The Quiverbow Mod for Minecraft 1.7.10 Mods adds a bevy of bow and projectile weapons to the game. From advanced bows to extremely volatile explosives this mod has everything you could want in projectile warfare.
The Bow with Quiver does exactly as it says, it holds 256 arrows within itself so that you don’t have to continually keep your inventory stocked. The compact and double crossbows are single and double loadable but offer a powerful hit to the enemy.
The Snow Cannon is more of a fun weapon that maximizes your snowball throwing. It fires 4 snowballs at once. It’s pretty low on damage but causes slowness on hits.
The Fireworks Rocket Launcher is where things get a bit more destructive. It launches fireworks and causes immense destruction on impact. It functions like throwing a block of TNT a long distance.
The Sugar Engine is a rare weapon in Minecraft that can actually destroy glass and lamps. It has a bit of kickback but it’s very powerful.
And the Rail Accelerator is one of the most powerful weapons in this mod. It functions like a grenade launcher in that its results are delayed after firing. It would be best to take a few steps back when this goes off.
There’s plenty more weapons to play around with so give this one a shot!
The Items:
This one seem fairly obvious. You carry stacks of arrows around with you in your inventory, ready for combat.
But we all know just how precious inventory space is, especially when you’re cave diving.
So why not take a bit of leather and sew something together?
This quivered bow behaves like a regular bow, except it can hold 4 stacks worth of arrows without taking up any additional space.
Advancements in technology have led to the ability to reload the quiver either with up to 8 arrow bundles at a time.
Bows are all nice and good for regular use, but what if you really need something with a bit more oomph, for those critical life or death moments?
A drawing mechanism can be added to a bow with some more wood and metal scraps, providing a good deal more pull strength and thus damage.
As an added bonus, this crossbow comes by default with Knockback II, which is a lucky side effect of how the string is intertwined.
The field team has returned from the Nether with sufficient materials to let me make a improvement to the crossbow.
Research has yielded the blaze crossbow, which has been reinforced and insulated to be able to withstand the blazing heat it fires.
With increases in piston technology a upgrade for the compact crossbow has been developed. This adds a self-tauting mechanism that makes use of the force of the bolt and a second rail, allowing for a total of two bolts to be fired, before needing to reload.
It’s reloaded in the same way that the regular crossbow is.
Following the line of crossbow technology further down, I was wondering: How can we load more arrows into this?
The result of this thought is a half automated crossbow that can hold an arrow bundle.
The feeder can be loaded with one arrow bundle (worth 8 bolts), which, when cocked, pushes a bolt onto the firing rail, ready for launch.
The damage per bolt is lower, but the firing rate should drastically increase with this.
Good news! Through idle musings on how to improve existing weapons I have come up with a way to make the auto-crossbow fully automatic.
The method was relatively simple. The push from the feeder itself can be used to ratchet the string back into the firing position after a shot.
This only required a small change in design, feeding the arrows in from the bottom instead of the side, but I think this is overall for the better.
I also added a second feeder, for weight balance, effectively doubling the arrow capacity.
Y’know? That is not enough arrows. We need more arrows! Cue the Arrow Mortar:
It took a bit of effort to provide enough oomph, but with a longer barrel and three pistons we now have the push to launch entire arrow bundles, which scatter on impact.
Up to 8 arrow bundles can be loaded into this.
Expanding on the design of the Arrow Mortar, why not do the same with rockets? Here goes:
With very similar behavior and loading capability the Dragon Mortar is the fireworks alternative to the Arrow Mortar.
Loading is done with up to 8 Rocket Bundles, as expected.
Here’s a interesting one: While rummaging through old gear I remembered that fireworks are a thing. Maybe some of those could be put to use for more aggressive purposes?
After some experimenting on the workbench I came up with this.
I call it the Dragonbox. It’s a crank-powered firing mechanism for firework rockets.
The damage and range isn’t all that impressive, but it can be fired quite fast and reliably set things on fire. (Said things being people, mobs and TNT.)
