
Fox's Weapons
This mod adds 15 unique weapons to minecraft. If you don't see 15, that is likely because this mod is in beta/alpha phase with only a few weapons for my sanity
Описание
Fox's Weapons
Fox's Weapons is a NeoForge weapon mod for Minecraft 26.2 focused on weapons that actually have their own mechanics.
The original base arsenal consists of 15 unique weapons, divided across three progression tiers.
All 15 base weapons are now implemented.
Each weapon is designed to have its own playstyle, model, effects, and purpose instead of simply being another sword with a bigger damage number.
Current alpha: 0.15.0-alpha.1 — Smoke Bomb
Current progress: 15 / 15 base weapons implemented — 100%
⚠️ THE GITHUB IS NOW OBSOLETE (APART FROM SOURCE CODE)
The GitHub repository is still used for source code and issue tracking, but project information there may be outdated.
Current weapon information and release updates will be kept primarily on Modrinth.
Currently Implemented Weapons
Tier 1 — Tribal & Survival Skirmish
Bone Shiv
A Tier 1 bone micro-dagger designed specifically around dual-wielding.
The original concept was:
tiny bone knife
Development apparently interpreted this as:
WHAT IF STEVE HAD TWO OF THEM AND EACH MOUSE BUTTON CONTROLLED A DIFFERENT ARM
When two Bone Shivs are equipped:
- Left-click attacks using the Shiv in the player's physical left hand
- Right-click attacks using the Shiv in the player's physical right hand
- Physical hand selection respects Minecraft's left-handed/right-handed player setting
- Both attacks use the same server-side melee attack logic
- Custom reverse-grip player pose
- Custom GeckoLib model and texture
- Thick carved bone construction
- Blood-stained blade section
- Crafted using a Stonecutter
- 1 Bone → 2 Bone Shivs
- Supports applicable melee and durability enchantments
Current supported enchantment categories allow enchantments including:
- Sharpness
- Smite
- Bane of Arthropods
- Looting
- Knockback
- Unbreaking
- Mending
Known Bone Shiv Issue
The attacks themselves work correctly and deal damage.
The hand swing animation currently does not.
We attempted to convince Minecraft to visually perform the extremely complicated operation known internally as:
WHACK
Minecraft declined.
This is currently a visual-only issue and does not affect Bone Shiv combat functionality.
Future Me has been assigned the problem.
Good luck, Future Me.
Chakram
A Tier 1 throwable bladed disc that was originally supposed to be:
throw disc → hit thing → come back
Development disagreed.
The implemented Chakram is now closer to:
AUTONOMOUS MEDIEVAL MURDER ROOMBA
- Right-click to deploy the Chakram
- Takes a finite snapshot of nearby targets when thrown
- Hunts every physically reachable entity in its operating area
- Uses obstacle-aware routing rather than passing through solid blocks
- Must physically reach and touch a target to interact with it
- Cannot simply phase through walls
- If a route is blocked, it attempts to find another route
- After completing its target list, it searches for reachable dropped items and XP
- Physically collects reachable loot before returning
- Returns toward the owner's current position
- Must physically reach and touch the owner to return
- Multiple Chakrams can be deployed independently
- 1000 durability
- Uses exactly 1 durability per throw
- Repairable with Iron Ingots
- Supports:
- Sharpness
- Smite
- Bane of Arthropods
- Looting
- Custom GeckoLib model and texture
- Custom projectile entity
- Survival crafting recipe
- Rare item name colour
The Chakram does not care whether the thing in front of it is a zombie, villager, boat, minecart, dropped item, or something that probably should have been left alone.
If it can reach the target without noclipping through a wall, it will attempt to go there.
This has already resulted in Chakrams escaping containment, destroying command minecarts, collecting the resulting minecart items, and delivering them back to the player.
This behaviour is considered:
working as intended
Sling Pocket
A Tier 1 primitive ranged weapon.
It is technologically advanced enough to contain:
wood, rubber, and rock
- Fires instantly with no charge-up
- Uses stone-based ammunition from the player's inventory
- Fires custom stone projectiles
- Deals direct impact damage
- Strong projectile knockback
- Infinite durability
- Custom GeckoLib model and texture
- Custom first-person positioning
- Dedicated third-person player pose
- Custom crafting recipe
And most importantly:
It Can Hit Endermen.
Yes.
This is intentional.
Apparently Endermen can dodge arrows, but do not know what to do when someone simply throws a rock at them very aggressively.
Weighted Net
A Tier 1 ranged control weapon.
It deals zero direct damage.
