
Fletcher's Trestle - Archery Mod
Fletcher’s Trestle overhauls Minecraft’s archery by replacing the basic crafting table bow with a modular system. From the raw log to the perfect release, every step of the process is in your hands. Modular bows, crossbows, arrows, in the palm of your hand
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Creators
Details
1.21.1-2.7.0
Compatibility
Changes
Fletcher's Trestle: 2.7.0
Well Armed. Skeletons and pillagers now carry modular weapons built from the woods around them, a finished bow can be restrung and retuned, and maxing a skill branch unlocks a capstone. The workshop finally makes some noise, and the Garrison arrives as a first, work-in-progress look.
💀 Armed mobs
- Every skeleton, stray, bogged and pillager now spawns with a modular bow or crossbow. The basic one is oak limbs, a wooden riser and a spider silk string.
- A third to two thirds of them carry something better, depending on the local difficulty: at least one limb is made of a signature wood. Strays use spruce, bogged use mangrove, and skeletons and pillagers use the wood of the biome they spawn in: birch in a birch forest, jungle in a jungle. Where only oak grows, they pick another Overworld wood.
- Risers and strings vary too. Two in three risers are wood, the rest copper or iron. Strings are spider silk, flax or high tension, in that order of likelihood.
- Composites can turn up while
composite_bowsis on. - Limb and riser traits work for them: a stray's bow fires its arrows the way yours would. Enchantments the game gave the mob carry over to the new weapon.
- Fully data-driven: which mobs, how often and which woods live in two data
maps,
mob_armoryandnative_woods. Turn the whole thing off witharmed_mobsunder[world].
🏰 The Garrison (work in progress)
A first playable version: the models and textures are placeholders, and the numbers and behaviour may still change.
- The Emplacement: a swivel mount for a crossbow, modular or vanilla. Mount the crossbow, fit a quiver for ammunition, and point it at the field it should cover: it fires 45° either side of its facing, 16 blocks out, 32 with a Scope (all three in the server config).
- The Bolt Warden: a clockwork golem that crews emplacements. Build one from four stripped logs in a T and wind it up with a Mechanical Trigger, which it drops again if it's destroyed.
- It guards its post: it stays within 16 blocks of where it was built (also configurable), runs to whichever loaded post can see a hostile mob, reloads at the crossbow's own speed and fires. Magazines fire in bursts.
- Hostile mobs only. It never shoots players, villagers or animals, and holds fire while anyone stands in the line. Every shot wears the crossbow, the bolts can be picked back up, and its kills give no archery XP.
- Redstone holds a post's fire, and a comparator reads its quiver.
- New advancement: Wind It Up, for building your first Bolt Warden.
🔧 Bench work
- Restring a bow or crossbow at the Fletching Table: put the finished weapon in the riser slot, leave the limb slots empty, and add a string. It swaps the string and restores half the durability.
- Retune it by playing the minigame with the weapon in place. Retuning costs 10% durability, unless you restring at the same time.
- Everything else is kept: enchantments, name, both woods of a composite and a crossbow's attachment.
- Maker's stamp: weapons now remember who built them, shown on the tooltip. Bought ones are signed by a village fletcher.
🎯 Capstones
- Max a skill branch to unlock its capstone. Each costs 10 points, and an
archer can own two of the three.
- Snap Shot (Draw): release just as you reach full draw for no spread and +10% damage.
- Called Shot (Crit): headshots always crit.
- Dead Calm (Aim): sneak and hold still for a second for no spread, no flax shake, and one more step of scope zoom.
- Headshots follow the mob's shape. On long, low mobs like cows, horses and spiders, the head is the front of the body, not the top.
- Four new advancements: archery levels 40 and 50, your first capstone, two capstones, and your first restring.
🏹 The quiver
- It hangs on your back. Turn it off with
quiver_on_backin the client config. - The selected arrow sticks out of it, fletching up, in your inventory and on your back. Coloured fletchings and tipped arrows show their colours.
🔊 Sounds
- Bows creak as you draw and click at full draw. Each string has its own release sound.
- The workshop is alive: the Steam Box hisses and steams while it works, the Shaving Horse throws shavings, and the Fletching Table plucks.
- Hits sound off: a ding on a headshot, a thunk on the Archery Target, and a bell on a bullseye.
🗝️ Trial Chambers
- Vaults can hold modular bows and crossbows, already tuned, plus books with the mod's enchantments. Ominous vaults roll better tuning and rarer woods.
- Pale oak limbs turn up in vaults and supply chests, and steam like any other wood. They had no source on 1.21.1.
🧩 For modpacks and addons
- No more reserved ids. The glass vial, resonance tip, weighted hook,
trailing rope, black hole and vex behaviours are now effects anyone can put
on their own parts:
splash_potion,resonance,grapple,deploy_rope,black_holeandphase_through_blocks, each with its own numbers to tune. A pack that overrides one of those six parts' files should add the effect to its copy, or the part loses its trick. - New stat flags:
photosyntheticon limbs (what Photosynthesis checks, false for crimson and warped) andoverdraw_shakeon strings (the flax wobble). - The Fletching Table takes any part with a material file. New parts no longer also need adding to the slot tags.
- The guidebook's tables are live for arrow parts too: heads, shafts and fletchings list a pack's own parts and traits.
- Garland feathers and their colours are an item data map,
garland_feather, and garland strings an item tag. - The Garrison is data too: block, item and entity tags for what a warden
is built from, what winds it up and what it shoots, a loot table for its
drops, and a
[garrison]server config for range, cone and home radius. - Java addons get two new effect hooks that can take over an arrow's impact entirely.
- The config screen now names every option, in English and French.
🐛 Fixes
- Garlands no longer vanish. Fixed a bug where a garland disappeared as soon as the nail it was first tied to went off screen.
- The quiver bar fits the quiver. Fixed a bug where switching arrows showed a nine-slot bar, whether the quiver had three slots or five.
- Pillagers can use modular crossbows. Fixed a bug where a pillager holding one never fired.
- Traits work on vanilla arrows. Fixed a bug where amphibious, punch and conductive did nothing when a modular bow fired a plain arrow.
- Headshots land where the arrow does. Fixed a bug where hits were measured from where the arrow was a tick earlier, which also threw off the Heavy Dummy's readout.
- Photosynthesis checks the whole bow. Fixed a bug where a bow with an iron riser, or a Nether wood as its lower limb, could still repair in sunlight.
- Fixed a bug where a leftover test recipe baked potatoes in the Steam Box.
- Fixed a bug where the stripped oak shaving recipe was misspelled.
- Fixed a bug where about thirty texts showed their raw translation key.
⚙️ Configuration
restring_repairandretune_costunder[crafting],capstone_costandmax_capstonesunder[marksmanship],armed_mobsunder[world], the new[garrison]section, andquiver_on_backin the client config.
📖 Guidebook
- The material tables are live: limbs, risers, strings, arrow heads, shafts and fletchings are read from the game, so the numbers are always right and a modpack's materials show up.
- New Out in the World entry for armed mobs and Trial Chamber loot, and a Garrison entry.
- The Fletching Table, Modular Bows, Quiver, Archery Skills, Enchantments and Villager Trades entries cover the new features.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:ltJyhH1n:Wn2UsjUi"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:ltJyhH1n:Wn2UsjUi"
}
