Cyberware: Reforged

Unofficial 1.20.1/1.21.1/26.1.2 port of Cyberware by Flaxbeard and Robotic Parts by An_Sar

File Details

cyber_ware_port-1.5-hf5.jar

  • R
  • Jan 31, 2026
  • 865.13 KB
  • 702
  • 1.20.1
  • Forge

File Name

cyber_ware_port-1.5-hf5.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:cyberware-reforged-1401640:7555014")
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Changelog - Version 1.5-hf5

Major Bug Fixes and Improvements:

  • Surgery & Exploits:

    • Fixed a major surgery exploit where players could bypass installation limits (maxInstall) by manipulating "ghost" items and cancelling surgery queues.

    • Installation limits are now strictly enforced both during item placement and surgery execution.

  • Attribute & Performance Fixes:

    • Resolved the "Sticky Attributes" bug: Fixed an issue where attribute modifiers (Health, Speed, Attack Damage, etc.) would remain on the player even after the corresponding cyberware was removed.

    • Fixed a "Modifier already applied" crash: Resolved a critical crash occurring during player ticks when recalculating cyberware capacity.

  • Balance & Logic Adjustments:

    • Limb Exclusivity: Fixed logic where stackable implants (like Myomer Muscles) were being incorrectly removed due to body part exclusivity.

    • Compressed Oxygen Implant: Adjusted oxygen refill rates to prevent "infinite air" with only a single implant. It now scales properly with the number of implants installed.

    • Retractable Claws: Fixed damage bonuses not scaling with stack count.

    • Hyperoxygenation Boost: Fixed the "flickering" speed effect and enabled proper speed level scaling based on stack count.

    • Threat Matrix: Fixed the dodging logic to only trigger on physical/projectile attacks (no longer "dodges" fall, fire, or poison damage).

    • Deployable Wheels: Adjusted step-height values to ensure Salvaged versions still allow stepping over 1-block heights.

    • Citrate Enhancement: Fully implemented the missing fall damage reduction logic.

  • HUD & UI:

    • HUD Logic: Fixed the battery/energy HUD appearing with only a Cyber Eye installed. A HUDjack is now correctly required for internal status displays.

    • Fixed an issue in the Cyberware Workbench where items could not be extracted manually if they were part of a valid recipe.

  • World & Spawning:

    • Blueprint Consumption: Added a new config option to toggle whether Blueprints are consumed upon use in the Workbench (Default: False).

    • Radar Beacon / Cranial Broadcaster: Revamped the logic for these items. They now correctly boost the spawn rate of cybernetic mobs in the surrounding area instead of attempting to "summon" them directly.

New Config Options:

  • consumeBlueprints: (Boolean) Set to true if you want Blueprints to be consumed after crafting.