- Right-click to throw the bundled Weighted Net
- Hitting a living target tethers it to the wielder
- Targets can move normally within the rope's slack range
- Moving too far away causes the target to be pulled back
- The tether cannot break from distance
- Right-click again to release the target
- Releasing applies Rope Burns
- Rope Burns temporarily reduces movement speed
- Repairable with String
- Supports durability enchantments
- Custom bundled 3D model
- Custom thrown projectile
- Visible rope/tether effect
- Attach and release sounds
- Survival crafting recipe
The Weighted Net is designed for mobility control rather than damage.
Or, less professionally:
UNBREAKABLE RANGED ROPE KIDNAPPING DEVICE
Spiked Club
A Tier 1 heavy primitive melee weapon.
The original concept was:
wood + spikes + concussion
Development then decided the head apparently needed to be constructed by someone with access to a welding machine.
- Large welded metal head
- Irregular metal spikes
- Wooden handle
- Successful direct melee hits apply Nausea 255
- Nausea lasts exactly 2.55 seconds / 51 ticks
- 400 durability
- Repairable with Iron Ingots
- Supports mace and durability enchantments
- Custom GeckoLib model and texture
- Custom crafting recipe
Technically:
WELDED METAL CONCUSSION DELIVERY SYSTEM
Tier 2 — Faction & Tactical Warfare
Heavy Greatsword
A Tier 2 oversized melee weapon built around extremely slow, heavy attacks and crowd-cleaving damage.
Or, technologically speaking:
a longsword with substantially more longsword
The model eventually became approximately:
a building converted into a butcher's shop
- 10 Attack Damage
- 0.7 Attack Speed
- 850 durability
- Repairable with Iron Ingots
- Supports sharp-weapon and durability enchantments
- Custom GeckoLib model and texture
- Blood-stained cutting edges
- Custom crafting recipe
Heavy Cleave
Successful direct melee hits can cleave nearby enemies.
- Cleave radius: approximately 2.5 blocks
- Can hit up to 3 additional targets
- Secondary targets take 50% of the primary target's actual health damage
- Uses sweep particles
- Uses the vanilla sweep sound
The original design simply said:
sweeping attacks
Development answered:
WHAT IF THE SWEEP ACTUALLY HITS THREE OTHER PEOPLE
Poisoned Needle
Introduced in Alpha 13.
A Tier 2 rapid-fire throwing weapon that originally sounded like an extremely simple idea:
stick with green stuff
Development had other plans.
It is now a thin, purple-toxin-coated projectile that delivers an unpleasant amount of damage for something that can fit in your pocket.
- Right-click to throw a custom Poisoned Needle projectile
- 6 direct damage / 3 hearts on a successful hit
- Throws at full vanilla bow launch speed
- No cooldown between throws
- Consumes one Needle per throw in Survival; Creative does not consume it
- Pierces multiple entities instead of stopping at the first hit
- Successful damaging hits inflict the Toxin status effect
- Custom 3D GeckoLib model, texture, item rendering, and projectile rendering
- Needles embed in solid blocks, keeping the angle at which they struck
- Embedded needles can be picked up after a brief delay
- If the supporting block is destroyed, the embedded needle drops as an item
- An embedded needle despawns after about 60 seconds if not recovered
- Uncommon item rarity
- Survival crafting recipe
Toxin
This is not ordinary vanilla Poison.
- Deals 2 health points / 1 heart every 5 ticks / 0.25 seconds
- Has no natural expiry timer; it remains until cleared, for example with milk
- Can kill, rather than stopping at half a heart
- Works against undead mobs
- Uses a distinctive purple harmful-status-effect colour
In other words:
A MEDICAL EMERGENCY WITH A HITBOX
And if the player has 37 Needles and a fast mouse, that is now everybody else's problem.
Blunderbuss
A Tier 2 close-range firearm.
- Left-click: accurate single shot
- Right-click: four-pellet blast
- Uses Iron Nuggets as ammunition
- 32-block maximum range
- Muzzle flash
- Smoke trails
- Impact effects
- Strong knockback
- 450 durability
- Repairable with Iron Ingots
- Supports durability-compatible enchantments
- Survival crafting recipe
It is essentially what happens when someone looks at ranged combat and decides accuracy should become optional.
Iron Vanguard Shield
A Tier 2 defensive off-hand weapon.
