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Two Heavens

Smith your own katana and wakizashi, then fight the two-sword way.
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Two Heavens 1.0.0+26.1.2.jar

File nametwoheavens-1.0.0+26.1.2.jar
Uploader
scarabx1scarabx1
Uploaded
Aug 29, 2026
Downloads
28
Size
369.2 KB
Mod Loaders
Fabric
File ID
8761725
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

Fabric

modImplementation "curse.maven:two-heavens-1647339:8761725"

Learn more about Curse Maven

What's new

1.0.0 — First stable release

New

  • The combo is taught the first time you can do it. Three prompts, in order: press R to draw, left-click with the wakizashi to stab and stun, then right-click with the katana to finish. Each clears by doing it, never on a timer, so failing the combo costs nothing — the prompt simply waits for the next attempt. Nothing about the two-sword style was guessable before; the tooltips said it, but only if you went looking.
  • Finishing your first sword tells you what it's for. Craft either blade and the chain hands off to the belt: "Craft both swords into a Daisho Saya, and then into an Obi to dual wield." Before this, smithing ended and nothing said the obi and saya existed — a player who made a katana and stopped would never learn the wakizashi is required too.
  • Recipes in the HUD show the real crafting grid. Holding Shift used to show a flat row of ingredients, which told you what a recipe took but not its shape. It now draws the actual grid, the same one the tooltips use, in the lower left where it doesn't cover the furnace.
  • Tooltips show a whole step, not just one line of it. A cooled blade used to say "blade + tsuba + tsuka" and name two parts you'd never seen and couldn't hover. It now shows how to make each of the other parts as well, so the step is answerable from the item in your hand. The Daisho Saya does the same for the belt: its own recipe, the Daisho Obi it goes into, and how to make the Obi that grid asks for.
  • The kera counts your strikes down. The prompt showed a flat 4 however many had landed, which read as no progress while the block was visibly cracking apart. It now shows how many are left.
  • A cooled kera tells you how to mine it. It becomes a different block when it finishes cooling, so the bar simply vanished and left a black lump. It now shows a stone pickaxe.
  • The mod's chat messages chime. Reaching a goal, finishing your first sword, or being told a furnace needs tending now plays a short ping alongside the line, so a message that arrives while you're looking at the world instead of the chat box doesn't go past unnoticed. The login reminders stay silent — they repeat every session and say what's outstanding rather than what just happened.

