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Licensed MIT
Published 3 years ago
Updated 4 hours ago
All versions
3.0.0+1.21.1-neoforge
Release
3.0.0+1.21.12 weeks ago 8,964
Compatibility
Minecraft: Java Edition
1.21–1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
3.0.0
Ranged weapon properties are now stored in the ranged_weapon:properties item component, instead of injected instance fields.
- New
ranged_weapon:propertiesitem component:pull_time(definitive pull time, in ticks), optionaldamage(weapon-physics damage baseline, falls back to 6 for bows and 9 for crossbows) and optionalvelocity(weapon-physics launch velocity baseline, falls back to 3.0 for bows and 3.15 for crossbows). Component presence is what opts an item into the ranged weapon systems; vanilla bows and crossbows receive defaults automatically. Third-party bows/crossbows can be integrated by attaching this component - no Java integration needed. - BREAKING: the
ranged_weapon:pull_timeentity attribute is now display-only. It renders authentic tooltip lines but no longer participates in pull time calculation - attach the component instead to change pull time. - BREAKING: removed
CustomRangedWeapon(use the component'sdamagefield instead ofsetTypeBaseline),CrossbowMechanics,BowMechanicsandTooltipUtil. - BREAKING:
RangedWeaponItemsubclasses other than bows and crossbows no longer receive damage scaling implicitly; they participate by carrying the component. - New authoring type
RangedWeaponConfigusing absolute values:damage(full charge),pull_time(ticks), optionalvelocitybonus and optional attribute list.CustomBow/CustomCrossbowgained constructors taking it. - DEPRECATED:
RangedConfig(bonus-based values) and the constructors taking it. They keep working (converted viaRangedConfig.toAbsolute()) but will be deleted in a future release — migrate toRangedWeaponConfig. - Override the vanilla Power enchantment definition: instead of flat arrow damage (which bypasses the attribute system), Power now grants +8%
ranged_weapon:damageper level. - Mob AI can now use custom ranged weapons: Skeleton family + Illusioners fire custom bows (honoring their pull time), Pillagers and Piglins use custom crossbows, with correct arm poses. Works for any weapon carrying
ranged_weapon:properties. (These mixins live in themixin/aipackage, so they can be temporarily disabled together during game version migrations.)
Optional dependencies
Any compatible version
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:AqaIIO6D:WxNYN3Zh"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:AqaIIO6D:WxNYN3Zh"
}