It is designed around the revolutionary combat strategy of:
putting a large amount of wood and iron between yourself and the problem
- Hold right-click to block incoming attacks
- Grants Resistance I while equipped in the off-hand
- Can be used as a weak melee weapon
- 600 durability
- Repairable with Iron Ingots
- Intentionally non-enchantable
- Reinforced wooden construction with iron plating
- Custom GeckoLib model and texture
- Separate normal and blocking item poses
- Custom tooltip
- Custom crafting recipe
The current alpha pose may occasionally look less like the player is holding the shield and more like the shield has become structurally integrated into the player.
It still blocks.
This is considered acceptable alpha technology.
And no:
The FREESBEE™ Mechanic Is Not Implemented.
Yet.
Smoke Bomb
NEW IN ALPHA 15 — THE FINAL BASE WEAPON
A Tier 2 tactical throwing weapon designed around concealment, escaping dangerous situations, and disrupting enemy targeting.
Unlike most weapons in Fox's Weapons, the Smoke Bomb deals zero direct damage.
Its purpose is not to kill the thing chasing you.
Its purpose is to make the thing chasing you temporarily forget where you went.
The original concept was:
throw thing → smoke → become invisible
Development decided that ordinary Invisibility was not nearly complicated enough.
Instead, the Smoke Bomb became:
A PORTABLE MOB-MEMORY-MANAGEMENT SYSTEM WITH BUILT-IN VISIBILITY DENIAL
Throwing and Detonation
- Right-click to throw a Smoke Bomb
- Uses a custom throwable projectile entity
- Detonates on impact
- Creates a dense, dark smoke cloud
- Smoke radius: 5 blocks
- Smoke duration: 8 seconds / 160 ticks
- Direct damage: 0
- Maximum stack size: 16
- Short cooldown between throws
- Consumes one Smoke Bomb when thrown in Survival
- Creative mode does not consume Smoke Bombs
- Custom GeckoLib model and texture
- Custom item and projectile rendering
- Custom tooltip
- Survival crafting recipe
- Produces 4 Smoke Bombs per craft
The Smoke Bomb is a consumable weapon.
It has no durability or repair mechanic.
Once thrown, that particular Smoke Bomb is no longer your problem.
What happens to everything inside the cloud is.
Dense Smoke Cloud
The Smoke Bomb creates a thick cloud of dark smoke particles.
The cloud combines:
- A dense charcoal-grey inner core
- A wider grey smoke layer
- Large vanilla smoke particles
- An initial smoke burst on detonation
- Continuous particle generation throughout its active lifetime
The smoke is intended to visibly obstruct the surrounding area.
It does not rely exclusively on a few widely scattered vanilla smoke particles.
This distinction is important.
Because the earliest version of the Smoke Bomb produced an effect approximately equivalent to:
SOMEONE EXHALING SLIGHTLY TOO AGGRESSIVELY
Technically, it was smoke.
Practically, it was an air-quality suggestion.
This has since been improved.
Actual Concealment
The Smoke Bomb does not grant ordinary vanilla Invisibility.
Instead, it implements its own concealment behaviour.
While an entity is inside an active smoke cloud:
- Nearby mobs can lose their current target
- Mob pursuit can be interrupted
- Supported attack-target AI memories can be cleared
- Visibility-based detection is reduced
- Normal target acquisition can be disrupted while concealment remains active
The system uses server-side mob targeting and visibility mechanics.
Certain mobs maintain attack targets through Minecraft's Brain memory system.
The Smoke Bomb accounts for those systems where supported.
This is not intended to make the player completely invulnerable or invisible to every possible AI implementation.
Special mobs, bosses, modded AI, and projectiles already in flight may behave differently.
In other words:
THE ZOMBIE FORGETS YOU EXIST.
But the arrow already flying toward your face does not.
Player Vision
The smoke also obstructs the vision of players standing inside it.
Players concealed in an active Smoke Bomb cloud receive temporary Blindness.
The effect is refreshed while they remain concealed.
This means the Smoke Bomb has a tactical drawback:
- Enemies may lose track of you
- Your own visibility is also reduced
- Navigating through the smoke becomes more difficult
You are not given magical perfect vision through your own smoke.
The weapon is intended for escaping and confusing enemies, not for turning the entire battlefield into a one-sided shooting gallery.
The intended gameplay is:
THROW SMOKE → BREAK ENEMY ATTENTION → ESCAPE
The unintended but entirely predictable gameplay is:
THROW SMOKE → FORGET WHICH WAY YOU WERE RUNNING
Both are technically possible.
Development History
The Smoke Bomb was the fifteenth and final weapon of the original base arsenal.
It was supposed to be relatively simple.
This assumption was incorrect.
Phase 1 — The JSON Incident
An accidental naming/refactoring problem caused Minecraft to display the item's translation key with an unexpected .json extension.