A total of 64 rockets fits into the Dragonbox. After a few tests I found that the device is sufficiently safe to use.
The frame seems to be able to withstand the heat from the rapid launching with only minimal deformation.
Y’know what? Let’s be silly again, for just a moment. In a bout of madness I put up four Dragonboxes on a weapon rack and noticed that they could be modified to make one weapon.
Four Dragonboxes, a double reloading mechanism for the rockets and bam.
So I modified the design of the Dragonboxes to fit into one, way too heavy, four-barreled device capable of carrying the same amount of rockets but fire four at a time.
The damage output is somewhat inconsistent and if I made a mistake in the construction it’ll blow up on first use, but I’m still putting it up here, since it’s kinda fun to shoot when it works.
More research into the combat appliance of gunpowder has been done and this is the first result.
This is the Powder Knuckle. Making use of the explosive properties of gunpowder I crafted what amounts to a glove.
It discharges its explosive load upon impact, making it dangerous to both the user and the target. Slightly more so to the latter.
Wearing armor is recommended until I can figure out how to make this safer.
After some optimizations this item can also now be used against the terrain, if you so desire, making it a possible breach weapon.
Playing around with obsidian and the previous Powder Knuckle model has lead to a more mining focused application of the same item.
Reloading is unchanged from the base model and still done with raw gunpowder.
A curious side effect: While the damage output is a bit lower, the focused force of the blast has lead to a Silk Touch-like effect, which vaguely amuses me.
Did you know that flint, when ground into dust, makes a extremely coarse powder that can be used to break softer blocks?
A device that shoots out a concentrated stream of it would make for a excellent mining tool. To wit:
A full quartz casing ensures that none of the dust escapes over time, making this device possible.
With the typical double-piston design and a tank for the flint dust this creates a ranged mining tool that pretty much instantly drops whatever it hits.
Mind, though: It’s not strong enough to get through the tougher blocks, like various ores, but maybe that can be remedied in the future.
Reloading is done by filling the ground flint into the fuel slot. I made this process easier by designing the holding boxes so they snap right onto the opening.
Thinking about how to make the powder knuckle safer caused me to remember the weirder effects of ender pearls, and by extension ender eyes.
Specifically their ability to project items across large distances, making it useful for some predictability calculations. To wit:
The Ender Scope is made out of two ender eyes and attached to a regular bow, allowing the the wielder to see the predicted trajectory of his arrows, through it.
The eyes have quite fascinating properties, into which I need to look further. Staring through them too long seems to cause a increased amount of “white noise”, or scheme-like appearances.
I’m not sure what this means yet.
Coming back to the ender bow, or more specifically, the ender scope, after technological advancements with the other materials (pistons, repeaters, obsidian, etc) were made, has lead to this item here.
The Ender Rifle fires iron ingots via a double-piston spring-loader, giving it quite some range and force, which combined with the ender scope makes for a good long-range weapon.
The ender eyes will let you see a lot further, but test subjects using this rifle have reported increased headaches, visions of doom and “white noise” when staring through it for prolonged amounts of time.
Research into this effect has not yielded anything specific yet. Use with caution.
Friction heating from traveling means that the projectile will deal more damage the longer it travels, up to a maximum.
The research team recently returned with more materials from the nether, among them quartz crystals.
Messing around with them for a bit gave me a idea for how to improve the Ender Rifle’s scope.
In the same vein I did some experiments with silk-touched blocks, like ice.
Merging ice with iron projectiles causes the target to experience frost shock (Slowness and Nausea) in addition to regular damage.
Here’s the complete package:
The Frost Lancer is the big brother of the Ender Rifle. It’s heavier, stronger and unfortunately slower.
The extra set of pistons extends its power quite considerably, but not as much as I’d have hoped.
As a curious side note: The scope seems to …change its behavior when modified with quartz crystals.
The quartz apparently acts as a protective layer between the user and the ender eyes.
