Bows and Crossbows 1.21.1 - Herbertofury/Advent-of-Ascension GitHub Wiki

Bows and crossbows: prepare, draw and charge

Open the item browser · Gun ammunition · Weapon upgrades · Repairing equipment

Six released bow and crossbow models with configured damage and speed modifiers

Scope: 33 bows and 9 crossbows registered in Minecraft 1.21.1 / AoA 3.7.16.1. Values come from released stat-builder instructions joined to the released item registration factories. Source models are static documentation renders. Damage inputs and speed modifiers are not measured hit damage or wall-clock timings.

Inspect draw and loaded states

The three-release bow and crossbow state gallery shows resting, drawing, charged and firework textures with exact version labels. Fourteen item identities differ across the inspected releases; the item browser selects the matching sheet. These are static source textures, not an animation or gameplay-parity claim.

Before leaving base

  1. Open a weapon below and expand Released archery defaults · damage, draw and charge.
  2. Inspect its recipe and mob-drop links in the same release. A search can legitimately have no result; a resource entry alone does not prove Survival acquisition.
  3. Bring compatible arrows and check the ammunition selected in your actual loadout. The base AoA path delegates selection to the shooter’s projectile lookup, so special-arrow and mod interactions need checking.
  4. Compare durability and draw/charge modifiers. A larger speed modifier accelerates the base charge calculation; it is not a duration in seconds.
  5. Before using valuable ammunition, test a normal shot, a partial bow draw, a full draw and any enchantments in the matching game build.

Bow draw: why “speed 2” does not mean two seconds

The released bow path calculates elapsed use ticks, multiplies by the stack’s draw-speed modifier, then truncates to an integer. Player shots next pass through the NeoForge arrow-loose hook. A negative hook result cancels; the inherited power calculation follows, and power below 0.1 returns without firing.

For example, 10 elapsed ticks with Speed Bow’s default modifier 2 produces charge input 20 before that hook. Shyregem Bow’s modifier is 3. These are charge-input examples, not promises about final power, impact damage or real-time latency. Stack components, subclasses, event handlers and game tick rate can affect the outcome.

Crossbow loading: distinguish three different values

The released reload method starts with 1.25 / chargeSpeedModifier, applies the enchantment charging-time hook, multiplies the result by 20 and floors to an integer. All nine extracted registrations have modifier 1. With an unchanged hook result, the base calculation is therefore 25 ticks.

  • Reload time is the value used in the charge-power denominator.
  • Use duration adds 3 ticks to that reload value. It must not be labelled the reload duration itself.
  • Release/loading requires charge power at least 1, an uncharged stack, and successful projectile loading.

A loaded stack follows the shooting path when used. The charged-projectile component stores the selected projectile items. Enchantments and data components may change loading behavior; no wall-clock timing or cross-mod compatibility is certified here.

Damage, ammunition and durability cautions

The shared firing helper sets base damage on an AbstractArrow, applies projectile modifications, creates projectiles and charges durability per nonempty projectile in its loop. Projectile count and spread pass through enchantment processing. This is why neither a damage field nor a default “one projectile” method is enough to promise a final hit total or a flat durability cost for every enchanted shot.

The base ammo lookup delegates to the shooter. An Infinity flag appearing in a calling method is not proof that every special arrow is free or that every empty-inventory case succeeds. Those combinations are explicit test targets, not assumptions in these tables.

Bow reference table

Weapon Damage input Draw-speed modifier Durability
Alacrity Bow 9.5 1 600
Ancient Bow 22 1 1510
Atlantic Bow 24.5 0.9 1480
Baron Bow 12 1.1 3000
Boreic Bow 14 1.3 1190
Daybreaker Bow 17.5 1 1180
Deep Bow 15.5 0.85 700
Explosive Bow 17 0.8 900
Haunted Bow 17 1 920
Ice Bow 8.5 1 580
Infernal Bow 11.5 1 710
Justice Bow 14.5 1 920
Lunar Bow 17.5 1 900
Mecha Bow 20.5 0.75 930
Nightmare Bow 13.5 1 890
Poison Bow 15 1 950
Predatious Bow 14 0.9 690
Primordial Bow 18.5 1 1350
Rosidian Bow 15.5 1 900
Runic Bow 20.5 1 1320
Screamer Bow 12 1 665
Shyregem Bow 7.5 3 1500
Skeletal Bow 8.5 1.5 720
Skydriver Bow 14.5 1 850
Slingshot 17 1 1200
Soulfire Bow 23.5 0.75 1100
Spectral Bow 12 1.3 900
Speed Bow 8 2 930
Sunshine Bow 27 0.8 1530
Toxin Bow 14 0.85 900
Void Bow 9 1.2 600
Weaken Bow 12.5 1 700
Wither Bow 13.5 1 835

Crossbow reference table

Weapon Damage input Charge-speed modifier Durability
Coral Crossbow 17 1 1080
Lunar Crossbow 16.5 1 1100
Mecha Crossbow 15 1 930
Pyro Crossbow 12 1 800
Rosidian Crossbow 14.5 1 900
Skeletal Crossbow 12.5 1 860
Spectral Crossbow 15 1 1030
Troll's Crossbow 10.5 1 700
Viral Crossbow 11 1 780

Evidence and acceptance checklist

Released builder, registration and 16 behavior-method records · Illustration provenance.

The exact archive is AoA3-1.21.1-3.7.16.1.jar; class hashes and instruction bytes are retained. Models and mechanics belong to Tslat and contributors. No game classes were executed to create this reference.

For runtime acceptance, test ordinary and special arrows, empty ammunition, Infinity, projectile-count modifiers, partial/full draws, crossbow loading versus firing, durability at breakage, client/server consistency and modified stack components. Preserve saves and original items. Results from another Minecraft/AoA release are not a substitute for this build.