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In the mean time, what you could try is:
Edit: Elemental Adaption works in singeplayer but noz in multiplayer don't know why tho we had no errors.
Just tried to reproduce the issue in the engine, in the game, and on my testing computer and everything seems fine from my end. Not sure what's going on here... Very strange... Can you provide any other details that you think might be useful perhaps? E.g. if you're using a particular bow, other mods, etc.
I'm having a bit of an annoying bug though (on version 1.0.6.1) - when I use a ladder with an active AC, not only my AC but all the summons in the party get teleported next to me. This seems to be specific to this mod, as when another party member climbs a ladder without an active AC, the teleporting does not occur (even if they have their own non-AC summon).
But as soon as anyone with an active AC uses a ladder, all the summons in the party get teleported to them (even if the party members are not chained together; we've had summons teleporting across half the map because a party member climbed a ladder somewhere).
The issue happens with summons both from vanilla (e.g. the Black Cat) and from mods (e.g. summons from the Constellationist).
Outside of that, I would say that even the base behaviour is a bit annoying, because my AC gets teleported to me even in cases when they shouldn't be following me; for instance if I'm sneaking around. If I'm in the middle of a group of enemies (not yet in combat) and climb a ladder, boom, my AC would appear next to me and trigger the fight, when instead they should have been waiting at the spot I started sneaking at.
Out of curiosity - what was the rationale behind scripting that teleport-to-player behaviour? I know animals don't have an appropriate animation for climbing ladders (well, they would just re-use their walking animation going up or down the ladder) so it looks a bit silly, but practically it still works and follows the normal behaviour of e.g. Incarnates & ladders, avoiding unwanted behaviours like the one above.