So far there have been no reports of doom or white noise, which is encouraging, however the testificates reported a general sense of stemmed off unease when around this weapon.
The Ice/Iron mixture, or Cold Iron, as I’d like to call it, is fairly fragile, requiring a special binding agent in the form of a slime coating to stay undamaged.
The upside of this is that these clips can be stacked 16 high and get loaded directly into the Frost Lancer.
The downside is that this results in a reduced ammo capacity of a mere 4 shots and the damage being somewhat hard to predict.
After doing some mining again I came across gold ore, and it occured to me just how useless this crap is. So why not make use of this in some other way?
As a result of messing around with a piston I managed to make this:
This thing scatters gold nuggets all over the place, for quite some area coverage.
Advancements in ammunition research mean that reloading is now done via gold magazines (filled with gold nuggets),
instead of feeding gold ingots directly into the weapon.
Upon request I had a look into making one of the older weapons, the Coin Tosser, more efficient and update it to newer advances in technology.
The modified Coin Tosser fires out a more compact blast of gold, 4 nuggets at a time. This makes it both more ammo conservative and accurate, but lowers its maximum burst damage.
Reloading is unchanged from the unmodified device and benefits from the same advancements in research.
This is a advancement of the Dragonbox. Instead of holding a whole stack of small rockets it just holds one giant one.
This is pretty much just a frame for the rocket to sit in. I have yet to actually make this safe, so make sure you don’t hold your head too close to it when it launches.
The rocket is big enough to damage terrain.
After long nights of testing the properties of obsidian a breakthrough for the rocket launcher has finally been achieved.
This upgrade can fire pre-made rockets without losing any effectiveness.
Big rockets can then be made at a workstation and carried in stacks of 16.
Subsequently you can then load the launcher in the field with them.
Make sure that you place the fuse in the proper ignition slot on the launcher.
Playing around with ways to make the coin tosser more effective I stumbled upon a way to get more ammunition from a block.
Gold itself is too weak, but lapis on the other hand is proving to be quite excellent.
It’s both easy to chip off of the block and very toxic. Plus, it has little other uses.
Adding two repeaters to this design resulted in a rapid-firing lapis shooter.
Reloading is done for efficiency’s sake with whole lapis blocks, resulting in 25 shots per block instead of a mere 9 for each individual lapis piece. The damage is overall fairly low, but it causes Weakness, Nausea and Hunger.
Advancements in ammunition research mean that reloading is now done via lapis magazines (filled with lapis blocks),
instead of feeding lapis blocks directly into the weapon.
A thought occured to me: Pistons provide spring power to propell projectiles. Gunpowder does the same. What happens if you combine the two?
The result of this thought is the Obsidian Spear Rifle:
In fact, the propelling power is so strong that only obsidian is tough enough to not completely shatter upon firing. (Merely break into spear-like shards, which I consider a nice bonus.)
The interesting side effect is not only the decent damage but also the Wither effect, bypassing regular armor. Unfortunately this comes with a bit of a cooldown after each shot.
I have yet to make the reloading mechanism more efficient, but for now this will do.
Note: The reloading mechanism has been greatly improved, by making use of Obsidian Magazines. This also improves the weapon’s ammo capacity to 16.
Over the course of the past couple weeks I researched ways to improve the Obsidian Spear Rifle in a way that doesn’t involve eating your soul every time you fire it.
Specifically I was looking for methods to reduce the cooldown, but my attempts with silktouched ice were unsuccessful.
In the end I went with a reduction route, making the rifle smaller and faster instead.
The piston of the OSR design proved to be too heavy and heat-prone, so I ultimately removed it.
The loss in power and range is unfortunate, but ultimately acceptable for the gain in firing speed.
I also simplified the overall construction and added a loading rail on the bottom that holds both the obsidian and the gunpowder.
I now know how to better split the obsidian blocks. Practically that means each block translates to 2 shots, for a total of 6 for 3 blocks.
