COWMODSКаталог модов

Project: Edgerunner - Cyberpunk

Project: Edgerunner adds a full cyberpunk-inspired cyberware augmentation system. Install implants via a Ripperdoc to boost your stats, but push too far and risk Cyberpsychosis

Автор: A24-N2211,4 тыс.40обновлён 12 июл. 2026 г.
СнаряжениеМеханики игрыТехнологии

Описание

ripperdoc-image.png

Install chrome, break the flow of combat, and survive the cost.

Project: Edgerunner is a Minecraft Palladium addon inspired by Cyberpunk 2077 and Cyberpunk: Edgerunners, mixing faithful mechanics with original design choices. Install and manage cyberware through the RipperDoc, assemble advanced components at the Tailoring Bench, customize implants at the Cyberware Painting Station, and build a combat identity around speed control, brutal melee pressure, tactical scanning, and survival under constant stress.

Chrome has consequences. Every implant adds Load, and if your body can no longer reconcile the amount of installed cyberware, you begin descending into Cyberpsychosis.

Full in-game guide

with everything you need to know about cyberware, crafting, upgrades, and surviving Cyberpsychosis.

This mod is still in development and currently in a beta state, so everything is subject to change

Interfaces

all-gui's-v1.1.0

Cyberware

OS Slot

  • Sandevistan Warp Dancer: Applies 20% slowdown and stands out for elemental resistances while active.
  • Zetatech Sandevistan: Applies 30% slowdown with a short cooldown and strong bonus damage, especially against airborne targets.
  • Dynalar Sandevistan: Applies 50% slowdown with a longer active window and reliable damage scaling.
  • Sandevistan Falcon: Applies 70% slowdown, lasts long, and rewards neutralizes with bonus max health.
  • Sandevistan Apogee: Applies 85% slowdown, highest damage boost, and kill-based duration extension.

sandevistan-model

Frontal Cortex Slot

  • Axolotl: Every kill cuts all cyberware cooldowns and can help refill Sandevistan charge.

axolotl-item.png

Face Slot

  • Basic Kiroshi Optics: Adds visor health readouts and 2x-6x optical zoom.
  • Clairvoyant: Scans and highlights hostile targets through cover with night vision.
  • Doomsayer: Exposes traps and environmental hazards like TNT, pistons, and sculk.
  • Stalker: Tracks nearby players and mobs with visible trails through cover.
  • The Oracle: Merges enemy scan, hazard scan, trail tracking, night vision, and max zoom.

(Face cyberware visuals are fully customizable to all skins in the config)

implantes_ocular.png

Arms Slot

  • Gorilla Arms: Deploys brute-force arms for stronger melee, elemental damage, bleed, grabs, throws, slams, and finishers. Also with Electric, Thermal, Toxic and Freezing upgrades.

gorilla-arms-models

Skeleton Slot

Passive implants crafted at the Tailoring Bench and installed through the Ripper Doc. Each has a Palladium upgrade tree.

Combat frames

  • Titanium Bones: Physical and elemental resistance, knockback stability, heavier falls, and Gorilla Slam synergy.
  • Dense Marrow: Melee damage, Gorilla Fury generation, and Slam pressure.
  • Scarab: Crouch-brace defense with a counterattack window after unbracing.
  • Rara Avis: Iconic heavy armor — high resistances, movement penalty, and low-health Redline.

Mobility frames

  • Bionic Joints: Movement speed, fall reduction, and knockback control.
  • Hollow Bones: Ultralight speed and jump height; conflicts with Titanium Bones, Dense Marrow, and Rara Avis.
  • Kinetic Frame: Chance-based mitigation while moving; Sandevistan active counts as high movement.
  • Spring Joints: Softens strong hits and falls; rebound jumps and post-Slam recovery.

