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Too Many Bows

A bunch of amazing crazy bows with unique abilities!!!

File Details

Too_Many_Bows-neoforge-1.0.0-26.1.2

  • R
  • Jun 23, 2026
  • 1.29 MB
  • 72
  • 26.1.2
  • NeoForge

File Name

Too_Many_Bows-neoforge-1.0.0-26.1.2.jar

Supported Versions

  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:too-many-bows-1141533:8304135"
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

Too Many Bows — 1.21.11 to 26.1.2 Port Notes


Client and Server Separation

The 1.21.11 code allowed some client-only classes and registration paths to be reached from common initialization.

The 26.1.2 port separates these more strictly.

Moved to Client Initialization

The following are now initialized only on the physical client:

  • Entity renderers
  • Trinket renderers
  • Client particle helpers
  • Client-only visual effects
  • Client event hooks

This prevents dedicated servers from attempting to load Minecraft client classes.

Duplicate Registration Removed

Renderer registration was consolidated so Fabric and NeoForge do not register the same entity renderer multiple times through both common and platform initialization.


Entity and Renderer Changes

All registered projectile and effect entities remain registered on both loaders.

Most arrow and projectile renderers were updated or retained successfully under the 26.1.2 renderer system.

Known Visual Placeholders

The following gameplay entities currently use compile-safe placeholder rendering:

  • Vaultpiercer portal
  • Soulhoard released skull
  • Soulhoard stored-soul aura
  • Gravewire target mark

Their gameplay logic still runs, but the visual effect is currently absent.

These effects previously relied on the older entity-rendering API and require a future rewrite using the 26.1 render-state and render-submission pipeline.

The normal Vaultpiercer arrow, Soulhoard arrow, and Gravewire arrow renderers are still registered and visible.


Bow Configuration Changes

The original 1.21.11 per-bow configuration system exposed a large number of internal settings, including:

  • Particle counts and offsets
  • Sound pitch and volume
  • Entity lifetime values
  • Pickup rules
  • Tracking internals
  • Rendering details
  • Technical projectile flags

The 26.1.2 port keeps every bow configurable, but reduces each bow file to the settings that are useful for balancing and server management.

Current Layout

config/too_many_bows.json
config/too_many_bows/bows/<bow>.json
config/too_many_bows/bows/all_accessories.json

Compact Per-Bow Settings

Depending on the bow, the compact files expose values such as:

  • Base or direct-hit damage
  • Damage multipliers
  • Projectile count
  • Spread
  • Projectile velocity
  • Ability radius
  • Effect duration and amplifier
  • Target count
  • Healing and lifesteal
  • Soul storage
  • Chain damage
  • Portal behavior
  • Follow-up projectile damage

Particles, sounds, entity lifetime, rendering behavior, and other technical defaults remain in code.

Every Bow Is Covered

All 38 registered bows now have a dedicated config.

Additional compact configs were added for bows that did not previously have complete per-bow configuration coverage:

  • Burnt Relic
  • Crimson Nexus
  • Demon's Grasp
  • Scatter Bow
  • Twin Shadows
  • Verdant Vigor

Arcane Bow's config is now connected to its actual firing behavior.

Existing Config Migration

Existing oversized bow JSON files are normalized into the compact schema when loaded.

Server owners should back up older custom files before first launch if they want to manually carry over removed expert-level values.