Description
Feathers Weaponry – Master Your Combat, Manage Your Stamina!
Feathers Weaponry introduces a comprehensive stamina system using feathers! Every action—from bow draws and weapon attacks to running, swimming, and flying—consumes feathers. Master your endurance or face severe consequences!
🆕 What's New in v1.0.2?
⚔️ Enhanced Punishment System
- Rotator Cuff Tears: Overexertion with weapons/tools causes random damage (0.5-3 hearts) and Mining Fatigue
- Activity-Specific Punishments: Each movement type has unique exhaustion effects:
- 🏊 Swimmer's Shoulder: Mining Fatigue II, Slowness I, Hunger II
- 🏃 Runner's Fatigue: Slowness II, Weakness I, Hunger III (most exhausting!)
- ✈️ Pilot's Strain: Downward Levitation, Nausea
- 🚶 Walker's Cramp: Slowness I, Hunger I
🎯 Learning Curve System
- Get better with practice! Feather costs decrease as you gain experience
- Uses Minecraft's built-in statistics (walking, running, swimming, combat, etc.)
- 90% cost reduction after mastering an activity (100,000 stat value)
- Fully configurable learning rates and minimum costs
🏹 Velocity Reduction System
- Arrows/tridents still fire when low on feathers, but with reduced velocity and damage
- Crossbow smart charging: Fully charged crossbows fire normally; interrupted charges reset
- 30% velocity by default = weaker but usable emergency shots
- More realistic than complete blocking!
✈️ Dynamic Flying Costs
- Base flying cost increased from 0.1 to 0.75 feathers/second
- Maneuverability system: Sharp turns and complex maneuvers cost up to 2x more!
- Straight flight = normal cost, aerial acrobatics = expensive
- Rewards skilled, efficient pilots
🏃 Movement System Overhaul
- Swimming: 0.5 feathers/second (high cost)
- Running/Sprinting: 0.75 feathers/second (increased from 0.2)
- Flying: 0.75 feathers/second base (increased from 0.1)
- Walking: 0.05 feathers/second (minimal)
- Sneaking: Free!
🛡️ Shield Enhancements
- Two cost modes: Overtime (per 2 seconds) AND damage-based (per hit blocked)
- Both modes can run simultaneously
- Configurable costs for each mode
⚙️ Core Features
🎯 Combat System
- Bow/Crossbow/Trident: Consume feathers while drawing (configurable threshold)
- Weapons: Swords and axes cost feathers on successful hits
- Low air penalty: 2x feather cost when underwater with low air
- Learning curve: Become more efficient with practice
🏃 Movement Costs
- Every movement type drains feathers at different rates
- Exhaustion punishments trigger after prolonged activity with low feathers
- Hunger effects added to physical activities (swimming, running, walking)
🛡️ Item Restrictions
- Right-click items (bow, shield, etc.) require minimum feathers
- Left-click items (weapons, tools) require minimum feathers
- Velocity reduction: Projectiles fly slower instead of being blocked (optional)
📈 Progression System
- Learning Curve: Costs decrease as you gain experience
- Track progress via Minecraft statistics
- Configurable learning rates and minimum costs
- Rewards long-term play and specialization
🔧 Fully Configurable!
Default Config: feathersweaponry-common.toml
**Punishment System**
• `rotatorCuffEnabled` - Enable/disable Rotator Cuff Tears
• `rotatorCuffMinDamage` / `rotatorCuffMaxDamage` - Damage range
• `rotatorCuffHardModeOnly` - Only on Hard/Hardcore difficulty
**Activity Punishments**
• `activityPunishmentsEnabled` - Enable/disable all activity punishments
• `activityPunishmentsHardModeOnly` - Restrict to Hard/Hardcore
• Individual damage configs for each punishment type
**Learning Curve**
• `learningCurveEnabled` - Enable progressive cost reduction
• `learningCurveMinMultiplier` - Minimum cost after full training (default: 0.1 = 10%)
• `learningCurveMaxStat` - Stat value for full training (default: 100,000)
• `learningCurveRate` - Learning speed multiplier
**Velocity Reduction**
• `velocityReductionEnabled` - Allow weak shots instead of blocking
• `lowFeatherVelocityMultiplier` - Velocity when low feathers (default: 0.3 = 30%)
• `crossbowResetOnFail` - Reset crossbow if feathers run out while charging
**Flying Maneuverability**
• `flyingManeuverabilityEnabled` - Dynamic costs based on turning
• `flyingManeuverabilityMultiplier` - Cost multiplier for maneuvering (default: 2.0x)
• `flyingManeuverabilityThreshold` - Angle threshold for detection (default: 0.3 radians)
