3.0.0+1.21.1
Curse Maven Snippet
What's new
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.)
This mod has no additional files

