Modification Notice
QuiverBow: Restrung is an unofficial port of QuiverBow beyond 1.7.10. Domochevsky is not affiliated with this project, any issues should be reported to this project's author using the linked issue tracker.
License Change
Until Apr 21 2021 GMT QuiverBow's source was licensed as GPL v3, on this date it relicensed to the MIT License. Until Apr 21 2021 GMT QuiverBow: Restrung's source was also licensed as GPL v3, on this date it relicensed to MIT. The use of of the GPL license was likely invalid due to Minecraft being proprietary software, and it was not desired for modpacks to be forced to use the same license. Thus Domochevsky and I agreed to change the licenses on our respective versions of QuiverBow.
Due to the change, build 0.4.0+MC1.12.2 & earlier of QuiverBow: Restrung are distributed under GPL v3.
Build 0.4.0+MC1.12.2.MIT & later are distributed under the MIT License.
Content
Mainly ranged weaponry & tools. Most content is highly configurable via Forge's configuration system.
Includes:
- Bow With Quiver - A standard bow that shoots from an internal inventory of 256 arrows.
- Fen Fire - Shoots glowstone blobs onto surfaces.
- Powder Knuckles - Melee weapons that explode on hit. The modified variant is specialised for mining.
- Coin Tossers - 2 shotguns that use gold nuggets as ammunition.
- Nether Bellows - A netherrack fueled flamethrower.
- and more!
If Patchouli is installed, a guide is added, named the Weaponsmith's Journal.
Since 0.4.0 Patchouli is a required dependency.
Update plans
The current priority is eliminating bugs missed during testing, reimplementing missing features, and implementing new features that tie in with vanilla content introduced after 1.7.10. Updating to the latest MC version is planned, but is not a priority at this time.
Need help or have a question?
I have a discord server with a dedicated channel for Quiverbow: Restrung.
Have an issue or a suggestion?
Create an issue on this issue tracker. Comments here are read, but only the issue tracker is checked when I'm looking for bugs to fix.
Completeness
Most features of the original have been ported; the one major exception is the 3D models, most weapons currently use their sprites as their in-hand models.
is this being ported to 1.16.5?
In reply to brandonmohammed666:
The update plans listed in the description have not changed. I just haven't felt like working on QB:R for a while.
In reply to Daomephsta:
so it is not updating to 1.16.5?
In reply to brandonmohammed666:
As the description says "Updating to the latest MC version is planned, but is not a priority at this time."
Weird question, but how hard is porting from 1.7.10 to 1.12, I was considering learning java in order to port the toggleblocks mod and/or maybe others things
In reply to Icegod1012:
A lot changed between 1.7.10 and 1.12, so ports are quite difficult. Simpler and/or smaller mods are easier to port. It's often easier to make a list of the mod's features and rebuild it from scratch on the newer version, rather than porting existing code across such a large version change.
A problem specific to Toggle Blocks is its licensing. On GitHub it's MIT, but on CurseForge it's a much more restrictive Custom License. I had a similar issue with QB:R, which had to be resolved with the help of the original author before CurseForge would allow me to upload QB:R.
Unless you can contact the original author of Toggle Blocks, it's possible CF won't allow you to upload your port.
Spiritual successors or total rebuilds using no code or assets from the original are usually allowed I think.
In reply to Daomephsta:
ok thanks for letting me know
How does reloading weapon magazines work? I understand how to reload stuff like the crossbows, dragonbox, etc, but I'm not sure how to obtain the clips/magazines required for loading some of the weapons (e.g. the mag for the sugar engine). Is there any way to get these in survival besides cheats? Also sorry if this was in the mod guidebook but I missed it!
In reply to twitch_xolotl:
The magazine recipes are in the entries for the corresponding weapon(s)
Is it possible to add fireworks ammo (random fireworks) for mortar and rockets launcher in the next update?
In reply to morliy:
QB:R weapons weren't designed for multiple ammo types. The code is flexible enough that it could be done, but an easter egg isn't worth that amount of effort, and UI/UX changes would be necessary too.
Thank you for porting this mod! It hits me with so much nostalgia of the good ol'1.7.10 times
we need a port of this mod to 1.16.5
a port on a port or another port on the original.
In reply to racsumsar123:
If you're unaware, asking for a mod to be updated to a new MC version is considered rude. It took me 3 years of hard work to port this from 1.7.10 to 1.12, because I kept burning out on the project due to the level of work. It still needs a lot of work, the AA is buggy and 3d models are missing for weapons. Porting to a new version isn't going to improve anything. Porting past 1.13 is particularly challenging, as Forge changed majorly. I'm in the process of exploring the differences by updating my smaller Forge mods.
In reply to Daomephsta:
I'll say this: Thank you for even considering 1.16 port. Personally, I'll wait as long as needed.
In reply to Daomephsta:
I'm so sorry, I didn't mean to be rude, I haven't tried your port but I love the original mod and I got really exited to se that someone made a port of it to a newer version, and I see now that I was way to quick to write that comment since I didn't even read the main description until now nor tried the mod and had no idea what state this mod was in. so, I'm sorry, I didn't mean to be rude and I didn't mean my comment to come of as a direct prompt to you making a new port, and it was just my general thought that it would be great to have this lovely mod in that version.
may I add that I love this community and I have very little experience in mod making.
I am sorry, you're doing a great job
YES! A surprise, but a welcomed one.
question: are there any potential plans for a reload key functionality in the future?
In reply to NikkeiZX:
Reloading via the crafting grid is quite clunky. I have some ideas for easier reloading, but a key is unlikely. It doesn't feel right.
In reply to Daomephsta:
Maybe a left click while filled magazines/ammunition sets are in your inventory, pulling one into the weapon? Would feel natural, you try to fire, realize it's empty and shove a mag/ammo into the weapon to reload. Smoothly lines up with the firing, making it feel natural. Though the key option may not feel right at first, the usual key for this (R) sits right next to the movement keys, and is used in many an FPS, feeling quite natural as players gun down foes and hit R to reload. I can understand if you wholeheartedly reject the keybind option, as it's now your mod to control, and you do what you want with it.