
Uploaded
Sep 13, 2026
Downloads
15
Size
1.1 MB
Mod Loaders
Forge
File ID
8872217
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:compound-v-advanced-1600241:8872217")

Learn more about Curse Maven

What's new

Compound V Advanced 1.1.5-beta

This version is a beta build of the update and doesn't include everything I originally wanted. It's also probably not as polished as a full release and might have some bugs. If I come back to this project I'll finish the update properly, but for now I'm putting out what I managed to get done over a couple of days, not the finished version, since exams doesn't leave me time to keep working on it right now. Thanks to everyone who's been following the project, hope to see you again sometime...

But here's what's in 1.1.5-beta:

New ability: Enhanced Optics. Grants the same X-Ray / Night Vision / Heartbeat Sensing menu as Laser Eyes Advanced's additions, but as its own separate power that doesn't need Laser Eyes Advanced at all. Opened with Ability Key 2, same as the LEA menu, and shares all of its config. Weight in the Compound V item's pool defaults to 3, weight in V1 defaults to 0 so it can't roll from V1 out of the box, raise that in config if you want it to.

Telekinesis Advanced's Kinetic Grasp (mode 1) can now catch incoming projectiles out of the air, hold them in front of you, and throw them back. This is a direct port of Compound V's own catch/hold/throw code for Telekinesis, right down to using its live force and damage values, so it feels exactly like the original ability instead of an approximation.

New Kinetic Shield for Seismic Volley (mode 4). With all 3 orbit blocks collected, Sneak + Ability Key 2 pulls them off your back and spins them around your body instead, deflecting nearby projectiles back where they came from. It can take 3 hits before breaking, with a counter on screen for how much is left. Break it and the blocks drop and turn back into real blocks, and the whole mode goes on a shared cooldown. Deactivating it yourself is cheaper than losing it, and it costs Overload to put up, with extra Overload if it breaks outright. Every number here (radius, spin speed, durability, cooldowns, Overload costs) is configurable.

  • Fixed mob/player launch-on-release using our own force numbers instead of Compound V's actual Telekinesis values, it now matches theirs exactly.

Multi-power support: if you're holding several Compound V Advanced abilities at once (Chest Blast, Laser Eyes Advanced/Enhanced Optics, and one of MCA/BCA/TKA, those three still can't be held together), Ability Key 2 and the PTSD bar now pay attention to whichever ability you're actually using instead of always defaulting to the same one and locking the others out. Whichever power you got most recently is the one in focus, and it switches back automatically if you lose it.

Bug fixes

Back up your world before updating.

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