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ScytheMod

Scythe Mod adds powerful endgame scythes with unique combat mechanics, active abilities, special right-click skills, HUD timers, custom progression, and dark fantasy-style gameplay for both survival and PvP.
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5.2+1.21.11

File namescythe-mod-neoforge-5.2+1.21.11.jar
Uploaded
Sep 25, 2026
Downloads
32
Size
568.6 KB
Mod Loaders
NeoForge
File ID
8972468
Type
R
Release
Supported game versions
  • 1.21.11

Curse Maven Snippet

NeoForge

implementation "curse.maven:scythemod-1576581:8972468"

Learn more about Curse Maven

What's new

# Scythe Mod Update 5.2 A major stability and gameplay correctness update focused on persistent ability state, Withering Minion lifecycle, Farmer Scythe compatibility, projectile reliability, combat targeting, multiplayer behavior, and cross-version consistency. ## Fixed ### Persistent Ability Cooldowns Scythe ability cooldowns are now stored as persistent server gameplay state. * Active cooldowns no longer reset when the player leaves and rejoins the server. * Active cooldowns no longer reset after a server restart. * Remaining cooldown time is preserved across reconnects. * Blood Harvest now uses the same persistent cooldown system as other scythe abilities. *** ### Bloody Scythe #### Blood Harvest Blood Harvest targeting and failure handling have been corrected. * Blood Harvest now remembers the exact players marked when the ability is activated. * Only killing one of those marked players can complete the Harvest. * Killing an unrelated player during the Harvest window no longer counts as a successful Harvest. * Logging out during an active Blood Harvest no longer allows the player to escape the failure penalty. * Leaving the server during the kill window now records the Harvest as failed. * The normal Blood Harvest failure effects are applied when the player next joins. * Blood Harvest targeting now uses a true spherical radius instead of the previous cube-shaped effective area. #### Blood Blender * Blood Blender now remembers which hand was used to activate it. * Main-hand and off-hand activation now follow the same combat behavior. *** ### Withering Scythe Minions Withering Minion ownership and lifecycle handling have been significantly reworked. #### Persistent Minion Ownership Minion limits are now tracked through a persistent owner-based registry instead of only searching for nearby entities. * Minions remain associated with their owner even when their chunk is unloaded. * Minions in another dimension still count toward the owner’s minion limit. * Moving far away from existing minions can no longer be used to bypass the maximum minion count. * Unloaded minions are no longer incorrectly treated as missing or removed from the registry. #### Distance and Dimension Handling Minions now safely return when they can no longer remain with their owner. * If a minion moves more than 160 blocks away from its owner, it is returned instead of remaining abandoned in the world. * If the owner changes dimension, existing minions are returned rather than attempting to follow the owner using coordinates from the wrong dimension. * Returned minions refund souls according to their remaining health using the existing health-based refund rules. * Soul refunds no longer depend on the player still holding or carrying the same Withering Scythe at the exact moment the minion is returned. * Refunds that cannot immediately be stored are kept safely and applied once an appropriate Withering Scythe becomes available. #### Logout Persistence Withering Minions now handle owner disconnects safely. * When the owner logs out, their active minions are removed from the world and stored as dormant minions. * Dormant minions preserve their remaining health. * Dormant minions preserve their remaining lifetime. * Minions are restored near their owner when the player returns. * Logging out no longer destroys active minions or silently loses their invested souls. If a minion cannot immediately be restored: * The game retries restoration up to 5 times. * Restore attempts occur once per second. * The dormant snapshot remains persistent between attempts. * If no valid spawn position can be found after all attempts, the minion is safely removed and its appropriate soul refund is returned to the owner. #### Minion Spawning Minion summoning now validates the spawn location before committing the summon. * The game searches for a collision-free position around the player. * Minions are no longer intentionally spawned inside invalid or obstructed spaces. * Souls are not consumed if no valid spawn position can be found. * Durability is not consumed for a failed summon. *** ### Farmer Scythe #### Protection and Permission Compatibility Farmer Scythe world interactions now execute with the actual player as their source. This applies to: * Crop harvesting. * Mass Harvest. * Growth Acceleration. * Area tilling. * Other Farmer Scythe block modifications. As a result: * Claim and region protection mods can correctly identify the player performing the action. * Protected blocks can reject Farmer Scythe actions normally. * An invalid or protected block can be skipped without preventing the ability from processing other valid positions. * Farmer Scythe automation no longer behaves like anonymous server-side block modification. #### Growth Acceleration Persistence The “one boost per planting” rule is now persistent. * Accelerated crops remain marked after server restarts. * Relogging no longer allows the same planting to receive another Growth Acceleration boost. * The stored state tracks the dimension, block position, crop type, and crop growth state. * Normal growth after acceleration does not incorrectly clear the marker. * Replanting a crop at the same position correctly creates a new planting that can be accelerated again. * Replacing the crop with another crop also clears stale acceleration state. * Crops removed by automation, environmental effects, or other non-standard paths no longer permanently poison that block position. #### Bountiful Harvest Drop Handling Passive doubled drops now use the final result of the normal drop pipeline instead of recalculating the crop loot table. This improves compatibility with: * Fortune. * Silk Touch where applicable. * Loader drop hooks. * Modded loot modifications. * Modified crop drops. * Cancelled or replaced drop events. The Farmer Scythe now duplicates the actual resulting drops rather than independently generating another set of loot. *** ### Fire Scythe #### Lock-On Fireball The homing fireball now preserves its target more reliably. * The locked target UUID is saved with the projectile. * Fireballs no longer permanently lose their target simply because the target entity or chunk was temporarily unloaded. * After losing access to the entity, the fireball attempts to reacquire its saved target for up to 2 seconds. * If the target becomes available