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Lodged

Recover arrows from struck entities, take arrows out of your own body and more!
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lodged-2.0.0.jar

File namelodged-2.0.0.jar
Uploader
jvnjvn
Uploaded
Jun 28, 2026
Downloads
420
Size
406.3 KB
Mod Loaders
NeoForge
File ID
8335839
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:lodged-1577929:8335839"

Learn more about Curse Maven

What's new

Added

  • Added shield arrow lodging: arrows blocked by shields can now lodge into that shield item and render uniquely per shield
  • Added shield arrow removal through the inventory/player preview flow
  • Added in-world body and shield arrow removal
  • Added armor arrow lodging: arrows can lodge into armor pieces instead of the body when armor blocks penetration, while still dealing damage to the player
  • Added armor arrow removal, including recovery chance, break chance, particles, durability penalties, and removal state
  • Added extra armor durability loss risk when armor has lodged arrows that are not removed
  • Added arrow depth tiers: shallow, lodged, and deep lodged
  • Added depth-based removal difficulty, bleeding chance, bleeding duration, and removal animation timing
  • Added depth calculation based on velocity, critical hits, Power level, crossbow shots, modified damage, hit body part, and armor coverage
  • Added support for modded AbstractArrow projectile types via datapack tags:
    • lodged:trackable_projectiles
    • lodged:recoverable_projectiles
    • lodged:bleeding_projectiles
    • lodged:non_lodging_projectiles
  • Added storage of rendered arrow item stacks so lodged arrows can visually preserve arrow type and item data
  • Added removal result UI states for success, failure, inventory full, too risky, and cannot remove now
  • Added inventory UI hover details for body part, armor piece, arrow depth, removal chance, and bleeding risk for better UX and visual feedback
  • Added configurable in-world removal animations and animation speed

Changed

  • Changed “max tracked arrows per entity” behavior to “max tracked arrows per body part”, defaulting to 8 per body part
  • Changed mob-fired arrow recovery to be enabled by default
  • Changed dizziness threshold logic to use total body-arrow capacity
  • Changed player arrow removal scoring into a shared scoring helper
  • Changed supported projectile detection from hardcoded vanilla arrows and spectral arrows to datapack projectile tags
  • Changed bleeding behavior so projectile tags determine whether lodged or broken arrows can cause bleeding
  • Changed inventory preview controls and tooltip text for clarity
  • Changed failed arrow removal knockback to be configurable and disabled by default
  • Changed bleeding base drip interval from 8 to 10

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