The Smoke Bomb briefly became:
A WEAPONIZED JSON FILE
This was not part of the original design.
Phase 2 — The Smoke That Wasn't Very Smoky
The initial implementation generated smoke particles.
Unfortunately, it was easy to see straight through them.
This was considered a problem for a weapon whose primary purpose involved obscuring vision.
Particle density was increased and the player-vision effect was added.
Phase 3 — The Memory Incident
The updated Smoke Bomb interfered with mob targeting.
This worked until the code attempted to inspect an attack-target memory belonging to a mob that had not registered that memory.
Minecraft responded with:
Unregistered memory fetched: minecraft:attack_target
The game crashed.
The problem was corrected by checking the memory's registration and presence before accessing it.
Apparently, attempting to remember something that was never registered is a criminal offence in Minecraft.
Phase 4 — The Missing SmokeCloudManager
After the crash was fixed, Java temporarily lost track of the class responsible for managing smoke.
The class existed.
The compiler simply could not find it due to a package-reference problem.
A missing import was corrected.
Phase 5 — The Constructor Incident
The projectile then failed to compile because the entity registration needed a constructor accepting the entity type and level.
The throwing constructor already existed.
The entity registry constructor did not.
It was added.
Phase 6 — BUILD SUCCESSFUL
The project compiled successfully.
The development client launched.
The Smoke Bomb worked in-game.
The crafting recipe was already present and functioning.
The original fifteenth weapon was finally complete.
Final Classification
Tier 2 — Smoke Bomb
THROWABLE CHARCOAL-GREY VISIBILITY DENIAL DEVICE WITH AI MEMORY MANAGEMENT
It deals no direct damage.
It does not destroy blocks.
It does not grant unrestricted vanilla Invisibility.
It creates a temporary smoke cloud, obstructs player vision, and disrupts supported mob-targeting behaviour.
The player is then expected to take advantage of the confusion.
Preferably by running away.
Preferably in the correct direction.
Tier 3 — Ancient & Mythic Arsenal
Soul Reaper
A Tier 3 heavy vampiric scythe built around real vanilla critical hits.
- Powerful slow melee attacks
- Vanilla jump criticals trigger Soul Steal
- Soul Steal adds 5 health points / 2.5 hearts of damage
- Heals the wielder by up to 5 health points / 2.5 hearts when health is actually stolen
- Soul particles travel from the victim toward the wielder
- 1450 durability
- Repairable with Diamonds
- Specialised melee enchantment support
- Custom GeckoLib model and animation
Apparently normal critical hits were insufficiently dramatic.
Tempest Bow
A Tier 3 storm-powered bow designed to be completely reasonable.
It is not completely reasonable.
- Full-strength draw in 0.25 seconds / 5 ticks
- Uses vanilla bow ammunition
- Adds +14 Tempest damage
- Summons real vanilla lightning at the exact impact point
- Entity hit? Lightning.
- Block hit? Lightning.
- Ground hit? Lightning.
- Missed the target? Still lightning.
- 1000 durability
- Repairable with Copper Ingots
- Bow enchantment support
- Custom GeckoLib draw-and-release animation
The Tempest Bow's current philosophy is:
if arrow exists
lightning probably appropriate
Volcano Hammer
A slow Tier 3 volcanic melee weapon.
- Custom heavy swing animation
- Right-click Volcano Smash
- Creates a 3×3 fire ring with a safe center
- Fire Resistance while held
- Passive lava particles
- 1200 durability
- Repairable with Magma Cream
- Mace-style enchantment support
Subtlety was not included in the recipe.
Ender Staff
INTRODUCED IN ALPHA 14
A Tier 3 End-themed teleportation weapon that allows the player to bend space-time using the power of an extremely judgmental green cube.
The original weapon concept was:
Ender Rapier
Development initially considered a hybrid:
Ender Rapier / Staff
Then the entire blade was abandoned.
The final design became:
STICK WITH GREEN BALL THING
The green ball is actually a cube.
No further questions.
Teleportation
- Right-click to teleport in the direction the player is looking
- Maximum teleport distance: 5 blocks
- Supports full 3D teleportation
- Look forward to teleport forward
- Look upward to teleport upward
- Look downward to teleport downward
- Look diagonally to teleport diagonally
- Can teleport through thin, one-block-thick walls when a safe landing position exists beyond them
- Thick obstructions stop the teleport before the player enters the wall
- Uses collision detection to find a valid destination
- Does not intentionally teleport the player inside solid blocks
- Ignores tall grass and other blocks without solid collision
- Checks for unloaded chunks
- If movement is impossible, the staff simply does nothing
- No denial messages
- Ender portal particles appear at departure and arrival
- Uses the Enderman teleport sound
- Teleportation is handled directly without spawning a projectile
- Custom GeckoLib model and texture
- Rare item rarity
- Infinite durability
- Survival crafting recipe
Full 3D Teleportation
Early development successfully implemented teleportation.