The process still isn’t as optimal as I’d like it to be, but obsidian continually proves to be the most difficult material to work with, so only rough cuts can be made for now.
Note: The reloading mechanism has been greatly improved, by making use of Obsidian Magazines. This also improves the weapon’s ammo capacity to 16.
The research team brought me something special yesterday: A Nether Star. Initial tests with it have proven quite… potent.
Taking the base frame of the Obsidian Spear Rifle for its stability, this weapon has been made:
This device is still loading obsidian blocks and gunpowder, but is dealing tremendous magical damage.
It is also a profoundly evil weapon. No further research down this line will be pursued in the forseeable future.
Note: The reloading mechanism has been greatly improved, by making use of Obsidian Magazines. This also improves the weapon’s ammo capacity to 16.
Making use of the recent development of the double-piston tech, new advancements with soft materials have been made.
Cribbing from the design of the Lapis Coil, this weapon forces a block of redstone gradually through a metal mesh, pulverizing it and spraying (highly toxic) dust all over the place.
Advancements in ammunition research mean that reloading is now done via large redstone magazines (filled with redstone dust),
instead of feeding redstone blocks directly into the weapon.
After another trip to the Nether more materials have been brought back. In this case, stacks and stacks of netherrack.
Experimentation with it has shown that it is highly combustible and can be ground into dust.
The application seems obvious: the Nether Bellows spray out streams of burning netherrack dust, coating everything it hits in cleansing fire.
Advancements in ammunition research mean that reloading is now done via large redstone magazines (filled with redstone dust),
instead of feeding redstone blocks directly into the weapon.
Speaking of soft materials, shoveling snow the other day gave me an idea: Why not compress and shoot snow?
The result is capable of scattering compressed snowballs in the desired direction, freezing whatever it hits.
This weapon is based on the by now standardized double-piston tech and has been insulated with wool.
The obsidian framing is giving it just enough stability for our purposes.
Let’s be silly here for a moment. The vast fields of potatoes I look at every morning are a pretty clear indication of what needs to be done here.The Potatosser bakes and shoots out potatoes, dealing a surprising amount of damage.
The iron bars and trapdoor act as heat insulators and venting, ensuring that the potatoes get properly flash-cooked.
Being silly again, one night when stumbling through my farm I had a thought: What if I were to make a weapon out of something entirely renewable?
That didn’t quite work out and the result is a bit… weak, but here is it anyway:
I still had to use a piston and a tripwire hook, but I managed to make a cheap weapon that shoots out melon seeds. A total of 18 seeds can be fired before the entire thing breaks, roughly. (But at least the tripwire hook and piston will remain undamaged by this). The design doesn’t allow for reloading, so two melons are crafted right into the weapon.
I’m not entirely sure what to make of this so far. More research will be required.
This line of research has started to be less silly and more practical. Experimentation with naturally growing ammunition has shown that the thorns of cacti are quite dangerous when applied in raw amounts. Let me demonstrate:
The hopper provides the dual double-piston setup with strips of Thorn Bundles, allowing for the rapid firing of small bursts of thorns.
The weight is not without note, but thorns are very lightweight, countering this potential issue.
Advancements in ammunition research mean that reloading is now done via thorn magazines (filled with cacti),
instead of packing up thorn bundles and feeding them directly into the weapon.
Frankly I am surprised how the fire rate has increased with the mere addition of more pistons.
Compacting it all was a challenge, but I will definitely have to do more research in that direction.
This has potential.
This is an experiment for a thought of sorts. “Hurt them, even if you’re not nearby.”
The PTT places charged thorn packages when fired, which explode into shrapnel when someone comes near them.
The design should be pretty familiar. It makes use of the tried and true double-piston tech to toss out a bunch of thorn packages.
It’s surprisingly economic for what it does. The thorns break into smaller splitters when they explode. (Caused by vibration when stepping near them.)
