Badges update automatically and link to the mod page on MineUniverse.
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.
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.
G). A raised shield takes priority, followed by equipped armor and body arrows.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.
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% |
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 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.
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.
An in-game config screen is available.
You can tune or disable each major system, including:
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.
For projectile and bleeding tags, custom blood colors, and integration details, see the data-driven pack support section in the GitHub README.
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.
<details> <summary>Modpacks, credits & license</summary>
You may use this mod in modpacks, videos, servers, and other projects. A link back to the Modrinth page is appreciated.
Created by me :D
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.
</details>