Unfortunately, it also implemented an unexpected restriction:
THE PLAYER WAS NOT ALLOWED TO GO UPSTAIRS
This happened because the teleportation direction originally discarded the Y coordinate.
The result was a powerful space-time manipulation weapon that could move the player horizontally but apparently considered the second floor forbidden territory.
This has since been corrected.
The staff now uses the player's full three-dimensional look direction.
Stairs are no longer mandatory.
Wall Phasing
The Ender Staff does not treat every obstruction as an absolute barrier.
Thin walls can be passed through if there is safe space on the other side.
Thicker walls stop the player before collision.
The teleport is therefore not unrestricted noclip.
The current system aims to distinguish between:
one block of wall: acceptable
and:
entire mountain: absolutely not
The Judgmental Green Eye
The staff has a green cube attached to the top.
This is its eye.
Its behaviour is extremely complicated.
- Does not blink
- Does not rotate
- Does not bob
- Does not float
- Does not animate
- Does not speak
- Does not react to danger
- Does not offer encouragement
It judges.
The player can teleport five blocks through space-time.
The eye remains entirely motionless.
Development Notes
The staff uses:
- Custom Blockbench geometry
- Custom pixel texture
- GeckoLib item rendering
- Server-side teleportation
- Collision-aware destination detection
- Ender portal particle effects
- Enderman teleport audio
No custom projectile entity was necessary.
This is particularly fortunate because the Poisoned Needle already demonstrated that a small object can become a surprisingly large Java project.
The Ender Staff successfully compiled and its teleportation mechanics have been tested in-game.
The original Ender Rapier has been replaced by the Ender Staff.
There is currently no separate rapier implementation.
Final Classification
Tier 3 — Ender Staff
A WOODEN STICK WITH A GREEN CUBE THAT CAN BEND SPACE-TIME
The eye sees everything.
The eye says nothing.
The eye judges.
Withering Katana
A Tier 3 corrupted melee weapon for people who looked at a normal sword and decided it needed considerably more suffering.
- Successful melee hits apply Wither II for approximately 4 seconds
- 1250 durability
- Repairable with Netherite Ingots
- Supports sharp-weapon, lunge, and durability enchantments
- Custom GeckoLib model and texture
- Dark steel blade with purple Wither corruption
- Reverse-grip-inspired positioning
- Custom tooltip
- Custom crafting recipe
- Comes with an extremely necessary Naruto advancement
The weapon itself has learned how to hold a reverse grip.
Steve continues to have opinions about this.
Advancements / Extremely Important Anime References
NARUTOOOOOO
Obtained when the player gets the Withering Katana.
Wow... you've been yelling his name for like 5 arcs already. You've unlocked your inner Sasuke... just only the samurai part.
Yes.
This is an actual advancement.
No.
We are not removing it.
THAT'S A LOTTA DAMAGE
Unlocked by successfully landing a damaging hit with the Poisoned Needle.
Successfully introduce something to the Poisoned Needle.
The achievement name is not exaggerating.
The Toxin has no intention of stopping on its own.
Status Effects
Toxin
Introduced by the Poisoned Needle.
- Applies after a successful damaging Needle hit
- Deals 1 heart every 5 ticks / 0.25 seconds
- Permanent until cleared, for example by drinking milk
- Lethal, unlike vanilla Poison
- Affects undead targets
- Uses purple harmful-effect particles
This is what happens when somebody looks at vanilla Poison and says:
what if it just never stopped
Rope Burns
Introduced by the Weighted Net.
When a tethered target is released:
- Rope Burns is applied
- Movement speed is reduced
- Duration is approximately 5 seconds
Wither
The Withering Katana applies vanilla Wither II for approximately 4 seconds after a successful melee strike.
Nausea
The Spiked Club applies vanilla Nausea 255 after a successful direct melee hit.
- Duration: 2.55 seconds
- Exactly 51 ticks
The intended combat strategy is therefore:
hit target extremely hard
followed by:
target temporarily regrets possessing a camera
Blindness
The Smoke Bomb applies temporary vanilla Blindness to players standing inside an active smoke cloud.