They only last for 5 minutes or so, after which they shatter on their own, but that should still be plenty to lay some traps.
As a bonus, it uses Thorn Magazines, which are renewable.
Recently I was approached by the local testificates, who wanted something to defend themselves and their village against zombies with.
So rummaging around for cheap things I could use to give them a bit of stopping power on the fly, I found that they have bags upon bags of seeds lying around.
So why not make use of those? To wit:
This is the Seed Sweeper. It’s a simple design, based on the Coin Tosser, but modified to scatter seeds instead.
Not as dangerous or far reaching as the other weaponry, but quite cheap and certainly better than the Seedling.
I added a giant jar they had sitting on a shelf somewhere as ammo feeder to the bottom, which should give this thing a bit of endurance, too.
The testificates seemed happy with it, so there’s that.
Going by the motto of “bigger is better” and “more is dakka” I went a bit… wild, let’s say, and started an experiment in figuring out just how fast firing I can make a weapon.
By extension this also turned into an experiment in how many pistons I can use for a single device.
The Sugar Engine is the result of that experiment, for better or for worse:
The Sugar Engine is assembled in a multi-step process, since it is by itself too big for the crafting table.
So here are the construction steps:
Step 1: Make a body that can feed ammunition from a clip into all four (Yes, you read right) barrels at a sufficiently fast pace.
That in itself was fairly easy to solve with a set of fast redstone clocks. A obsidian core seems to be just barely enough to hold this all together and not overweight it.
Step 2: Construct a barrel that is capable of taking an external power source (from the body) for its pistons and accelerates a specifically shaped projectile through it.
Step 2.5: Make four of these.
Step 3: Assemble them. All in all 9 pistons have been build into this, to create what sounds like a machine straight out of the nether.
In order to feed this thing I had to develop a new reloading scheme and ammunition type.
Specifically a large clip is constructed which holds the sugar cane-reinforced sticks.
Said, uh… let’s call them sugar rods, said sugar rods have been fit to the barrels and piston shapes, meaning
despite not being sharpened they can deal quite some damage, just out sheer merit of being plentiful and fast.
Plus, they’re quite cheap to make, which is just what I need here. This thing chews through ammunition like there’s no tomorrow.
You can easily fill said sugar canes and sticks into the clip by having the former two and then using the clip itself, to slot them in.
The Sugar Engine takes a bit to spin up and get to working speed, but the firing rate of this monster is unmatched.
Unfortunately it is not very accurate due to the large amount of vibrations created by the constant piston movement.
So far this seems to be a quite limiting factor, besides its weight.
Stepping away from damage dealing devices for a moment, someone requested a way to light caves up at a distance.
As a result I started experimentation with glowstone.
The Fen Fire is capable of splattering glowstone wads onto stone, cobblestone and dirt walls, sticking to them via a set of chemical reactions that I have yet to fully explore.
Other surfaces seem to resist the sticky effect for now, however.
Update: I managed to improve the chemical process and harden the glowstone load midflight. Now it has enough traction to stick to pretty much any surface with air contact.
Y’know, messing around with mortars got me thinking. We can lob heavy objects around to deal damage, yes, but what about lobbing things around to create paths?
Check this out:
This is the Aqua Accelerator. It’s capable of throwing a whole bucket of water at a decent range.
This has proven to be a quite useful tool for creating water chutes up to high places.
Of course now that we are up on high places; how do we get down?
With this:
I developed a technique to reconstruct cobwebs with string, allowing for the shooting of what are essentially nets.
They have proven quite excellent at both catching your fall and immobilizing enemies (at least for a while).
Reloading is done by bunching the cobwebs up into balls and loading up to 8 of them into the device.
I don’t know how they did it, but the research team returned from the End. Those of them that were still coherent brought this peculiar rock with them.
For now we have dubbed it “End Stone”. Its odd properties have proven quite interesting so far. To wit:
I can’t figure out how this is done yet, but when a blast of air is pushed through a barrel made out of this stuff it …changes.