**Movement Costs**
• `movementCostsEnabled` - Enable/disable movement feather costs
• `swimmingCostPerSecond` - Swimming cost (default: 0.5)
• `runningCostPerSecond` - Running cost (default: 0.75)
• `flyingCostPerSecond` - Flying base cost (default: 0.75)
• `walkingCostPerSecond` - Walking cost (default: 0.05)
**Shield Costs**
• `shieldOvertimeEnabled` - Feathers per 2 seconds while blocking
• `shieldOvertimeCost` - Cost amount (default: 0.5)
• `shieldDamageEnabled` - Feathers per hit blocked
• `shieldDamageCost` - Cost amount (default: 1.0)
**Item Restrictions**
• `rightClickMinFeathers` - Minimum for bows, shields, etc. (default: 1)
• `leftClickMinFeathers` - Minimum for weapons, tools (default: 0.5)
• `cancelAnimations` - Cancel animations when insufficient feathers
**Combat Settings**
• `drawTimeThreshold` - Ticks before feather deduction on bows (default: 15)
• `bubbleThreshold` - Low air threshold for 2x penalty (default: 4)
• `validBowItems` - List of items that consume feathers when drawn
• `validWeaponItems` - List of weapons that consume feathers on hit
• `rotatorCuffEnabled` - Enable/disable Rotator Cuff Tears
• `rotatorCuffMinDamage` / `rotatorCuffMaxDamage` - Damage range
• `rotatorCuffHardModeOnly` - Only on Hard/Hardcore difficulty
**Activity Punishments**
• `activityPunishmentsEnabled` - Enable/disable all activity punishments
• `activityPunishmentsHardModeOnly` - Restrict to Hard/Hardcore
• Individual damage configs for each punishment type
**Learning Curve**
• `learningCurveEnabled` - Enable progressive cost reduction
• `learningCurveMinMultiplier` - Minimum cost after full training (default: 0.1 = 10%)
• `learningCurveMaxStat` - Stat value for full training (default: 100,000)
• `learningCurveRate` - Learning speed multiplier
**Velocity Reduction**
• `velocityReductionEnabled` - Allow weak shots instead of blocking
• `lowFeatherVelocityMultiplier` - Velocity when low feathers (default: 0.3 = 30%)
• `crossbowResetOnFail` - Reset crossbow if feathers run out while charging
**Flying Maneuverability**
• `flyingManeuverabilityEnabled` - Dynamic costs based on turning
• `flyingManeuverabilityMultiplier` - Cost multiplier for maneuvering (default: 2.0x)
• `flyingManeuverabilityThreshold` - Angle threshold for detection (default: 0.3 radians)
**Movement Costs**
• `movementCostsEnabled` - Enable/disable movement feather costs
• `swimmingCostPerSecond` - Swimming cost (default: 0.5)
• `runningCostPerSecond` - Running cost (default: 0.75)
• `flyingCostPerSecond` - Flying base cost (default: 0.75)
• `walkingCostPerSecond` - Walking cost (default: 0.05)
**Shield Costs**
• `shieldOvertimeEnabled` - Feathers per 2 seconds while blocking
• `shieldOvertimeCost` - Cost amount (default: 0.5)
• `shieldDamageEnabled` - Feathers per hit blocked
• `shieldDamageCost` - Cost amount (default: 1.0)
**Item Restrictions**
• `rightClickMinFeathers` - Minimum for bows, shields, etc. (default: 1)
• `leftClickMinFeathers` - Minimum for weapons, tools (default: 0.5)
• `cancelAnimations` - Cancel animations when insufficient feathers
**Combat Settings**
• `drawTimeThreshold` - Ticks before feather deduction on bows (default: 15)
• `bubbleThreshold` - Low air threshold for 2x penalty (default: 4)
• `validBowItems` - List of items that consume feathers when drawn
• `validWeaponItems` - List of weapons that consume feathers on hit
🎮 Gameplay Balance
Early Game
- High feather costs force careful resource management
- Learn to balance combat and movement
- Punishments teach consequences of overexertion
Mid Game
- Learning curve kicks in, costs start decreasing
- Specialized activities become more efficient
- Strategic planning becomes important
Late Game
- Mastered activities cost only 10% of original
- Efficient players can sustain longer
- Still challenging but more forgiving
📊 Compatibility
🔗 Requires: Feathers by ElenaiDev
✅ Compatible with: Actions Of Stamina
🔥 Supports all modded weapons & bows!
⚙️ Minecraft: 1.20.1
🔨 Forge: 47.4.0
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Banner Credits:
Credits:
+ Scene: Made by Sylsatra.
+ Majungasaurus: by https://sketchfab.com/Kaputlobster
+ Dsungaripterus: by https://sketchfab.com/Kaputlobster
+ Rope: by https://sketchfab.com/xenosmashgames
+ Steve: free BlenderKit model