- Applied while the player is concealed inside the smoke
- Refreshed during concealment
- Wears off shortly after the player leaves the cloud
- Reduces player vision
- Deals no direct damage
The Blindness effect is separate from the Smoke Bomb's mob-targeting mechanics.
Blindness obstructs the player's vision.
Smoke concealment interferes with supported mob detection and targeting.
The Smoke Bomb does not apply general-purpose vanilla Invisibility.
This distinction matters.
Because otherwise the weapon would essentially be:
INVISIBILITY POTION BUT ROUND
And that would be considerably less interesting.
Complete 15-Weapon Arsenal
🪵 Tier 1 — Tribal & Survival Skirmish
| # | Weapon | Status |
|---|---|---|
| 1 | Bone Shiv | ✅ Implemented |
| 2 | Chakram | ✅ Implemented |
| 3 | Sling Pocket | ✅ Implemented |
| 4 | Weighted Net | ✅ Implemented |
| 5 | Spiked Club | ✅ Implemented |
All five Tier 1 weapons are implemented.
This means the allegedly primitive tier somehow contains:
- Dual knives
- Autonomous pathfinding murder disc
- Enderman-hitting rock launcher
- Unbreakable tether system
- Welded concussion device
Human civilisation is progressing normally.
🪙 Tier 2 — Faction & Tactical Warfare
| # | Weapon | Status |
|---|---|---|
| 6 | Heavy Greatsword | ✅ Implemented |
| 7 | Poisoned Needle | ✅ Implemented — Alpha 13 |
| 8 | Blunderbuss | ✅ Implemented |
| 9 | Iron Vanguard Shield | ✅ Implemented |
| 10 | Smoke Bomb | ✅ Implemented — Alpha 15 |
All five Tier 2 weapons are implemented.
Poisoned Needle
Introduced in Alpha 13.
This weapon went from stick with green stuff to a piercing projectile that inflicts permanent Toxin.
See the full Poisoned Needle section above for its mechanics.
Smoke Bomb
Introduced in Alpha 15.
The final weapon of the original base arsenal.
A throwable smoke device designed around:
- Dense visual smoke
- Temporary player Blindness
- Disruption of normal mob targeting
- Supported AI-memory clearing
- Five-block concealment radius
- Eight-second cloud duration
The Smoke Bomb is not a normal Invisibility weapon.
It is a temporary concealment and escape tool.
And it somehow required Java to understand what mobs are allowed to remember.
The original base arsenal is now complete.
🔮 Tier 3 — Ancient & Mythic Arsenal
| # | Weapon | Status |
|---|---|---|
| 11 | Soul Reaper | ✅ Implemented |
| 12 | Tempest Bow | ✅ Implemented |
| 13 | Volcano Hammer | ✅ Implemented |
| 14 | Ender Staff | ✅ Implemented — Alpha 14 |
| 15 | Withering Katana | ✅ Implemented |
All five Tier 3 weapons are implemented.
Ender Staff
Introduced in Alpha 14.
The Ender Rapier has been replaced by a staff design.
Its speciality is short-range, three-dimensional teleportation with limited wall phasing.
The model consists of a wooden shaft topped with a green cube.
The green cube is judgmental.
There is no floating or bobbing eye animation.
There may eventually be a completely unrelated space-warping easter egg here.
KAMUI.
No further questions.
Progress
15 / 15 BASE WEAPONS IMPLEMENTED
| # | Weapon | Tier | Status |
|---|---|---|---|
| 1 | Bone Shiv | Tier 1 | ✅ Implemented |
| 2 | Chakram | Tier 1 | ✅ Implemented |
| 3 | Sling Pocket | Tier 1 | ✅ Implemented |
| 4 | Weighted Net | Tier 1 | ✅ Implemented |
| 5 | Spiked Club | Tier 1 | ✅ Implemented |
| 6 | Heavy Greatsword | Tier 2 | ✅ Implemented |
| 7 | Poisoned Needle | Tier 2 | ✅ Implemented |
| 8 | Blunderbuss | Tier 2 | ✅ Implemented |
| 9 | Iron Vanguard Shield | Tier 2 | ✅ Implemented |
| 10 | Smoke Bomb | Tier 2 | ✅ Implemented |
| 11 | Soul Reaper | Tier 3 | ✅ Implemented |
| 12 | Tempest Bow | Tier 3 | ✅ Implemented |
| 13 | Volcano Hammer | Tier 3 | ✅ Implemented |
| 14 | Ender Staff | Tier 3 | ✅ Implemented |
| 15 | Withering Katana | Tier 3 | ✅ Implemented |
15 WEAPONS DOWN. ZERO TO GO.
All Tier 1 weapons are implemented.
