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Dan's Lightsabers (Star Wars)

Adds the weapon of a Jedi, an elegant weapon of a more civilized age.
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Dan's Lightsabers 1.20.1-6.0

File namelightsabers-1.20.1-6.0.jar
Uploader
Daniil_YRUDaniil_YRU
Uploaded
Aug 1, 2026
Downloads
668
Size
1.9 MB
Mod Loaders
ForgeNeoForge
File ID
8552458
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:dans-lightsabers-1165219:8552458")

NeoForge

implementation fg.deobf("curse.maven:dans-lightsabers-1165219:8552458")

Learn more about Curse Maven

What's new

6.0

New Lightsabers Forge

[Lightsabers]

  • Implemented a complete rewrite of the lightsaber system from scratch, greatly simplifying future development and eliminating the need for separate models for each blade color. Lightsabers can now use any blade color (16,777,216 unique RGB shades). The original seven colors are still available through crafting.
  • Improved the Lightsaber Forge. Added three RGB sliders to customize blade color. Sliders can be adjusted by dragging with the mouse or by using the mouse wheel for precise RGB value adjustments. The interface now also displays the hilt name and the current blade color.
  • Added the display of the hilt and blade color when disassembling a lightsaber in the Lightsaber Forge.
  • Improved lightsaber deflection. Projectiles are now reflected toward the direction the player is looking.
  • Added support for OptiFine-based mods that provide emissive textures (Continuity is recommended). When Continuity is installed, lightsabers retain their emissive glow even while using shaders.
  • Added the missing sound effects for the Darksaber.
  • Removed the restriction preventing the Darksaber from being recolored.
  • Added the ability for lightsabers to break doors, trapdoors, chains, iron bars, and bamboo (without drop).
  • Added a first-person blocking animation.
  • Added a looping hum sound for all lightsabers. The sound can be disabled in the config.
  • Improved the Beskar electronic component used to craft the Darksaber. It is now also lava-proof.
  • Removed the enchantment restrictions on lightsabers to encourage players to use them instead of weapons from other mods.
  • Added a crafting recipe for the Training Saber.

[Force Abilities]

  • Implemented a complete rewrite of the Force ability system. Abilities are now separated into individual classes, allowing them to be reused in mob AI while also improving multiplayer synchronization.
  • Added cooldowns for all Force abilities to prevent ability spam. Default values are 40 ticks for Force Pull/Push, 60 ticks for Force Grab, and 20 ticks for Force Throw. Cooldowns can be configured.
  • Improved the Force Pull and Force Push strength calculation.
  • Improved Force Push by increasing its range from 6 to 8 blocks.
  • Fixed an issue where entities could take fall damage from low heights after being affected by Force Grab.
  • Added the UseForceGoal AI behavior, allowing mobs to use Force abilities (see below). Mob ability usage can be disabled in the config.
  • [1.21.1] Added experimental support for Sable (Create: Aeronautics) in Force Grab. The ability can now move physical contraptions.

[NPCs]

  • Added health regeneration for Jedi and Sith when they are not in combat and have no target.
  • Added the ability for Jedi and Sith to become player companions. The player must belong to the corresponding side of the Force. Right-clicking with an empty hand makes the companion follow the player, while another right-click dismisses them. Each NPC can accompany only one player at a time. Once dismissed, the NPC becomes available to any other player.
  • Added companion behavior for Jedi and Sith. They can follow the player, attack enemies that attack the player, or attack the player's current target.
  • Improved ally logic. Jedi and Sith no longer attack their allied player or other players on the same /team.
  • Added UseForceGoal usage of Force Push, Force Pull, and Force Throw based on combat conditions. Mobs use Force Push if the target can kill them in one hit, Force Pull if the target has low health and can be finished off, and Force Throw when the target is trying to escape or has moved out of Force Pull range.
  • Improved the tick() update logic for Jedi and Sith to improve performance.
  • Fixed an issue where Jedi and Sith prevented allied players from sleeping.
  • Improved Jedi Temple Guards. They now always wield yellow double-bladed lightsabers.
  • Added a fourth Jedi skin variant.
  • Added the ability to heal companion NPCs using golden apples.
  • Fixed a bug where Jedi and Sith could change lightsabers and skins after re-entering a world.
  • Improved Jedi lightsaber color choosing. Newly spawned Jedi now receive a random blade color, with a 70% chance of blue or green to better match canon, while all other colors share the remaining 30%.
  • Added witches to the list of enemies attacked by Jedi.
  • Added the ability to select the starting structure in the config. Bonus chests are supported.

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