Combatdynamics Logo. Shows a green and red logo, with both the main square and circle in the centre divided trianguarly by red/green colour. Has the Vanadium Steel Knife and the Chemical Sword, crossed by each other in the circle.

Official WIKI

Click on the buttons to reveal their sections. Recipes are all in JEI in game. I may add recipes to this wiki in the future.

Current 1.18.2 Version: 1.3.0

Current 1.19.2 Version: 1.0.0 RC1


Combatdynamics is an addon mod for the Voltaic Mods and PnuematicCraft which extends the combat aspect of them. There are some basic weapons categories to know:
1: Radioisotope Injectors
2: Chemical weapons : Napalm, Manganese Heptoxide, etc
3: Ranged weapons : Handheld Laser/CIWS Turrets, etc.
4: Melee weapons : Batons, Knives, Tasers, etc.
5: Biological weapons : Only includes V.I.P.E.R.
These will be documented in further sections.

Radioisotope Injectors come in many types:
1: Manual. There are 2 tiers of Manual Radioinjectors. These are early game, very cheap to create, but slow and low durability, at only 25, regardless of tier.
2: Piston. These are the most versatile, as there are 20 different variations of them, made using different combinations of rods and isotopes. Each have 300 durability, regardless of tier.
3: High Speed. These are more expensive, but are higher damage and higher durability than piston radioinjectors (dependent on tier). They have high attack speeds (the highest of all radioinjectors)
4: Rodless. These are low attack damage, however high durability radioinjectors meant for dealing a dose of radiation without dealing too much initial injection damage. They have the highest durability.
5: Fission & Fusion. These are extremely expensive, however are the most powerful, dealing 30 initial damage, However capped at 0.5 attack speed, making them the slowest. Fission deals a massive dose, however Fusion has a much higher durability, at the cost of a lower dose.
There is currently no way for Radioinjectors to be truly countered by other entities. However, the radiation effect only lasts around 5 mins, meaning with constant regen or healing, mobs can survive low radiation.

1: Handheld Tasers. These come in 3 variants: Normal, Lithium and Carybne. These increase in durability and strength in tier. Tasers give the target slowness and weakness.
2: Batons. Three tiers of Steel, Plastic and Carbide. They are high strength melee weapons. The carbide baton is the best overall, whilst plastic is best for being cheap, yet durable. Steel is best early game.
3: Composite Tool Set: Composite Tools are one step above netherite, being unbreakable (like the Composite Armour set) and being faster, and having a higher enchantability than gold. These are able to be made by upgrading netherite tools with composite plating in a smithing table.
4: Chemical Sword. Blends the chemical explosive with a sword, giving the exact same effects in melee form. Low durability, however relatively inexpensive.
5: Pepper Spray. Another chemical weapon that gives blindness to the user.
6: Knives. These are a special type of weapon, which need knife moulds and (usually) molten metal to procure. They are different from swords as they are faster, and inflict the bleeding effect, which deals extra damage over time as the entity bleeds. They are better than swords in most cases due to their higher overall damage and durability.

1: Handheld CIWS: This is a version of the CIWS, but handheld. Despite it being a CIWS, it doesn't give you aimbot... Takes compact 20mm bullets (made by mineral crushing 20mm bullets) and provides high damage, and relatively accurate firing.
2: Laser Blaster. A handheld version of the laser turret, having 1000 durability and being ammoless. Sets targets on fire like the regular laser turret.
3: Nucleocrium Railgun: The most powerful railgun. Deals virtually infinite damage to entities directly, however if hits a block creates a very large explosion. Only has 100 durability, and takes extremely expensive nucelocrium cartridges. It is capable of oneshotting every mob.