Defense frames

  • Scar Coalescer: Low-health physical resistance, bleed control, and survival aggression.
  • Para Bellum: Broad physical, projectile, explosion, and elemental reduction.
  • Universal Booster: Important heals grant stacking temporary resistances; synergizes with Blood Pump.
  • Epimorphic Skeleton: Max health, healing received, extra Max Load, and defensive pressure relief.

skeleton-slot

Legs Slot

  • Fortified Ankles: Charges a powered launch jump when you crouch before takeoff.
  • Reinforced Tendons: Lets you perform a second jump in mid-air on demand.

legs-slot-items.png

Circulatory Slot

  • Blood Pump: Spends a charge for instant healing plus regeneration, then recharges over time.

bloodpump-model

Cyberpsychosis

  • What it is: The cost of too much chrome, driven by short-term Pressure and long-term Degradation.
  • Pressure: Spikes while active cyberware is running and falls while you rest.
  • Degradation: Builds when Pressure stays high and drops slowly when you keep it low.

Phases

  • Phase I — Prodrome: Minor glitches and warning signs, still easy to reverse.
  • Phase II — Deterioration: Hallucinations, debuffs, and implant misfires begin.
  • Phase III — Acute: Motor instability starts and allies may read as hostile.
  • Phase IV — Crisis: Symptoms become constant and the whole system starts breaking down.
  • Phase V — Terminal: A death countdown begins, with berserk episodes and full-loss control risk.

Compatibility

Tested Compatibility with Timeless and Classics Zero (TaCZ).

Requirements

Palladium | Kubejs | Geckolib | Modonomicon

Галерея

ripperdocall-gui's-v1.1.0cyberware-guidesandevistan usage with other cyberware

Последние версии

Все версии →
beta

Project: Edgerunner - Cyberpunk 1.1.2

1.1.2
12 июл. 2026 г.9,4 тыс.Minecraft: 1.20.1forge
Скачать
Что нового
## Project: Edgerunner 1.1.2 Balance, afterimage rendering, leg-cyberware polish, and optional gun-mod compatibility follow-up to 1.1.1. ### Compatibility - Optional **Timeless and Classics Zero (TaCZ)** integration: when TaCZ is installed, Sandevistan temporal slowdown now scales gun draw, reload, fire, bolt, bullet travel, and client gun animation timing. ### Sandevistan / Afterimages - Afterimage trail sampling is now configured in **seconds** instead of game ticks (`sampleIntervalSeconds` client-side, `afterimage_min_sample_interval_seconds` server-side). Legacy tick keys migrate automatically (reported by user_8tbkb5eikb47nl0k). - Added per-variant, per-upgrade **duration and cooldown overrides** in `config/cyberpunk-server.json`. - Temporal slowdown hooks now skip work when no Sandevistan bubbles are active, reducing idle overhead on client and server. - Reworked afterimage trail rendering: - **GPU recorded-payload replay** for more accurate pose, armor, and held-item fidelity. - **Shader pack compatibility**: flat replay fallback, depth bias, and optional native replay guard so trails stay visible under shaderpacks. - **First-person afterimage viewing** with a configurable minimum render distance. - **Special held-item render modes** — Performance, Hybrid, and Fidelity — plus screen-area and distance culling for heavy modded items. - **Adaptive complexity budget** throttles rendered snapshots on dense scenes. - GeckoLib **GeoArmor** items now attach correctly to afterimage snapshots (reported by MshCrat and user_8tbkb5eikb47nl0k). - Expanded the **Afterimage** tab in the Cyberpunk Config screen: server snapshot limits plus local client render settings. ### Leg Cyberware - **Fortified Ankles**: hardened charged jump runtime with a jump-request grace window, late takeoff tolerance, and install-state caching for more reliable boost timing on dedicated servers (reported by MshCrat). - **Reinforced Tendons**: hardened server runtime with install detection cache and cleaner fall-margin / air-time handling, fixing cases where double jump failed until reconnecting (reported by Holawenasx2 and TheBlakil). - Updated Modonomicon pages to document Fortified Ankles **charged jump** gameplay (crouch to charge, jump to spend). ### Cyberware Capacity - Base capacity now **rolls randomly (160–320)** on first assignment instead of using a fixed UUID-derived baseline (reported by user_8tbkb5eikb47nl0k). - Added operator commands: `/projectedgerunner cyberware capacity get|set|roll [target]` (requested after capacity reroll feedback from user_8tbkb5eikb47nl0k). - Updated the Modonomicon capacity page text. ### Gorilla Arms / Control Effects - **Cryolock** now freezes mob movement without `NoAI`, matching Electroshock and keeping knockback/gravity intact. - Improved control-effect tracking and cleanup on death, unload, and effect expiry. - Status effect client overlays now clear correctly on login, logout, and entity leave. ### Performance - Skeleton cyberware runtime caches the installed implant set per tick to reduce repeated scans. - Afterimage adaptive complexity budget reduces trail cost on heavy scenes. ### Multiplayer - Server config sync now sends afterimage minimum sample interval in seconds. Use matching client/server mod versions.
beta