again during that window, homing resumes. * Dead targets and targets that move into another dimension correctly release the lock. Target visibility has also been corrected. * Initial lock-on now requires line of sight. * Fireballs can no longer initially lock onto targets through solid walls. * A locked fireball receives a 1-second line-of-sight grace period when its target briefly passes behind an obstacle. * Short obstructions no longer immediately destroy the lock. * If visibility remains blocked beyond the grace period, the target lock is released. *** ### Toxic Scythe #### Toxic Orb Persistence * Toxic Orb acidity is now saved with the projectile. * Acid-enhanced Toxic Orbs no longer lose their acidity after chunk unloading, entity serialization, or world reloads. * This behavior is now consistent across supported versions. *** ### Golden Scythe #### Persistent Golden Marks Golden Scythe marks now survive normal server lifecycle events. * Marked entities remain marked when their owner disconnects. * Golden marks survive server restarts. * Marks remain associated with the correct player. * Dead or invalid marked targets are cleaned up normally. #### Golden Rain Golden Rain now charges only for targets that were actually newly marked. * Already marked entities are no longer counted as new applications. * Repeatedly casting Golden Rain over the same targets no longer charges the full cost for effects that were already active. * Golden Rain now uses a true spherical radius. #### Midas Touch * Midas Touch can no longer select entities through solid blocks. * Entity targeting is now limited by the first blocking surface along the player’s line of sight. *** ### Combat Targeting Area-based offensive abilities now use a shared targeting system. This affects abilities including: * Blood Harvest. * Toxic Aura. * Toxic Orb. * Withering Aura. * Frozen Storm. * Golden Scythe area marking. #### Spherical Ranges * Ability radii are now actual spherical distances. * Bounding boxes are only used to find possible targets before the real distance check. * Targets in the far corners of the old cube-shaped search areas are no longer incorrectly affected. #### Valid Enemy Filtering Combat-oriented abilities now distinguish valid hostile targets more consistently. * Allied players are excluded. * Friendly entities are excluded where appropriate. * Unintended passive animals are no longer treated as combat enemies by offensive scythe abilities. * Target filtering is now consistent between abilities instead of each ability implementing slightly different rules. *** ### Freezing and Withering Damage Damage attribution has been corrected for damage-over-time effects. #### Freezing * Freezing damage now retains the player who originally applied the effect. * Kills caused by Freezing can correctly credit the Scythe user. * Vanilla and modded systems receive more consistent kill attribution. #### Withering * Withering damage applied by the Withering Scythe now retains the actual player source. * Soul rewards and normal kill attribution now use the same owner information. * Scythe-applied Withering is no longer treated like unrelated environmental Wither damage where player attribution is available. *** ### Freezing Effect Timing Freezing damage timing is now consistent across supported Minecraft versions. * All versions now use the same elapsed-time damage model. * Refreshing the Freezing effect no longer unexpectedly changes the phase of its damage ticks. * 1.21.11 no longer follows different Freezing damage timing from the other supported targets. *** ### Death Reward Safety Forge and NeoForge death handling has been made safer around other mods. Rewards are now finalized only after the death is confirmed. This applies to systems including: * Withering soul collection. * Frozen Heart rewards. * Essence-related kill rewards. * Blood Harvest completion. If another mod cancels or prevents a death: * Scythe Mod no longer grants rewards for that cancelled death. * Blood Harvest is not incorrectly completed. * Souls and other kill rewards are not awarded for an entity that ultimately survived. *** ## Changed ### Farmer Scythe Performance Large-radius Farmer Scythe abilities have been optimized without reducing their gameplay area. * Spherical block offsets are now calculated once and reused. * Large-area abilities no longer rebuild the full radius geometry on every activation. * Block scans reuse mutable positions instead of creating thousands of temporary position objects. * The Mass Harvest and Growth Acceleration radius remains unchanged. * A radius-20 scan still covers the same 33,401 block positions as before. This reduces repeated CPU work and temporary object allocation when using large Farmer Scythe abilities. *** ### Combat Attribution Tracking Temporary combat attribution state has been redesigned. * Player entities are no longer held through long-lived strong references. * Attribution stores player UUIDs instead. * Expired entries are removed automatically. * Cleanup is now periodically batched rather than scanning temporary attribution state every server tick. * Runtime state is cleared safely during server shutdown. This prevents old combat records from unnecessarily accumulating during long-running server sessions. *** ### Runtime State Handling Several gameplay systems now share persistent world-level state instead of depending on the lifetime of the current player session or Java process. Persistent state now covers systems including: * Ability cooldowns. * Pending Blood Harvest failures. * Withering Minion ownership. * Dormant Withering Minions. * Pending Withering soul refunds. * Farmer Growth Acceleration markers. * Golden Scythe marks. This makes relogs, chunk unloading and server restarts behave consistently with the intended gameplay rules. *** ## Technical ### Cross-Version Compatibility Updated version-specific code paths for supported Minecraft and loader targets. * Updated player permission checks for the 1.21.11 API. * Updated entity position and world access for 1.21.11. * Updated dimension-key handling for the 26.x API. * Corrected player-attributed Freezing and Withering damage source creation across Fabric, Forge and NeoForge. ### Regression Coverage Expanded cross-version regression checks for the systems changed in 5.2. Coverage now includes: * Persistent cooldowns. * Blood Harvest marked targets and logout failure handling. * Withering Minion ownership, restoration and refunds. * Farmer Scythe permissions and persistent crop state. * Farmer final-drop duplication. * Spherical combat targeting. * Toxic Orb serialization. * Fireball target serialization and reacquisition. * Fireball line-of-sight handling. * Golden mark persistence. * Freezing and Withering damage attribution. * Freezing tick parity. * Cancelled death-event handling. * Runtime state cleanup. * Version-specific API compatibility across all supported targets.

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