One small tweak: distance normalized. Without this, arrows become less effective the more range they have, because you can't fire them at anything nearby. While that's an interesting mechanic it becomes a 'thing is broken and no worky just when you need it most' nerf, so I have fixed it.
One small tweak: distance normalized. Without this, arrows become less effective the more range they have, because you can't fire them at anything nearby. While that's an interesting mechanic it becomes a 'thing is broken and no worky just when you need it most' nerf, so I have fixed it.

I tried a code snippet to remove the 'stuck arrow' tile entity for each arrow strike, but it wasn't speaking my language. Left in there as a comment: probably trivial to make work if you're not me. More anti-lag, since we can spam double snowball multiplied arrows and low efficiency arrows must be spammed to kill mobs.