A creature hit by this blast dies in a flash and the diamond resting in the chamber seems to be filled with its life force, creating a mob egg.
This appears to require a single diamond per egg.
More research has to be done here.
Remember End Stone? The rocks brought back from the End. I have been experimenting more with it and its curious properties. Here is what I’ve found:
This stuff seems to be attracted to all life. So much so, that it tries to redirect ender pearls right towards them when given the slightest provocation to teleport.
Even a small spark seems to already provoke it.
So the obvious next step was to create a container and line the inside walls with it and an ender pearl magazine to go with it.
However, that by itself is not immediately of use. You can’t really hurt anyone with this. Not unless you add something else.
It took a bit of testing, but I think I’ve now found a material that actually answers the damage question.
The ender pearls can be encased in quartz, which shatter on arrival inside the target, dealing tremendous damage and bypassing regular armor.
This also has the interesting side effect of not leaving any obvious traces of who shot the target.
This stuff is both fascinating and terrifying at the same time.
More research will be required.
Messing around more with nether quartz has turned out to be quite successful. It turns out that infusing it with redstone in a certain shape encourages the creation of lightning.
The rails are made out of nether quartz and guide a concentrated redstone bolt along their length towards the target.
In fact, the charge is strong enough to punch through multiple targets and even terrain on its path before dissipating.
This weapon’s redstone consumption is tremendous. So far I’ve only managed to get 2 shots out of each redstone block, for a total of 16 shots.
Update: Ammunition research has taken place here as well. The Lightning Red is now using redstone magazines instead of feeding blocks directly into the weapon.
So… remember the Obsidian Wither Rifle? Or more specifically, the Nether Star I used for its creation.
I have a confession make here: I couldn’t let it go. I sent another research team of 10 heavily equipped interns to retrieve a second Nether Star.
I had a plan that had to be tested.
And they succeeded!
…he succeeded.
It had to be possible to create a weapon out of this that wasn’t powered by raw evil!
I spend days turning it over in my head and I think I finally found a way to harness its power safely:
The answer was surprisingly simple: A beacon! They were fully capable of using a Nether Star’s power without corrupting the user.
In fact, they even did the opposite and buffed anyone within range, with its light shining into the sky.
The result was obvious: A beam weapon with unlimited energy.
The Sunray is drawing its power from sunlight. It recharges after each shot.
This was done via daylight sensors, built into the top of the obsidian frame.
The beacon itself had to be heavily modified to increase its focus intensity.
As a price of this, however, the beacon has lost all buffing power. Not that it matters.
I don’t think it can run out of power at this point, assuming it gets enough light.
More research may be required.
So… that intern of mine. Who returned with a Nether Star.
He has proven to be …capable. Very capable.
He brought another Nether Star back. I don’t know how he did it. I equipped him well, but still. On his own?
I didn’t catch his name before, but I’ll have to ask him when he recovers.
If he recovers.
No, he will recover. I will make sure of that:
This is the Ray of Hope. Sappy name, I know.
There’s a point to it, though. This is not a weapon. It’s a tool of regeneration; of healing.
Beacons have always been capable of healing or strengthening all living things around them, so why not focus this ability into a beam of restorative power?
The cauldron that acts as tank inside the obsidian hull gets filled with regeneration potions. The heat of the beacon when it fires evaporates the potion and carries the mist along with it, regenerating the target’s health.
This is the kind of device I may have been looking for, to counter balance the first Nether Star construction.
The Obsidian Wither Rifle.
This almost makes it worth it to aquire more. Beacons are powerful devices.
What else could be done with them?
A major breakthrough!
…excuse me, I got excited here. I discovered something recently: Ender chests.
No, I didn’t discover the chests themselves, but more what they can be used for:
I was messing around with ender chests, which is another “ender” device that both eludes and fascinates me.
It turns out that you can lay a set of powered rails through every slot of an ender chest and they will connect to each other in order.
