DasuperiorWeight 2.1 - Weight System

DASuperiorWeight adds a realistic weight system to Minecraft. Items have custom weights (e.g., pickaxe = 1.3 kg), shown in a HUD. The mod tracks total carried weight client-side and server-side, allowing gameplay effects like movement slowdown or limits.

File Details

Daweight-1.1

  • B
  • Apr 9, 2025
  • 377.29 KB
  • 165
  • 1.20.1
  • Fabric

File Name

daweight-1.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:daweight-item-weight-system-1237746:6403994"
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๐Ÿ“ฆ DaWeight Mod – Update Changelog

๐Ÿ›  Version: 1.1.0

๐Ÿ“… Release Date: April 9, 2025

๐Ÿ’ป Minecraft Version: 1.20.1 (Fabric)


โœจ What's New

โš–๏ธ Advanced Weight System


If a player exceeds 256 kg, Slowness is applied incrementally.

  • Exceeding 320 kg makes the player extremely slow and applies a Jump Boost -127 effect, preventing jumping completely.


๐Ÿด Entity Riding Behavior

  • When mounted on rideable entities (e.g., horse, donkey):

    • The player is no longer slowed.

    • Instead, the mount is affected by the player’s total weight.

    • The heavier the inventory, the slower the mount moves (up to Slowness VI).


๐Ÿ“ฆ Shulker Box Optimization

  • If a shulker box contains items, its internal weight is divided by 2.

  • This simulates improved storage efficiency.

  • Empty shulkers have a default weight of 1 kg.


๐ŸŽฎ HUD Enhancements

  • A custom HUD icon (shulker box) is now displayed above the inventory icon.

  • Shows the total weight stored in shulker boxes only.

  • Text color changes based on weight:

    • ๐ŸŸข Green: below 100 kg

    • ๐ŸŸก Yellow: 100–256 kg

    • ๐Ÿ”ด Red: above 256 kg

  • Hovering over the icon shows a tooltip: "Weight stored in shulker boxes".


๐Ÿ”ง Technical Improvements

  • Fully compatible with Fabric API 0.15.7+1.20.1.

  • Slowness and JumpBoost effects now respect creative mode.

  • HUD rendering uses HudRenderCallback for clean client integration.


๐Ÿงช Planned Features

 

  • Warnings or popups when player is critically overloaded.

  • Integration with hunger/stamina systems.

  • Multiplayer sync optimization for entity slowness.