kingdomcome combat
by ardrxrd
kingdomcome combat replaces Minecraft's basic melee with a direction-based system in which the player chooses where each attack lands.
What it does
Strikes are chosen by the direction in which the player swings, and each weapon inflicts a damage type that shifts with the swing used. Human model mobs use a new AI built around this combat, so they read movement, punish missed attacks and react to strikes that land on exposed areas such as the head, neck, hands and joints. Hits are resolved per body part rather than against the mob as a whole, which makes precise placement matter more than raw damage.
Stamina has to be managed, since chaining attacks and wearing heavy armor drain it and heavy armor slows movement. Plate armor resists blunt weapons less than it resists cutting ones, and a well-placed strike against a heavily armored enemy changes the outcome of a fight. Blood effects, damaged armor visuals and visible impact marks give feedback on every exchange.
Players find skill books and read them to learn new combos and passive skills. Passive skills shape how a character fights and can be combined in different ways, so progression feels more personal. Almost everything is customizable through data packs, and the mod makes it easier to integrate new weapons, armor and mobs with the combat system. The mod requires Cloth Config API, Fabric API, Forgified Fabric API, Geckolib and Player Animation Library. Modonomicon is optional.
Key features
Direction-based melee
Attacks are aimed at a chosen direction, replacing the standard single-click swing of vanilla combat.
Body-part hit detection
Strikes connect with specific body parts, so a head or joint hit can change a fight more than a body hit.
Stamina management
Chained attacks and heavy armor consume stamina, which limits how long a player can keep fighting.
Combos and passive skills
Skill books teach new combo techniques and passive skills that alter how a character fights.
Combat feedback
Blood effects, damaged armor visuals and visible impact marks show the result of every exchange.
Gallery
Compatibility
Latest build for each game version and loader.
Only full game releases are shown. This mod publishes no snapshot builds.
Requirements
Dependencies declared by the latest file for each loader.
Required 4
Optional 1
How it compares
Sinplem-Combat Mode is a Fabric mod for 1.21.11 that also changes combat, with client and server environment and the BSD 2-Clause License. Stamina and Weight is a NeoForge mod for 1.21.1 that handles stamina and weight, with client and server environment and All rights reserved. kingdomcome combat is open source under the MIT License and covers 1.21.1 – 1.21.11.
| Mod | Loaders | Game versions | Environment | Updated |
|---|---|---|---|---|
| kingdomcome combat | Fabric and NeoForge | 1.21.1 – 1.21.11 | Client and server | 2026-08-25 |
| Sinplem-Combat Mode | Fabric | 1.21.11 | Client and server | 2026-08-04 |
| Stamina and Weight | NeoForge | 1.21.1 | Client and server | 2026-05-22 |
Questions
Does kingdomcome combat need Fabric API?
Does the server need the mod?
Which loaders are supported?
In the catalog
kingdomcome combat is one of 17,631 Equipment mods on ModsFinder, and one of 8,894 Equipment mods for Fabric. 19,862 mods support Minecraft 1.21.11.
More from ardrxrd
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What the author says
This mod replaces Minecraft’s basic combat with a direction-based melee system Human model mobs receive a completely new AI system designed for combat.
Official listing
- Modrinth page
- modrinth.com/mod/kingdomcome-combat
- Owner
- ardrxrd
- Published
- 2026-06-26
- Updated on Modrinth
- 2026-08-25
- Facts verified
- 2026-10-15