This line can be powered by a single redstone signal traveling along them.
I have no idea how ender chests do what they do, but this property is fascinating.
That creates a 27 block distance to accelerate… something. Like an iron ingot. Nothing too big.
The results are impressive. Devastating, really.
Both for the user and more so for the target. The super-accelerated projectile deals massive damage!
On top of that the iron ingot leaves the barrel fast enough to cause an explosion when it hits the air and another one where ever it impacts.
Be very careful with this. This is in no way a combat-viable device. It’s more a novelty at this point.
Another problem: The ERA burns out after just a single shot and needs to be repaired.
More research is required.
Update: More research has been done! The Emerald Muzzle Upgrade can be attached to the ERA, smoothig out a lot of its muzzle shockwave.
Experience has shown that emerald as a material is quite receptive to vibration, absorbing it.
This combines well with nether quartz which has shown similar properties in absorbing and directing energy.
This is the armor plating upgrade. I pretty much nailed all the armor plating and alloying I could onto the Arms Assistant.
This does make it a lot slower to move around, but increases its Knockback resistance to 50% and gives it 3 points worth of Damage Reduction.
I think this also marks the end of just how much armor I can put on this thing. There is absolutely no space left for more.
I may have to think about making a bigger model…
Before that, though, I added something smaller but probably even more necessary:
The communications upgrade. By making use of the tech inside of a jukebox this lets the AA communicate some basic information, which has been sorely missing so far.
With the command “TELL AMMO” (applied in the usual way) it will inform the handler when it has run out of ammunition.
“TELL HEALTH” will cause it to inform the owner when it has taken 70% damage or more.
“TELL DEATH” gives a final emergency signal when it was destroyed.
There is also another appliance to this upgrade:
This is the Targeting Helper.
When wielding this, all Arms Assistants with the communications upgrade that are instructed to follow “REMOTE FIRE” will aim where you aim and fire when you do.
This should make it easier to coordinate them.
To help with that they can also be instructed to “HOLD FIRE”, to not attack anything outside of firing with the Targeting Helper.
Lastly, to help with safety I have added the “SAFETY RANGE” command, to ensure that they don’t blow themselves up in their eagerness.
Maybe it’ll help.
Arms Assistant Commands
“STAY” – Try to stay at your current position. (Also compensates for kickback.) Requires the Mobility Upgrade.
“FOLLOW” – Follows the owner around. Requires the Mobility Upgrade.
“STAGGER FIRE” – Causes it to wait with firing its second rail until the first rail is halfway done with its cooldown. Does nothing without the Second Rail Upgrade.
“TARGET FRIENDLY” – Aims and fires only at targets marked in the command book and their internal “friendly” list. (The owner and other AAs.)
“BLACKLIST” – Aim and fire only at targets explicitly mentioned in the command book.
“INJURED ONLY” – Aims and fires only at injured targets.
“SAFETY RANGE” – Do not fire the ERA or fireworks rocket launchers inside of their explosion ranges.
“HOLD FIRE” – Do not fire at anything, outside of manual control.
“REMOTE FIRE” – Aim and fire when the Targeting Helper is used by the owner. Also used when riding an AA to fire its rails. Requires the Communications Upgrade.
“TELL AMMO” – Informs the owner when ammunition has been used up for any given weapon rail. Requires the Communications Upgrade.
“TELL HEALTH” – Informs the owner when the AA’s health goes below 30%. Requires the Communications Upgrade.
“TELL DEATH” – Informs the owner when the AA gets destroyed. Requires the Communications Upgrade.
Mod Spotlight:
How to install Quiverbow Mod:
Download and install Minecraft Forge.
Download the mod.
Go to %appdata%.
Go to .minecraft/mods folder.
If the “mods” folder does not exist you can create one.
Drag and drop the downloaded jar (zip) file into it.
Enjoy the mod.
Quiverbow Mod Download Link:
QuiverBow_1.7.10.zip – 583 KB
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