
Lodged
Recover arrows from struck entities, take arrows out of your own body and more!
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- Подписчики
- 32
- Обновлён
- 6 августа 2026 г.
- Лицензия
- All-Rights-Reserved
Опубликован 16 июня 2026 г.

Lodged adds physicality to arrows! They remain visible in bodies, shields, player armor, and horse armor until they are recovered, removed, or broken. There's also configurable wound depth, bleeding, dizziness, and leg-shot Slowness.
Features
- Visible arrows that stay attached to animated body parts
- Recovery of regular, spectral, tipped, and supported modded arrows
- Clickable removal from inventory previews and timed removal in the world
- Shield, player-armor, and horse-armor lodging with durability effects (horse armor support is extended through an unreleased horse mod in development)
- Shallow, lodged, and deep wounds with different removal risks
- Configurable bleeding, dizziness, leg-shot Slowness, and impact breakage
- Craftable bandages that patch individual bleeding wounds
- Separate controls for player, mob, infinity, and creative arrows
- Optional model-accurate projectile collision


In Game

Lodging and Recovery
When an arrow hits a living entity, Lodged records where it landed and the item it came from. Arrows remain synced to nearby players and can drop when the target dies. Original item data is preserved, so tipped, spectral, and supported modded arrows do not turn into regular arrows when recovered.
By default, Lodged tracks up to eight arrows per body part and gives each player-fired arrow a 50% recovery chance. Mob-fired arrows are recoverable, Infinity and creative arrows are not. All of these rules are configurable.

Removing Arrows
- From yourself: Open your inventory and click an arrow on the player preview.
- In the world: Hold Remove lodged arrow (default:
G). A raised shield takes priority, followed by equipped armor and body arrows. - From a tamed mob or mount: Look at a nearby owned mob, or ride your mount, then hold the removal key.
- From horse armor: Open the horse inventory and click the arrow on its preview.
Inventory previews can be rotated to reach arrows on the other side. Hover an arrow to see its body part or armor piece, depth, removal chance, and bleeding risk.
In-world removal takes time and stops if interrupted. A failed body removal can break the arrow, deal damage, and cause bleeding, armor and shield removals may damage the item. Successfully removed recoverable arrows are returned to you.

Depth, Shields, and Armor
Body hits can be shallow, lodged, or deep lodged. Shot force, critical hits, Power, crossbows, body part, and armor coverage influence the result. Deeper arrows take longer to remove, are less likely to come out safely, and carry a greater bleeding risk. Depth tiers can be disabled.
Blocked arrows may lodge in shields. Armor can catch arrows that fail to penetrate an armored body part, including horse armor. These arrows remain visible, can be removed later, and may cause extra durability loss while embedded.
Default body-removal chances are:
| Body part | Success chance |
|---|---|
| Head | 50% |
| Chest | 72% |
| Arm | 90% |
| Leg | 90% |

Bandages
Craft two bandages from three string and one paper. Hold Use bandage (default: V) while bleeding to use one from anywhere in your inventory, or use a held bandage normally. The wrapping animation is visible in first and third person.
Bandaging takes two seconds and consumes one bandage to patch one bleeding wound. Stacked wounds may require multiple bandages, and releasing the key or interrupting the action cancels it.
Bleeding and Status Effects
Bleeding can result from arrow impacts, risky removal, or weapons selected by tags. Its duration scales with the wound's location and depth. Armor rules, immune entities, damage pulses, particles, and Simple Blood ground decals are configurable.
Players receive a subtle Dizziness effect after carrying four lodged arrows, or half of their configured capacity. Leg hits apply Slowness I for two seconds by default. Both systems can be tuned or disabled.

Arrow Breakage
Arrows can break on entity or block impact. The default break chance for regular player arrows is 2%; mob and Infinity arrows default to 0%. Entity and block breakage can be configured independently.

