File Details
fletchers-trestle-1.21.1-2.0.0.jar
- R
- May 27, 2026
- 732.99 KB
- 21
- 1.21.1
- NeoForge
File Name
fletchers-trestle-NeoForge-1.21.1-2.0.0.jar
Supported Versions
- 1.21.1
Curse Maven Snippet
Fletcher's Trestle — 2.0.0
A big update. The headline is modpack compatibility — pack makers can now add their own bow / arrow materials purely from JSON. Beyond that: a whole new eagle companion system, potion-tipped modular arrows, a lot of new material behaviors that finish out the component identity, and assorted polish + fixes.
🪶 Eagles — companion system (WIP)
A new feathered companion that can fetch your shot arrows, hunt with you, and roost in nests. Full ecosystem ships in this release:
- Tame an eagle by feeding it raw meat. Tamed eagles bond to you and follow.
- Smooth flight with proper soar / dive animations, plus a spyglass-driven hunt lock-on — look at a target through a spyglass while your eagle is nearby and it dives at the target.
- Fetch mode — the eagle picks up arrows you've shot (up to 16 at a time, mixed types) and returns them to your inventory. Toggleable per-eagle. Has a busy-state "unstuck" guard so a confused eagle always recovers.
- Eagle Whistle item for remote fetch/recall control. Bind a whistle to a specific eagle, or use it as an "all eagles in range" caller.
- Eagle Perch block and Eagle Nest block — the nest auto-fills with eggs over time, supports egg-hatching, and has a full nesting cycle.
- Mountain biome worldgen — wild nests generate on exposed ridges in mountain-tagged biomes; wild eagles patrol them.
⚠️ The eagle model is still being finalised, so natural spawning is disabled by default for this release. The spawn egg still works and is labeled
[WIP] Eagle Spawn Eggin the creative menu so there's no surprise about its placeholder state. To enable wild spawning anyway, flipeagles.natural_spawning = trueinconfig/fletcherstrestle-server.toml— everything else (perch, nest, fetch, whistle, hunt) is fully active.
🧪 Glass-Vial Potion Arrows
A new arrow head + a new way to use the dipping vat:
- Craft a modular arrow with a glass bottle in the head slot → Glass-Vial arrow (empty payload, low damage).
- Dip the empty glass-vial arrow in the Dipping Vat while any potion fills the tank → the arrow is now tipped with that potion.
- On hit, the vial shatters and splashes the potion onto whatever it struck — full effect at the impact point, weakening with distance like a vanilla splash potion.
- JEI now indexes per-potion entries for the dipping recipe so searching for "Jump Boost Arrow", "Strength Arrow", etc. surfaces the recipe directly.
- Tooltip polish across the board so dipped arrows clearly show their potion contents and stack with matching variants.
✨ Modpack Compatibility (data-driven materials)
The entire bow / arrow material system is now driven by JSON datapack registries. Every built-in material — every wood limb, every riser, every string, every arrow head/shaft/fletching — ships as a JSON file inside the mod, identical to what a modpack would write. Behavior is unchanged for the built-ins; the win is the extension surface.
- Six new datapack registries at
data/<pack>/fletcherstrestle/{bow_limb,bow_riser,bow_string,arrow_head,arrow_shaft,arrow_fletching}/<id>.json. - Ingredient field accepts
{"item": "..."}, tag references ({"tag": "c:ingots/steel"}), or a list of either — any modded item can map onto a fletcher's-trestle material without code. - 20-effect vocabulary covers everything the built-ins do: bleed, armor-pierce, executioner, backstab, distance-damage, heal-shooter, target-pull, teleport-swap, drop-on-hit, mid-flight boost, magnetism, bounce, ignite, no-gravity, persistent flag, shooter buff, pierce, status effect, damage multiplier, scripted callback.
- KubeJS support via the
scripted_callbackeffect type — KubeJS startup scripts can register Java-side callbacks under a string id and reference them from material JSONs. - Translation keys — material display names use
material.<namespace>.<path>so modpack lang files automatically localise names in tooltips and JEI. - Texture overrides — each def has an optional
texturefield; if absent, the renderer falls back to the conventional path in the material's own namespace (somypack:steelhead pulls its PNG frommypack:textures/...automatically). - Full reference docs in
MODPACK_INTEGRATION.mdat the repo root with end-to-end examples and the complete effect vocabulary.
For existing players: nothing changes. For modpack makers: the surface is documented and stable.
🎯 New material identities
The "component identity pass" filled in long-missing per-material behaviors so every choice in the fletching menu now has a real gameplay reason. New/Fixed on-hit / on-flight effects:
- Barbed Tip head — yanks the hit target toward the shooter on impact.
- Vex fletching — phases through one block of cover, once per arrow.
- Pale Oak shaft — backstab bonus damage (+40% when hitting from behind).
- Mangrove shaft — applies Slowness III for 1 second on hit.
- Cherry shaft — heals the shooter ½ heart and spawns cherry-leaves particles on hit ("Petal Burst").
- Warped shaft — chance to swap positions with the target on hit ("Translocation").
- Crimson shaft — executioner bonus (+50% damage to targets below half health).
- Bound fletching — 25% chance to drop the arrow as an item on hit so you can pick it back up.
- Dark Oak shaft — built-in Piercing I.
- Spruce limb — built-in Punch I.
- Copper riser — conductive (calls down a lightning bolt on hit during a thunderstorm).
- Crimson limb — ignites the fired arrow.
- Warped limb — fires gravity-less arrows.
- Acacia limb — gives the shooter Speed II for 30 ticks on release.
- Acacia shaft — mid-flight speed boost at tick 10.
- Serrated fletching — subtle magnetism, gently homes toward the nearest target within 5 blocks.
📖 Fletcher's Guide
The in-game guide (the temporary item) now links straight to the project wiki for the full crafting tree and material reference, rather than trying to fit everything inside the book itself.
🏹 Bug fixes
- Bow draw timing is finally consistent across all three visual
channels. The FOV zoom, the texture pull-stages (
_pulling_0/1/2) AND the held-item Z-stretch now all complete at the same instant — matched to the per-limb draw time. Birch limbs (10-tick draw) fully zoom + stretch + render fully drawn at tick 10. Dark oak (35-tick draw) waits the full 35 ticks. Previously the three channels desynced for any limb whose draw time wasn't exactly 20. - Modular arrow entity rendering — fixed a regression where some arrows showed multiple head + fletching layers at once mid-flight, including the trailing-rope head sometimes appearing on every modular arrow.
- Trailing-rope head rendering — fixed Z-fighting on the visible rope mesh.
🧑💻 For developers / pack makers
MODPACK_INTEGRATION.md at the repo root is the contract for adding
new materials. Three escalating extension tiers:
- JSON only — the common path; covers ~95% of pack needs.
- JSON + KubeJS —
scripted_callbackeffect type lets scripts attach arbitrary on-hit / on-tick / on-release logic. - Java companion mod — register a new
MaterialEffectTypeagainst the livefletcherstrestle:material_effect_typeregistry to grow the vocabulary itself.
A handful of head behaviors stay keyed off their built-in ids (glass-vial splash, resonance echo, weighted hook, trailing rope, vex phase) — they need a richer arrow-state API to externalise cleanly. Documented as reserved id keywords in the integration MD.