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CurseForge · Minecraft mod

ProjectExtended

ProjectExtended is a mod that adds features to ProjectE that EE2 would probably have had it been made in modern times.

Choose a version Pick your version below, then grab the matching file.

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Quick answer

Which ProjectExtended release should I use?

Updated 1 year ago
Latest stable file ProjectExtended-1.6.2.jar
Game version 1.21.1
Loader NeoForge

ProjectExtended-1.6.2.jar targets 1.21.1 with NeoForge. The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server. All 1 required mods have matching files.

Where it goes

Is ProjectExtended required on the client, server, or both?

The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does ProjectExtended-1.6.2.jar need?

ProjectExtended-1.6.2.jar. Change the file and its required mods may change too.

All 1 required mods have matching files

Install ProjectE first. We found matching files for this game-version and loader setup.

ProjectE Needed by ProjectExtended-1.6.2.jar
required
Matching file found Matched file: ProjectE-1.21.1-PE1.1.0.jar

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add ProjectExtended without breaking your instance.

Built for ProjectExtended-1.6.2.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use ProjectExtended-1.6.2.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install ProjectE first. We found matching files for this game-version and loader setup.

  3. 03

    Put it on the correct side

    The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside ProjectExtended-1.6.2.jar. It opens that exact file at the source.

About this project

What does ProjectExtended add?

ProjectExtended is a mod that adds features to ProjectE that EE2 would probably have had it been made in modern times.

Currently implemented features:

These are unbreakable variants of their vanilla counter part, and like the vanilla counter part support combining with a banner to display the pattern on the front. There are not really any fancy features as part of the shields currently, as I did not really have any good ideas of stuff to add given the vanilla shields already are rather strong, but feel free to make suggestions on the issue tracker if you think of any.

  • Dark and Red matter tridents

These have some more interesting mechanics than their vanilla counterpart. Each trident has four modes, that can be changed using ProjectE's mode change hotkey. The features of the modes are listed below:

  • Normal: Acts as a normal trident with a loyalty level based on charge + 1. All of the below mods respect this loyalty level except for riptide as the trident never leaves your hand there.

  • Channeling: Similar to the channeling enchantment for the vanilla trident, but will also summon lightning even if no entity was hit. The number of lightning bolts summoned is charge + 1. The dark matter trident requires a thunder storm like the vanilla trident, but the red matter trident can summon lightning even when it is not raining. Both tridents have an EMC cost of 64 per bolt of lightning.

  • Riptide: Similar to the riptide enchantment for the vanilla trident, but the level is calculated based on charge + 1. Again the dark matter trident still has the same restrictions as the vanilla trident of when it can be used, and the red matter trident can use rip tide even when it is not raining and the user is not in the water.

  • Shockwave: Creates a shockwave when the trident lands (or hits an entity). Damage based on trident's damage, and AOE sized based on charge + 1. Note: This AOE damage will only effect hostile mobs.

Planned Features:

Additionally due to the changes in ProjectE's API that makes adding custom EMC mappers easier, I plan on eventually adding mappers for various mod's machine recipes that don't end up including mapping support natively. If you have any suggestions/requests for mods to have support added for please create a suggestion on the tracker and I will look into it when I get the chance.

Known Bugs:

  • There is a minor bug that when throwing a dark or red matter trident the icon in the hotbar changes. This is the reason that I am currently releasing this project as a beta, because it is not game breaking but there is a known bug. (Fixed in 1.16+)

Project description from CurseForge.

Pick your setup

ProjectExtended by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

10 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

ProjectExtended versions and loaders

11 of 11 releases match

Looking for an older file? The official CurseForge project page is in Resources.