All Tier 2 weapons are implemented.
All Tier 3 weapons are implemented.
The complete original base arsenal is now 100% implemented by weapon count.
Development Milestones
- Alpha 13: Poisoned Needle
- Alpha 14: Ender Staff
- Alpha 15: Smoke Bomb
The Smoke Bomb completes the initial 15-weapon development plan.
This does not mean development has ended.
It means the original planned weapon lineup is now implemented.
The project remains in alpha, and future updates may continue improving mechanics, animations, balancing, compatibility, performance, and other aspects of the mod.
For now:
THE ORIGINAL FIFTEEN ARE FINALLY HERE.
Repair and Enchanting
| Weapon | Repair Material |
|---|---|
| Volcano Hammer | Magma Cream |
| Blunderbuss | Iron Ingot |
| Soul Reaper | Diamond |
| Tempest Bow | Copper Ingot |
| Weighted Net | String |
| Sling Pocket | N/A — Infinite durability |
| Iron Vanguard Shield | Iron Ingot |
| Withering Katana | Netherite Ingot |
| Spiked Club | Iron Ingot |
| Heavy Greatsword | Iron Ingot |
| Poisoned Needle | N/A — Consumable and recoverable |
| Chakram | Iron Ingot |
| Bone Shiv | Not yet finalised |
| Ender Staff | N/A — Infinite durability |
| Smoke Bomb | N/A — Consumable |
Current Enchanting Direction
- Bone Shiv: melee, sharp-weapon, weapon, and durability categories
- Volcano Hammer: mace-style enchantments
- Blunderbuss: durability enchantments
- Soul Reaper: specialised melee enchantments
- Tempest Bow: bow enchantments
- Weighted Net: durability enchantments
- Sling Pocket: no durability enchantments because it has infinite durability
- Iron Vanguard Shield: intentionally non-enchantable
- Withering Katana: sharp-weapon, lunge, and durability enchantments
- Spiked Club: mace and durability enchantments
- Heavy Greatsword: sharp-weapon and durability enchantments
- Poisoned Needle: not configured as an enchantable item
- Chakram: Sharpness, Smite, Bane of Arthropods, and Looting only
- Ender Staff: no special enchantment configuration currently implemented
- Smoke Bomb: non-enchantable consumable
Recipes, durability, enchanting, and balance may continue to change throughout alpha development.
Requirements
- Minecraft 26.2
- NeoForge 26.2.0.86
- Java 25
- GeckoLib 5.5.6 or newer, below 6.0
Development Status
Fox's Weapons is currently in public alpha.
Current Progress
15 completed weapons out of 15 originally planned.
Alpha 15 introduces the Smoke Bomb and completes the original base weapon lineup.
All three progression tiers now contain five implemented weapons.
The Base Arsenal Is Complete
The project has achieved its initial weapon-development milestone.
However, complete base arsenal does not mean final stable release.
There are still animations to improve, visual issues to investigate, mechanics to refine, and potential bugs to fix.
This is still alpha.
Some things are still held together by approximately three pixels and confidence.
How We Got Here
The mechanics in Fox's Weapons have evolved significantly throughout development.
Weighted Net started as:
throw net → Slowness
and became:
UNBREAKABLE RANGED ROPE KIDNAPPING DEVICE
Sling Pocket started as:
cheap primitive projectile weapon
and became:
THE THING ENDERMEN FORGOT TO DODGE
Iron Vanguard Shield started as:
normal defensive shield
and briefly became:
WHAT IF WE THROW THE SHIELD AT PEOPLE
Withering Katana started as:
blade + Wither II
and approximately six seconds later became:
NARUTOOOOOO
Spiked Club started as:
primitive club that gives you Nausea
and became:
WELDED METAL CONCUSSION DELIVERY SYSTEM
Heavy Greatsword started as:
big slow sword with sweeping attacks
and became:
BLOOD-STAINED APARTMENT BUILDING WITH MULTI-TARGET DAMAGE
Chakram started as:
throwable disc that comes back
and became:
AUTONOMOUS OBSTACLE-AWARE ENTITY-HUNTING LOOT-DELIVERY SYSTEM
Bone Shiv started as:
tiny bone dagger
and became:
TWO KNIVES CONTROLLED BY TWO DIFFERENT MOUSE BUTTONS
Poisoned Needle started as:
stick with green stuff
and became:
A PIERCING, RECOVERABLE, PERMANENT-TOXIN MEDICAL EMERGENCY WITH NO COOLDOWN
Ender Staff started as:
Ender Rapier
became:
rapier/staff hybrid
and finally became:
JUDGMENTAL GREEN CUBE ATTACHED TO A WOODEN STICK THAT CAN BEND SPACE-TIME
Smoke Bomb started as:
throw smoke → become invisible → escape
and became:
DENSE CHARCOAL-GREY CLOUD WITH PLAYER VISION OBSTRUCTION AND SERVER-SIDE MOB TARGETING MANAGEMENT
A few of these ideas were originally considered simple.
