Mods / WeaponPack Gamma- New Ranged Weapons

Category: #Cosmetics #Crafting #Technology #Weapons
Author: Mr1k3
Side: Both
Created: Feb 12th at 8:25 AM
Last modified: Aug 20th at 3:27 AM
Downloads: 4881
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Weaponpack gamma currently adds 13 new bows, two new arrow types, and improves their function and progression.

The weaponpack mods are a series of individual mods focusing on their own individual section of combat- melee, ranged, defense. The mods attempt to overhaul and/or improve existing mechanics in the game without straying too far from the vanilla style by offering modded weapons that are slightly better than their vanilla counterparts, this keeps vanilla things untouched most of the time and lets me have a lot more freedom with what I can do with the additions.

Other version links- Alpha/Beta/Gamma

Please check your bullseye version to ensure compatability between mods


Heres my patreon if you'd like to support me: Patreon



Weaponpack gamma reworks bows, arrow damage has been increased and bow damage has been slightly increased too. Adds metal bows and two new arrow types.


Reworks bow progression- crude bow and arrows now are available to all classes, bowyers instead have access to a long-crude bow that is better than the standard crude bow. Also changed re-curve bows to the all class bow, and now the longbow is the bowyer trait exclusive.

Limb crafting has had a QOL pass, now needs some resin to make the staffs, they cure now instead of dry, and the time has been reduced from 144 hours to just 72. Also changes recipes of the re-curve and longbow.

You can now upgrade your bow with bronze+ metals, this improves their damage, and durability and are available up to steel in both long and re-curve variants.

Bows now have two new sounds that are much less harsh on the ears, new shooting sound, and a new arrow impact sound. Also, every arrow now shows their break chances in the description.

Two new arrow types-

Normal/vanilla arrow: Buffed damage compared to vanilla numbers, have a slightly larger hit-box, now only take 3 ingots to make the increased stack size of 72 arrows, but are otherwise unchanged. Best all-rounder arrow.

These new arrows can only be made from metals on the anvil and don't have crude versions-

Bodkin arrow: A small fast-flying arrow that has virtually no drop and deals extra damage, takes 3 ingots full stack of 96. However, the arrows hit-box is much smaller than the standard arrow, and the break chances of these are much higher.

Broadhead arrow: A large and heavy arrow that has a huge hit-box making things much easier to hit, and their heavy design make them far less prone to breaking, takes 3 ingots for a full stack of 48. The heavy design also makes this arrow drop out of the air much faster, so the arrows don't fly far and you need to aim much higher than your target, and since it flies slower it deals slightly less damage than the standard arrow.


Vanilla Changes-

WeaponpackGamma re-works all arrow and bow damage, flips the bowyer requirement from being able to make re-curves to instead make longbows, re-curves are now the all-class ranged weapon type, longbow is now exclusive to bowyers. Changes vanilla recipes for bows, and currently overwrites the base game json for arrow items and entities. The mod is compatible with bullseye currently.


WeaponpackGamma makes huge buffs to ranged weapons, increasing their damage a lot. While still having drawbacks they may be considered very strong in PVP, though this is heavily based off of the armor/lack of armor you are using in combat. Use in PVP settings at your own discretion.

Version For Game version Downloads Release date Changelog Download
v1.0.1 1590 Aug 20th at 3:27 AM Show
v1.0.0 3291 Feb 12th at 8:31 AM Show

4 Comments (oldest first | newest first)

💬 Craluminum, Aug 20th at 10:24 AM

Bows are now ground storable in vanilla according to the wiki

💬 Mr1k3, Aug 20th at 3:28 AM

1.17 updated-

  • fixed leather texture on bows
  • removed redundant break chance description as it was added to the base game
  • added new descriptions to all bows
💬 ThePionier, Apr 24th at 7:15 AM


Would it be possible to add crossbows? If the weapon pack specializes in long-range combat, then crossbows are clearly missing!

💬 Evadx, Mar 4th at 12:24 AM

When I try to fire a steel recurve bow with a steel arrow, I get this error and CtD. Tried it with a simple bow, but that gave me no problem. Thanks.



Running on 64 bit Windows with 24 GB RAM
Game Version: v1.16.4 (Stable)
Loaded Mods: weaponpacka@1.2.4, animalcages@2.0.5, tonwexp@1.0.8, cheaperarmor@2.0.2, armorrepair@1.0.2, cavecontent@1.0.1, composter@1.0.3, dragonflies@1.1.7, foundrymod@1.0.0, weaponpackg@1.0.0, glassmaking@1.1.0, hideandfabric@1.1.0, meteoricexpansion@1.1.1, potatoes@1.0.7, moremetals@1.0.9, necessaries@1.1.1, nooffhandhunger@1.0.0, plantmat@1.3.0, potontheshelf@1.0.0, primitivesurvival@2.8.0, qptech@1.7.5, quickerbarrel@1.1.0, RangedWeapons@0.4.5, ropebucket@1.0.0, spidersilk@1.2.0, superfuel@2.0.7, locustmod@2.3.5, usefulscrap@2.0.2, viescraftmachines@1.8.0, game@1.16.4, linenbackpack@1.0.0, alchemy@1.5.9, carrycapacity@0.6.5, chaoslands@1.0.5, electricity@0.0.1, fromgoldencombs@1.3.6-rc.3, lichen@1.6.1, medievalexpansion@3.7.1, moreanimals@1.0.2, petai@1.3.4, prospectorinfo@3.1.2, resinlightsbymad@1.0.1, ruinvariants@1.0.0, tprunes@1.0.3, tpnet@1.5.1, usefulstuff@2.3.2, creative@1.16.4, survival@1.16.4, weaversweed@0.4.17, wildfarming@1.2.7, xlib@0.6.8, xmelee@0.0.10, xrowboat@0.0.2, metalrecovery@0.1.16, campaigncartographer@2.1.0-pre.1, bricklayers@0.8.2, cats@1.3.2, feverstonehorses@1.2.6, stickcrafting@1.0.0, wildcraft@1.2.0, wolftaming@1.3.1, xskills@0.6.8
3/3/2022 7:20:11 PM: Critical error occurred
System.InvalidCastException: Unable to cast object of type 'RangedWeapons.EntityPoisonProjectile' to type 'Vintagestory.GameContent.EntityProjectile'.
at Vintagestory.GameContent.ItemBow.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _4Bi1AGVssrIO0El8b8ygdS9FIfm._o5h005s1ovnxSPPqKWgI4tZUoCh(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._JvY4M2412YZu1OS3Ull8wgZBu1j(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._KmBeEx15nyyLrVqNDW6geSArpNr(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _TRhArnJABwZoV9Vt7Ld2l65Xzgg._mhlr8s7wtMvxaJGpVy2Ag90jUBK(_3HJA5NvAIx31LXjscc3HGjXaR6q , String[] )
at _q0zAVOrWbMX04rMA9G3HIFVuGjA._mhlr8s7wtMvxaJGpVy2Ag90jUBK(ThreadStart )

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