1: Manganese Ore: A new ore with only one current use. An ingredient in Manganese Heptoxide (See potions tab) Generates above Y level 0.
2: Barley: Naturally generates in plains biomes, and gives barley grains when farmed. Used to create beer in fermentation with yeast culture from PnuematicCraft.
3: Peppers: Naturally generates in savannah biomes. Mixed with Ethanol to create ethanoic capsaicin, then crystalised for capsaicin, and then crafted to pepper spray.
4: Rhinovirus Entities. These relatively rarely spawn, usually in plains biomes. They cannot be seen or heard. If any entity contacts one, they receive the Common Cold Incubation status effect, which eventually develops into the common cold disease.

1: Beer. Gives the alcohol intoxication effect, and brewed with a bucket of fermented barley, and water bottles in a brewing stand. Makes the user very drunk.
2: Napalm. Created with PneumaticCraft gasoline and aluminium dust, gives entities the chemical burn effect, which burns and cannot be put out with water.
3: Manganese Heptoxide. The 2nd most expensive potion that causes biological runaway, causing entities to explode. See the whole production method in JEI. Brewed using Manganese Heptoxide Crystals and Water.
4: Bioweapon. Contains the V.I.P.E.R virus, which stands for “Virulent Infectious Pathogen Engineered for Rapid spread”. Impossible to detect whilst in incubation, and causes guaranteed death once incubation is over*, draining hunger, XP and health. Spreads almost instantly to surrounding entities. Almost impossible to contain. Detectable using an expensive VIPER tester, or a VIPER Visor. VIPER now also creates blood trails, only removable with a hazmat vacuum. Normal removal causes infection (as well as stepping on the blood).
5: V.I.P.E.R Antiretroviral. Now that V.I.P.E.R is infinite, it works similarly to AIDS and HIV in real life, as in it can be treated using antiretrovirals, which temporarily stop the spread and effects of the virus. This treatment has to be reapplied before it runs out to retain it’s effects. It can be made using reversed VIPER.
All of these can be made into arrows.

1: Thermal Hot Plate: Sets entities on fire that are on top of it. Simple.
2: Electric Arc Block: Damages, gives slowness and glowing to any entity on top of it. More expensive than the hot plate, but more effective.
3: Block of Polyethylene: It's only real purpose is crafting. Made with 9 Polyethylene Sheets.
4: Supercompressed Ice: Extremely slippery (Slipperiness Value of 5). Will launch you with the mildest movement. Used for crafting the Obsidian Knife. Made with 9 Blue Ice.

1: Generic Disease Test: Detects any disease once consumed or once an entity is hit with it. Doesn't show anything initially. Place through a crafting table to get the results. 10% chance of a false result.
2: Lab Grown Chicken/Beef: Makes 1 beef/chicken into 8 with a petri dish. Half the saturation and nutrition of the real meats, however twice as fast to eat.

1: Synesthesium: A very weird, unknown material which can duplicate fluid matter when processed in a mineral washer with the fluid. Only works for Napalm, Manganese Heptoxide, Ethanoic capsaicin and the Molten Metals
2: Fleming Counter: Detects any biological particles (Rhinovirus and VIPER Entities) within a 10 block cube. if at least one is found, an action bar message displays saying "PARTCILES DETECTED". It cannot prevent any infections caused by biological particles, it only detects them.

More Sections will be added and updated as features are added.

Images coming soon

© 2026 UltraHerdy22. All rights reserved, except as expressly licensed below.

The Combatdynamics logo and original visual assets created for Combatdynamics are licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International Licence (CC BY-NC-ND 4.0).

You may share these assets for non-commercial purposes, provided you give appropriate attribution, link to the licence, and do not distribute modified versions. No additional restrictions may be imposed that prevent others from exercising the rights granted by this licence.

Third-party assets, trademarks, and other materials may be subject to separate rights and licences.

Electrodynamics and the other Voltaic Mods are subject to their own licences. Please refer to the applicable licences for further information.

Combatdynamics is an unofficial addon for the Voltaic Mods. It is a separate project and is not affiliated with, endorsed by, or officially associated with the Voltaic Mods or their developers. All third-party names and trademarks remain the property of their respective owners.

Last Updated: 17/10/2026. 6:28pm GMT.