Changes

  • Block prompts sit with their block now. They used to be pinned to a fixed spot on screen, so any placement that cleared the block at one camera angle covered it at another. Each prompt now follows its block: the anvil's rises clear of the blade, the cooling kera's hangs below so you can watch it crack, the furnaces' sit over the body and away from the opening.
  • The swords sound like metal. Drawing and sheathing played the leather-and-buckles armour sound, which read as unpacking a bag rather than a blade leaving a saya. Draw is bright, sheathe is lower and softer.
  • You face where you look while drawn. The stance pointed along your movement keys, so looking sideways left the pose out of view. Your body now follows your head, the same way it does while aiming a bow — and other players see it too.
  • A landing stun is visible and audible. Stun had no swirl and no HUD icon on purpose — a sword strike shouldn't read as a thrown potion — but that left a stunned mob looking exactly like an unstunned one, so there was no way to tell when the katana finisher was available. A pale burst now rings the mob's head and a short metallic latch plays, once, at the moment the stun lands. Nothing happens when the stun doesn't take, which is how you tell the difference.
  • Stun can't be chained. A stab could reapply stun before the previous one did anything, so the finisher was never a payoff for setting something up. A stunned mob, or one still shrugging one off, takes the hit and its damage but can't be locked down. The window comes back after a few seconds. Per mob, so a crowd stays handleable.
  • The swords no longer mine, and no longer swing at blocks. Neither blade was ever efficient at breaking anything — they just burned durability on stone — and the wakizashi played its sweep at terrain, announcing an attack that never happened. Opening a chest, furnace or crafting table no longer fires a sword move alongside the GUI either.
  • The hot wakizashi blade sits properly in every view. Its angle and position were retuned in both hands, first and third person, on the ground, in the inventory and in item frames.
  • Sword parts lie flat. Blades, tsuba and tsuka now lie horizontal in your inventory, on the ground and in item frames, and keep their grip pose in hand. An upright blade read as a sword missing its handle.
  • The hammer forgives your aim. The anvil only counted a strike on its own small top face, so a swing aimed at the glowing kera floating above it passed over the block and hit nothing. Aiming at the piece now works.
  • Blood sprays harder. More particles, wider scatter, more speed — a hit throws blood rather than emitting it.
  • "Quench in water" is words now, not an icon. There is no water item, and every stand-in for one misled: a drawn cube looked wrong, and a bucket said fetch one when you quench in a block in the world.
  • The satetsu hint names the Tatara Furnace. "Set it aside for the smelt" read as ordinary vanilla smelting, a wrong steer at the moment you're casting about for something to do.
  • The anvil says each thing once, where it belongs. The tongs prompt used to say the same thing three ways — an icon, the word beside it, and the whole rule again in the overlay. The row is the icon; the overlay carries the instruction, including the offhand part, which is what people actually get wrong.
  • Holding a Hot Kera shows you how to build a Smithing Anvil. The tooltip named one and left you there; Shift showed the kera's own smelting recipe, which is the thing already in your hand.
  • Repeat counts always sit on the mouse. Bellows pumps used to be drawn in the bellows icon's corner while hammer strikes were on the mouse — two conventions for one idea. A number on an item means quantity; a number on a mouse can only mean clicks.
  • The wakizashi-or-katana fork reads as a choice. The two options have room between them now and each names the sword it produces, instead of running together as one four-icon instruction.
  • Both prompts that name a tool now offer its recipe. The anvil's first step demanded a hammer and the bellows phase demanded bellows, with no way to find out how to get either.
  • The Daisho is out of the creative tab. It has no recipe and no function since combos replaced it, so listing it handed you a dead item. It's still the mod's tab icon.

Fixes

  • Fixed a duplication glitch with drawn swords. While your swords were drawn you could craft the two of them into a Daisho Saya, then sheathe — and the real swords came straight back, leaving the saya free. Repeating it made unlimited sayas, and every saya takes apart into a real katana and wakizashi. Dropping a drawn sword, or putting one in an item frame, did the same thing by other routes. While drawn, the swords can no longer be moved out of your hands at all: sheathe first.
  • Drawing or sheathing could destroy a hotbar item. Draw with a katana in slot 1, scroll to slot 2, sheathe — and whatever was in slot 2 was gone, with a spare katana left behind. The swap targeted whichever slot was selected when it fired rather than the one the draw started from. Worse on a server than in singleplayer.
  • Taking a Daisho Saya apart lost a sword, and only worked aimed at the sky. Aiming at any block did nothing at all, and the air path handed back one part into the slot it had just emptied, where the game promptly overwrote it. Both parts now come back before the saya is consumed.
  • Satetsu could be placed on a furnace as a block. Right-clicking a furnace that wouldn't take satetsu — full, curing, lit, or already holding a kera — fell through to placing the block on it. All five states now say what's true instead: what it wants, or that it's busy.
  • A furnace broken mid-pumping lost its bellows progress. Fill levels, heat, smelt stage, the kera and its cracks all survived being broken and replaced; the pump count alone reset to zero.
  • The Smithing Anvil couldn't be mined at all. It never dropped, whatever tool you used. Stone pickaxe now, like the kera.
  • The hammer's recipe tooltip showed eight stone instead of six. Crafting always worked — only the picture was wrong.
  • A wrong click at a finished blade said nothing. Holding the tongs in the wrong hand, or anything else at all, got silence — and the obvious next thing to try is the hammer, which works and turns your wakizashi into a katana with no way back. That's the only permanent mistake in the mod, and it was the one guarded by saying nothing.
  • Progress bars drew straight through the "Hold [Shift] for recipe" line. Both the smelt bar and the bellows bar assumed the prompt above them was always one row tall.
  • The click count overlapped the mouse icon it sat on.
  • The tongs glyph is drawn larger in the too-hot warning, where it was the thinnest icon in the set and barely registered.

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