Project: Edgerunner - Cyberpunk 1.1.1

1.1.1
22 июн. 2026 г.982Minecraft: 1.20.1forge
Скачать
Что нового
This is a bugfix-focused release for multiplayer stability, dimension handling, config polish, and dependency cleanup. ### Multiplayer / Crashes - Fixed a dedicated server crash caused by Sandevistan temporal combat visual effects trying to use client-only particle code. - Replaced the remaining Lodestone-based Sandevistan combat FX path with server-safe vanilla particles. - Added safeguards so failed temporal attack visual effects log a warning instead of crashing the server. - Hardened Sandevistan runtime ticks so one broken temporal field or player state is cleaned up instead of taking down the server. ### Dimensions / Player Data - Fixed cyberware data not being fully preserved when returning from the End portal after the dragon fight. - Fixed cyberware HUD/state resync after dimension changes. - Fixed Ripperdoc cinematic positioning outside the Overworld; player lock/teleport commands now execute in the player's current dimension. - Sandevistan temporal bubbles now clean up correctly when the owner changes dimension. ### Config / GUI - Added `allow_cyberware_natural_regeneration` to `config/cyberpunk-server.json`. - Added the natural regeneration toggle to the in-game Gameplay config tab. - Fixed text overlap in the config screen server settings panel. - Server config sync now includes the natural regeneration setting for multiplayer clients. ### Dependencies / Compatibility - Removed mandatory Lodestone and Gravestone Core requirements. - Replaced remaining `grave.core` recipe ingredients and guide references with Palladium or vanilla materials. - Changed Sandevistan exhaust particles from Lodestone smoke to vanilla cloud particles. ### Gorilla Arms / Effects - Added internal Electroshock and Cryolock effects to replace dependency-specific shock/freeze effects. - Added synced visual layers for cyberware status effects. - Electric Gorilla Arms now render first- and third-person arm-local sparks while the Electric augment is charged and the arms are active, without changing the base arm texture. - Fixed Gorilla Arms electric/frozen augments to use the new internal effects. - Improved AI restoration when Gorilla Arms grab overlaps with Electroshock or Cryolock control effects. - Reduced Gorilla Arms elemental augment cooldown from 30 seconds to 15 seconds.
beta