Configuration
An in-game config screen is available.
You can tune or disable each major system, including:
- Lodging, recovery, item preservation, and arrow limits
- Body, shield, player-armor, and horse-armor removal
- Recovery rules for player, mob, Infinity, and creative arrows
- Wound depth, removal timing and success, bleeding risk, and failure damage
- Armor penetration, embedded-arrow durability penalties, and rendering
- Dizziness, leg-shot Slowness, bleeding, blood particles, and Simple Blood integration
- Entity exclusions, arrow breakage, model collision, and debug model boxes
Model-Accurate Projectile Collision
Lodged tracks arrows against animated model parts instead of only the entity's vanilla bounding box. This keeps hits aligned with visible limbs and poses while leaving movement collision, shield interception, piercing, damage handling, and impact events in their normal paths.
The feature is enabled by default and falls back to vanilla collision for unsupported modded models or incompatible hooks.
Data-driven pack support
Lodged exposes tags for datapacks and mod integrations.
Entity tags
lodged:bleeding_immunelodged:bleeding_skeletonslodged:bleeding_undead
Projectile entity-type tags
lodged:trackable_projectilesopts anAbstractArrowentity into impact handling.lodged:recoverable_projectilesallows its pickup stack to be stored and returned.lodged:bleeding_projectilesallows impacts and removal to cause bleeding.lodged:non_lodging_projectileskeeps other impact behavior without body or shield lodging.
Vanilla arrows and spectral arrows are trackable, recoverable, and bleeding-capable by default.
Weapon and enchantment tags
lodged:bleeding_weaponslodged:bleeding_livinglodged:bleeding_undead
Blood colors
Place definitions in data/<namespace>/lodged/blood_colors/*.json. A file can target entity IDs or entity-type tags:
{
"color": "#B36BFF",
"entity_types": [
"minecraft:enderman",
"#minecraft:raiders"
]
}
Colors apply to Lodged's world and inventory particles as well as Simple Blood decals spawned by Lodged.
Compatibility
There is direct integration with Iron's Simple Blood!
Lodged supports vanilla arrows and spectral arrows out of the box. Modded AbstractArrow types can opt in through the datapack tags above. Simple Blood integration adds matching ground decals when that mod is installed, and optional Ride On compatibility handles horse-inventory load order.
Mods that replace projectile impacts, living-entity rendering, horse inventories, particles, or stuck-arrow behavior may require additional compatibility work.
Version and Loaders
- NeoForge 1.21.1 - active development
- Forge - not planned
- Fabric - not planned
- Older Minecraft versions - not planned

