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4.1.0
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Required content
Changes
Too Many Bows — Configurable Bow Power & Loot Fixes
This update adds one of the most requested features: configurable power values for every bow. It also includes several fixes for accessory loot, special projectiles, advancements, and damage calculations.
Added
- Added configurable power values for all 34 bows.
- Each bow can now be individually balanced through
config/too_many_bows.json. - Added a separate configurable loot pool for accessories and trinkets.
- Invalid configured item IDs are now logged and skipped instead of creating broken loot pools.
Bow Power Configuration
Every bow now has its own configurable base power value.
Example:
"bowPower": {
"too_many_bows:aethers_call": 2.0,
"too_many_bows:ancient_sage_bow": 8.0,
"too_many_bows:dark_bow": 20.0,
"too_many_bows:shulker_blast": 10.0
}
Lowering or increasing a value adjusts that bow’s base projectile damage while preserving:
- Draw-strength scaling
- Power enchantment bonuses
- Critical-hit bonuses
- Accessory and trinket damage bonuses
A game restart is required after changing the configuration.
Loot Changes
Added the following accessories to their own configurable loot pool:
- Windwoven Gloves
- Sharpshot Ring
- Stormbound Signet
- Fletcher’s Talisman
- Dead Eye’s Pendant
Loot pools now perform one guaranteed item roll after their configured chance succeeds.
Previously, a loot pool could successfully pass its chance condition but still roll zero items, causing intended drops to appear missing.
Bow and Projectile Fixes
- Fixed Aether’s Call bypassing configurable bow power.
- Fixed Demon’s Grasp bypassing configurable bow power.
- Fixed Dark Bow’s Sonic Boom using hardcoded damage.
- Fixed Shulker Blast applying projectile damage twice.
- Fixed Dusk Reaper replacing its intended projectile damage with
2.0. - Fixed Spectral Whisper calculating accessory damage before enchantment bonuses.
- Fixed Tidal calculating accessory damage before enchantment bonuses.
- Preserved Power, Punch, Flame, critical-hit, and accessory behavior where supported.
Configuration Fixes
- Fixed the shared configuration instance not being initialized correctly.
- Fixed potential crashes or null errors involving Emerald Sage and Crimson Nexus.
- Existing custom bow loot lists are preserved.
- Accessory loot settings are now stored separately from bow loot settings.
Advancement Fixes
- Fixed a missing Frozenite advancement reference.
- Added Webstring to the Master Bow Collector advancement.
- Fixed the Ancient Sage Bow advancement reward attempting to create two unstackable bows in a single stack.
Validation
- Verified all 34 registered bows against the power configuration.
- Verified all 41 configurable loot items against their registered item IDs.
- Checked accessory models, texture references, translations, Curios tags, and Trinkets tags.
- Validated 107 Java files and 236 JSON resource files.
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:FOiJ92uI:Fm3GZCtB"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:FOiJ92uI:Fm3GZCtB"
}