Project: Edgerunner - Cyberpunk 1.1.0

1.1.0
19 июн. 2026 г.173Minecraft: 1.20.1forge
Скачать
Что нового
## New Content - Added the **Skeleton** slot with 12 passive implants across Combat, Mobility, and Defense frames. - Added a full **Skeleton crafting chain**: tiered internal parts (T1–T5) plus 12 intermediate components used in recipes and tailoring. - Added the **Cyberware Painting Station**: paint supported implants on a live 3D preview, save designs to the item, undo, presets, and import/export appearance JSON. - **Gorilla Arms** can blend painted chrome with **player skin** on organic arm regions. ## GUI / Interfaces - Rebuilt **Ripper Doc** and **Cyberware Painting Station** screens with procedural **Night City Chrome** styling. - Unified cyberware HUD layout and refreshed the Palladium **ability bar** texture and slot compaction. - Face optic overlay position and glow can be adjusted in-game (easier than digging through external config files). ## Commands - Added `/projectedgerunner wipe [target]` for a full Edgerunner data reset. - Added `/projectedgerunner repair [target]` for non-destructive player data repair. ## Animation - Added Bedrock-based cyberware animation loading, first-person arm bridge, and debug/pose-tuning commands for Gorilla Arms and related layers. ## Assets / Visuals - Added item art, item parts, recipes, Modonomicon pages, and Palladium upgrade trees for all Skeleton implants. - Updated Gorilla Arms Palladium render layers for painted textures and current arm-only slot setup. ## Translation and Documentation - Expanded cyberware tooltips and Modonomicon text for Skeleton implants and stat wording standards. ## Dependencies - Raised minimum **GeckoLib** version to **4.7.2**. ## Configuration - Added **per-variant Sandevistan slowdown** overrides in `config/cyberpunk-server.json` under `sandevistan_slow_pct_overrides` (range `0.0`–`1.0` per OS variant; defaults match stock values: Warp Dancer 0.20, Zetatech 0.30, Dynalar 0.50, Falcon 0.70, Apogee 0.85). - **Ripperdoc** cinematic sequence triggers can be configured per cyberware slot (not just OS-only or all-cyberware). - Expanded server afterimage limits in `cyberpunk-server.json` (max rendered/history snapshots, min sample interval). ## Bug Fix - **Cyberware capacity upgrades** no longer leave Max Load stuck at the base value after maxing the upgrade tree (reported by user_podhrxx6cojejvu5). - **Leg implants** (**Fortified Ankles** and **Reinforced Tendons**) work again after breaking in the 1.0.1 patch. - **Palladium upgrade nodes** (including internal-parts upgrades) can appear and sync without needing `/projectedgerunner upgrades_reset`. - **Gorilla Arms** no longer fully overwrite the player arm skin; organic regions can blend with your skin instead of looking like a flat replacement mesh. - Legacy saves could keep **stale Palladium powers** or the wrong **Sandevistan OS** after uninstalling chrome. - **Face optics** pointer presses could fail to trigger the installed scan on dedicated servers. - **Axolotl** kill procs could desync cooldown reduction from scoreboards and the ability bar HUD. - Canonical **cyberware NBT** could stay empty even when the Ripper Doc menu still showed installed items.
beta

Project: Edgerunner - Cyberpunk 1.0.1

1.0.1
30 апр. 2026 г.749Minecraft: 1.20.1forge
Скачать
Что нового
Assets / Visuals - Replaced internal cyberware parts item textures for tiers 1-5 to a more acurate textures. Configuration - Ripperdoc sequence trigger can now be configured as: - OS only - All cyberware - Added client afterimage config: - viewAfterimagesInFirstPerson - firstPersonMinRenderDistance Rendering / HUD - Afterimages can now appear in first person when enabled, with nearby snapshots filtered by distance. - Removed the bad Sandevistan no tint route for rework in near future. - Cyberpsychosis HUD default placement moved to the upper-right layout area. Translation and corrections - Config screen text was translated to English. - KubeJS install/Ripperdoc messages were translated to English. - Command feedback for cyberware death mode was translated to English. - Modonomicon now points players toward config options for Face Overlay, visuals, HUD, and keybinds. Bug Fix - When go to the ripperdoc for first time in login, all powers desapear.
beta

Project: Edgerunner - Cyberpunk 1.0.0

1.0.0
22 апр. 2026 г.54Minecraft: 1.20.1forge
Скачать
Что нового
First Version of project-edgerunners