Modpacks, credits & license
Modpacks
You may use this mod in modpacks, videos, servers, and other projects. A link back to the Modrinth page is appreciated.
Credits
Created by me :D
License
All Rights Reserved.
Feel free to use this mod in modpacks, videos, etc. Just provide a link back to this page if possible :)
Please don't port this mod without express permission from me.
For any general queries/unlisted questions, DM me on Twitter (@prodbyjvn) / Discord (ijvn).
Warning: this mod ONLY exists on Modrinth & CurseForge as of June 2026. Any sites hosting this mod outside of Modrinth/CurseForge are not official releases.
Ченджлог
3.0.0Релиз1.21.1 · 6 августа 2026 г.
Added
- Added model-accurate projectile collision for tracked arrows across all living-entities. Hits use live animated model cuboids, respect shields and piercing, fall back to vanilla collision for unsupported models, and include configurable inflation plus F3 + B visualization
- Added horse-armor arrow lodging, rendering, durability effects, hover targeting, tooltips, outlines, and removal from the horse inventory, with optional "Ride On" (unreleased) compatibility
- Added timed body-arrow removal from owned tamed mobs and ridden mounts in the world, with player-first targeting, plus body-arrow removal from mount inventory previews. Ownership, range, timing, success, particles, and bleeding are configurable
- Added craftable bandages. Craft two from three string and one paper, holding Use bandage (default: V) finds one anywhere in the inventory, plays synchronized first/third-person wrapping animations for two seconds, and patches one bleeding wound
- Added configurable bleeding-duration multipliers for head, chest, arm, and leg arrow wounds
Changed
- Rebalanced default recovery, body-removal, deep-lodged, bleeding, shield, and armor risks to reduce stacked bad luck while preserving meaningful consequences
- Made Dizziness gain strength every two arrows beyond its threshold instead of every arrow
- Made non-recoverable arrows safely removable instead of treating them as automatic failures
- Reworked first and third-person body, armor, and shield removal animations with staged reach, grip, extraction, depth-based effort, and improved shield/bow clearance
- Improved mount inventory previews with scroll/drag rotation, reset controls, a turn hint, arrow highlighting, and body/armor risk tooltips
- Tracked bleeding sources independently so each bandage removes only one wound and stacked wounds require multiple bandages
- Showed lodged-arrow counts on shields as well as armor and grouped both Lodged keybinds under a localized Lodged category
Fixed
- Fixed piercing arrows duplicating recoverable lodged-arrow data across multiple targets
- Fixed recovered arrow stacks retaining the intangible projectile marker, which could make returned arrows behave incorrectly
2.0.0Релиз1.21.1 · 28 июня 2026 г.
Added
- Added shield arrow lodging: arrows blocked by shields can now lodge into that shield item and render uniquely per shield
- Added shield arrow removal through the inventory/player preview flow
- Added in-world body and shield arrow removal
- Added armor arrow lodging: arrows can lodge into armor pieces instead of the body when armor blocks penetration, while still dealing damage to the player
- Added armor arrow removal, including recovery chance, break chance, particles, durability penalties, and removal state
- Added extra armor durability loss risk when armor has lodged arrows that are not removed
- Added arrow depth tiers:
shallow,lodged, anddeep lodged - Added depth-based removal difficulty, bleeding chance, bleeding duration, and removal animation timing
- Added depth calculation based on velocity, critical hits, Power level, crossbow shots, modified damage, hit body part, and armor coverage
- Added support for modded
AbstractArrowprojectile types via datapack tags:lodged:trackable_projectileslodged:recoverable_projectileslodged:bleeding_projectileslodged:non_lodging_projectiles
- Added storage of rendered arrow item stacks so lodged arrows can visually preserve arrow type and item data
- Added removal result UI states for success, failure, inventory full, too risky, and cannot remove now
- Added inventory UI hover details for body part, armor piece, arrow depth, removal chance, and bleeding risk for better UX and visual feedback
- Added configurable in-world removal animations and animation speed
Changed
- Changed “max tracked arrows per entity” behavior to “max tracked arrows per body part”, defaulting to 8 per body part
- Changed mob-fired arrow recovery to be enabled by default
- Changed dizziness threshold logic to use total body-arrow capacity
- Changed player arrow removal scoring into a shared scoring helper
- Changed supported projectile detection from hardcoded vanilla arrows and spectral arrows to datapack projectile tags
- Changed bleeding behavior so projectile tags determine whether lodged or broken arrows can cause bleeding
- Changed inventory preview controls and tooltip text for clarity
- Changed failed arrow removal knockback to be configurable and disabled by default
- Changed bleeding base drip interval from
8to10
1.3.0Релиз1.21.1 · 21 июня 2026 г.
- Improved inventory preview compatibility with other mods
- Buttons or tabs placed over the inventory player preview, such as accessories/curios controls, are now clickable
- The player preview can now be dragged by clicking the rendered player model itself instead of the larger empty preview area
1.2.0Релиз1.21.1 · 19 июня 2026 г.
New
- Added configurable leg-shot Slowness
- Players hit in the legs by arrows can now receive Slowness
- Added new config options for leg-shot Slowness
- Enable or disable leg-shot Slowness
- Adjust how long the Slowness effect lasts
- Adjust the Slowness level
- Added data-driven blood colors
- Mobs can now have custom blood colors through JSON files
- Blood colours support entity IDs and entity type tags
- Added default purple blood for endermen, endermites, shulkers, and the Ender Dragon
- Added default green blood for spiders and cave spiders
- Added default teal blood for wardens
- Added Simple Blood compatibility
- Lodged blood drops can now spawn matching Simple Blood ground decals when Simple Blood is installed
- Simple Blood decals use the same data-driven blood color as Lodged particles
Updated
- Improved blood particle configuration
- Lodged blood particles can now be disabled globally
- The setting applies to in-world bleeding, bleeding bursts, and inventory blood visuals
- Simple Blood compat decals can be disabled separately from Lodged blood particles
- Added config options for Simple Blood decal chance and scale tuning
- Improved blood particle tinting
- Blood particle textures now tint more cleanly
- Default blood colors were brightened for better visibility
- Updated bleeding immunity defaults
- Skeletons no longer bleed by default
- Golems, slimes, magma cubes, blazes, breezes, guardians, skeletons, and armour stands are bleeding-immune by default
- Bleeding immunity remains configurable through the
lodged:bleeding_immuneentity type tag
1.1.0Релиз1.21.1 · 18 июня 2026 г.
New
- Added a new "Dizziness" effect
- Players can become dizzy when too many arrows are lodged in them.
- Includes new client-side visual effects to make the effect feel more immersive and give you a reason to remove the arrows now!
- Added new config options for dizziness
- Adjust how many lodged arrows are required before dizziness can trigger.
- Adjust how long the dizziness effect lasts.
Updated
- Lodged now supports multiple wounds instead of tracking only one.
- Bleeding can now come from multiple lodged-arrow wounds.
- Bleeding particles now spawn from all active wounds.
- Existing old wound data is still supported.
- Improved arrow hit tracing on player models.
- Arrows should now attach to the player model more accurately.
- Improved handling for model scale, hit direction, trace padding, and placement accuracy.
1.0.0Релиз1.21.1 · 17 июня 2026 г.
- Initial Release!
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