### Bows
**Variants**
* Crossbows are the small variant, designed for high speed arrow launching and fireworks
* Longbows are the large variant, designed for high damage projectiles
* There are *not* modifiable arrows. You can use vanilla arrows, or arrows from other mods such as Archer's Paradox.
**Materials**
* Bow materials are a distinct set of materials from melee/harvest materials. This means while there are many common materials, there are some unique bow materials and some unique melee/harvest materials.
* Notably, there are no stone or osmium (compat) bows, while bows uniquely have access to bamboo and aluminum (compat)
* In total, we have 18 bow materials, plus 5 bowstrings so far. Additional materials are planned.
* We also have 12 compat bow materials which are enabled if a mod adds the relevant materal
* Bow limbs affect bow durability, accuracy, drawspeed, and arrow velocity (which in turn affects damage)
* Bow grips affect bow durability, melee attack damage, and accuracy
* Bow limbs, grips, and bowstrings all add traits designed with ranged weapons in mind
**Modifiers**
* Support all existing modifiers related to durability
* Most right click interaction modifiers work on bows, but are activated on left click instead
* Experienced and looting are both available, affecting monsters killed by arrows fired from this bow
* Diamond boosts bow projectile damage, longbows can receive power to further boost projectile damage
* Netherite boosts arrow velocity
* Emerald boosts bow accuracy. Trueshot and blindshot increase or decrease accuracy further
* All bows can receive fiery (flame), punch, freezing, piercing (not vanilla), impaling (piercing in vanilla), and necrotic to boost arrows
* Bows can also receive multishot, crystalshot (infinity), and quivers
* Crossbows can receive quickcharge to boost drawspeed and receive sinistral to allow better crossbow dual wielding
* Longbows can receive scope to zoom in on the target
### Modifier changes
* Instead of lustrous (platinum) boosting mining speed of ores (which overlapped a lot with blasting or melting), it now causes ores to drop bonus nuggets
* Zoom is now an upgrade, and can be applied to any tool that supports right click interaction to make it act like a spyglass
* Soulbound now will keep armor and the offhand items in the same slot upon respawn
* Fix deletion bug with shift clicking items into pockets or other inventory modifiers
**Unarmed**
* Chestplates can now receive melee modifiers to boost left click attack without needing to apply unarmed. This means it only costs upgrade slots to have good left click damage
* If you wish to punch with the offhand, you now apply the ambidextrous modifier, any tools that had unarmed applied before this update will automatically receive ambidextrous in its place
### Smeltery
* Smeltery detection logic has been improved to better work with future multiblocks. This shouldn't cause any broken smelteries, but may change the block marked as "invalid" during building
* Pewter now is alloyed from tin +lead if tin is available, for compatibility with Alomancy. If no tin is available, it will continue to use iron + lead.
* Allow casting potions and tipped arrows.
* Fix stack size 1 slimy bottles not returning their bottles when drunk.
### Books & Language
* Guidebooks have all been updated with information on crossbows and longbows
* Big thanks as usual to Shiny for helping keep the books up to date
* Fix various typos and inaccuracies from older content
* Update Japanese Translation (thanks TwelveYO21)
* Update Chinese Translation (thanks Cactusstudent and ChuijkYahus)
* Add a new translation key for the format of a tool name, to allow languages to change the separator or switch the order of the words if desired
### JEI
* Tools in JEI now show variants for binding only materials
* Fix tools in modifier recipes not showing the focused tool (showing all valid tools instead)
* Fix usage on a slimeskull not showing valid modifiers
### Misc
* Slimy ferns and saplings can now be placed in flower pots
* Fix free sponge when removing modifiers using venom
* Fix occasional loss of sponge when using wet sponge to remove modifiers
* Fix AOE block breaking not spawning particles for all the blocks
* Fix item deletion when using a bundle to take items out of the crafting station
* Fix various crashes and otherwise unwelcome behavior when opening our UIs in spectator mode. Please let us know if any blocks do not work as expected.
* Fix modifier log missing texture config being ignored.
### API & Internal
**Rework modifier priority**
* Modifiers with the same priority now fallback to the order they were added.
* As a result of this change, tools that have internal modifiers like tilling now use the craftable one instead as the new modifier overrides it
* Many internal modifiers will also show in the tooltip now instead of being hidden
* You can use the modifier worktable to resort modifiers to choose which modifiers act
* Some modifier priorities may need to be adjusted as part of this change for those that should have consistent behavior
* Firestarter modifier now exposes the `light_fire` tool action. If you make a mod that adds extra behavior to flint and steel, check for that tool action for tinkers compatability. If you do not know how tool actions work, ask on our discord.
* Added block transform modifier hook for addons wishing to add modifiers that run post block transform
**Modifier hooks**
* New mergable system for modifier functions
* Use `registerHooks` to implement the hooks on a modifier
* In the future, will make it easier to write JSON modifiers as we migrate existing hooks
* Currently, all hooks using the old system have been migrated, as well as various new methods
* Pay attention to deprecations on methods to keep track of what has been migrated
* Implement hook fired post block transform (thanks Pyre540)
**Stat type fallbacks**
* Trait JSON now supports two custom internal types, `tconstruct:melee_harvest` and `tconstruct:ranged` which act as a fallback for any stat types in that group.
* If a stat is missing a specific trait set, it will try the fallback before the default traits.
* Addons can register their own fallbacks for custom stat types they add
**Left click modifiers**
* Bows and longbows support running modifiers on left click
* Any interactions that require holding down right click cannot be used on left click, but most other modifiers can be implemented
* You likely will want to migrate any existing interaction modifiers to the new hooks to get support
**Tool tags**
* Deprecated one handed and two handed, that system while nice in theory ended up being too cumbersome
* Added interactable left, interactable right, and interactable armor for the three types of tools that can run interaction hooks. The hooks also now pass a parameter for the type. By default, anything using the deprecated one handed or two handed tags are added to interactable right
* Added ranged tags for bows, longbows, and crossbows
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
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