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Feathers Weaponry
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This mod deducts feathers based on weapon usage, prevents actions at low feathers, and applies penalties like Weakness and Mining Fatigue.
Does not follow a specific thematic focus apart from vanilla Minecraft.
Centers on surviving in harsh conditions, managing resources, and fending off PvE threats.
Adds or modifies hunger and stamina systems for more complex survival mechanics.
Introduces player leveling systems with skills and abilities.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
Adds extra features or content to an existing mod.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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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
• `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
Feathers Weaponry – Master Your Combat, Manage Your Stamina!
Feathers Weaponry introduces a tactical stamina system using feathers! Every bow draw or weapon attack consumes feathers, forcing you to balance combat and endurance. Low on feathers? Suffer Weakness & Mining Fatigue, or even lose the ability to use items!
⚔ Fully Configurable!
Customize draw time, air (bubble) thresholds, and define which bows and weapons consume feathers. Works seamlessly with vanilla & modded weapons!
Default Config: feathersweaponry-common.toml
Bow, Crossbow and Trident will drain Feathers every 15 ticks (20 ticks is a second), will drain 2 instead if the player's bubble count is lower than 4.
Any Sword or Axe will cost Feather on a successful hit.
🔧 How to Configure:
Spoiler
Adjust drawTimeThreshold (ticks before feather deduction on bows).
Set bubbleThreshold (low air multiplies feather loss by 2).
Add/remove weapons & bows from validBowItems and validWeaponItems.
🔗 Requires: Feathers by ElenaiDev ✅ Compatible with: Actions Of Stamina 🔥 Supports all modded weapons & bows!
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