Minecraft apparently disagreed.
So yes.
Plans may change.
But all fifteen original weapons are now implemented.
Known Alpha Jank
This is public alpha.
Some things are still held together by approximately three pixels and confidence.
Current examples include:
- Bone Shiv attacks function correctly, but their hand swing animation may not visibly play while dual-wielding
- Sling Pocket off-hand alignment is slightly inaccurate in third person
- Some weapon poses may not perfectly match their oversized custom models
- Tempest Bow continues to behave visually like a portable siege weapon
- Iron Vanguard Shield positioning may occasionally look more like wearing a reinforced door than holding one
- Withering Katana uses reverse-grip-inspired positioning while the player's arm currently remains imperfect
- Heavy Greatsword is extremely large because this was, in fact, the point
- Deploying a large number of Chakrams simultaneously may create what can only reasonably be described as an army
- Ender Staff teleport collision handling may need further adjustments around unusual block shapes and diagonal surfaces
- Smoke Bomb concealment may not affect every special or modded AI implementation
- Projectiles already in flight are not automatically stopped by Smoke Bomb concealment
- Large numbers of simultaneous smoke clouds may affect rendering performance
- Balance may change without warning
If something looks slightly cursed but still works:
there is a reasonable chance we already know.
If something crashes Minecraft:
please report it.
Preferably with the crash log.
Easter Eggs
The mod is gradually acquiring easter eggs.
The first confirmed victim is the Withering Katana, which unlocks:
NARUTOOOOOO
Alpha 13 also brings the Poisoned Needle challenge advancement:
THAT'S A LOTTA DAMAGE
Alpha 14 brings something a little different.
The Ender Staff does not currently unlock an advancement.
Instead, it comes with a green cube that watches the player silently.
This is arguably more concerning.
Alpha 15 introduces the Smoke Bomb.
It does not currently have a dedicated advancement.
Instead, it can cause enemies to lose track of their target.
Apparently, memory manipulation is now considered a normal part of tactical combat.
A suspicious percentage of future easter eggs may also involve Naruto.
This is not currently considered a problem.
Documentation
⚠️ THE GITHUB IS OBSOLETE (APART FROM SOURCE CODE)
The GitHub repository remains available for source code and issue tracking.
Other project information there may become outdated.
For current weapon information and releases, use:
- This Modrinth description
- Modrinth version changelogs
Links
Testing tip: The dummy is recommended for weapon testing. The Sulfur Cube tried. It was not effective.
Alpha 15 — Final Development Note
The Smoke Bomb is implemented.
The projectile works.
The dense smoke works.
The crafting recipe works.
The custom model and texture are implemented.
The tooltip works.
Player vision is obstructed inside the smoke.
The stealth mechanics can disrupt supported mob targeting.
The crash involving unsupported mob AI memories has been fixed.
The missing class references have been fixed.
The projectile constructor has been fixed.
The project builds successfully.
The weapon has been tested in-game.
And with that:
15 / 15 WEAPONS COMPLETE.
The original Fox's Weapons base arsenal is finally implemented.
Fifteen weapons.
Three tiers.
Custom models.
Unique abilities.
Status effects.
Projectiles.
Animations.
Some extremely questionable combat concepts.
And an unreasonable amount of Java.
The final weapon was supposed to be a simple throwable smoke device.
It somehow became a system for managing visibility, particle clouds, and mob targeting.
Naturally.
Alpha 15 marks the completion of the original base arsenal, not the end of development.
There are still bugs to fix.
There are still animations to polish.
There are still mechanics to refine.
And there may be more content in the future.
But for now:
THE CHAKRAM HAS RETURNED.
THE POISONED NEEDLE IS STILL A MEDICAL EMERGENCY.
THE TEMPEST BOW IS SUMMONING LIGHTNING.
THE ENDER STAFF IS JUDGING.
AND NOBODY CAN SEE THROUGH THE SMOKE.
FOX'S WEAPONS — 0.15.0-alpha.1
THE ORIGINAL FIFTEEN. COMPLETE.
Thank you for playing Fox's Weapons. 🦊