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Моды/Just Enough Guns New
Just Enough Guns New

Just Enough Guns New

A fork from just enough guns. It can run on neoforge/fabric

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Just Enough Guns New

A modern fork and port of the Forge 1.20.1 mod Just Enough Guns, bringing vanilla-styled firearms, hostile gunners, faction raids, vehicles, and late-game aerial threats to newer Minecraft versions.

!heli

Just Enough Guns New is based on the original Just Enough Guns project for Forge 1.20.1. This fork ports and continues that gameplay work on modern Fabric and NeoForge versions while keeping the Minecraft-friendly visual style. Weapons use survival crafting progression, magazines, attachments, recoil, spread, overheating, ammo HUD feedback, and server-side combat logic. The current 1.7.0-pre2 builds refine the Walkürenritt vehicle line with magazine-fed reload parity, Forge-style melee handling, bayonet support, and first-person animation fixes across the maintained Fabric and NeoForge ports.

Screenshots

!Light machine gun combat HUD

!End Ship Armada structure

Highlights

  • Broad firearm lineup: pistols, revolvers, rifles, SMGs, shotguns, machine guns, launchers, bows, flamethrower-style weapons, and special late-game guns.
  • Survival progression: workbenches, ammo, magazines, attachments, skins, and repair items.
  • Modern gun handling: left-click shooting, right-click aiming, magazine reloads, recoil, movement spread, dynamic crosshair expansion, hit markers, muzzle effects, and bullet trails.
  • Extended magazine system: base, extended, and drum magazines for supported rifle, SMG, and shotgun reloads.
  • Forge-style melee support: V-key gun melee, flashlight toggles, sword bayonet damage, and first-person melee or bayonet animations for animated guns.
  • Walkürenritt vehicle warfare: assembled land vehicles, boats, aircraft, helicopters, fixed weapon platforms, vehicle inventories, repair tools, charging support, missiles, decoys, and dedicated vehicle HUDs.
  • Hostile gunner mobs: zombie-family, skeleton-family, piglin-family, pillager/vindicator, phantom, ghoul, and parched gunner variants.
  • Faction encounters: patrols, faction omen flow, home-triggered raids, raid flares, boss bars, configurable raid waves, and faction-specific blueprint rewards.
  • Terror Phantom content: rare sky threat, Bound Terror Phantom guardian variant, phantom gunner summons, configurable death explosions, and End Ship Armada structure encounters.
  • Defensive gear: bulletproof helmets and vests, plus armored Joy Harness upgrades.
  • Server configuration: tune gunners, raids, UI visibility, dynamic crosshair, hit feedback, Terror Phantom behavior, spread, explosions, vehicles, and other combat systems.

Latest Release Notes

Version 1.7.0-pre2 is the current pre-release line. It builds on the Walkürenritt vehicle update with magazine-fed weapon parity, gun melee support, bayonet behavior, and first-person animation stability fixes.

  • Added Forge-style gun melee handling on the V key, including flashlight toggles, baseline melee sweeps, sword bayonet damage, and first-person melee or bayonet animations for animated guns.
  • Added extended and drum magazine items for rifle, SMG, and shotgun magazine-fed reloads.
  • Added loaded-magazine tracking so the current base, extended, or drum magazine controls capacity, returned magazines, and gun-model magazine visibility.
  • Added yellow tooltip hints for gun attachment-screen access and attachment items, including the magazine-feed incompatibility warning on the drum-mag attachment.
  • Fixed magazine-fed servers so old extended-mag and drum-mag attachment data can no longer bypass magazine-fed reload behavior.
  • Fixed magazine-fed reload swaps, interrupted reloads, draw replay, sprint interruption, and long authored reload clips.
  • Fixed sword bayonet melee arc checks, bayonet animation priority, and the draw, reload, shoot, sprint, idle, and melee animation controller recovery path.
  • Restored Forge 1.20.1 explosive-muzzle entity-hit ignition while reducing explosive-muzzle armor piercing for balance.

Supported Versions

LoaderMinecraftJavaMod VersionRequired Dependencies
Fabric1.21.1Java 211.7.0-pre2Fabric API, GeckoLib 4.8.3
NeoForge1.21.1-1.21.4Java 211.7.0-pre2NeoForge 21.1.x, GeckoLib 4.8.3
Fabric26.1Java 251.7.0-pre2Fabric API, GeckoLib 5.5+
NeoForge26.1Java 251.7.0-pre2NeoForge 26.1.x, GeckoLib 5.5

Install the Just Enough Guns New file that matches your loader and Minecraft version. Do not mix Fabric and NeoForge builds.

How To Play

For version 1.3.0 and newer, gun controls use the modern input layout:

ActionDefault Input
ShootLeft Click
Aim down sightsRight Click
ReloadR
Gun melee / flashlight toggle, where supportedV
Sneak behavior, where supportedShift

Older builds before 1.3.0 used right-click shooting, F reload, and Shift aiming. If you are updating from an old version, check your keybinds after launch.

Vehicles in the Walkürenritt update are built through vehicle assembly progression, then deployed and driven directly in-world. Most vehicles use normal Minecraft movement inputs once mounted:

Vehicle ActionDefault Input
Enter vehicle / interact with vehicleRight Click
Steer and throttle land vehicles, boats, helicopters, and aircraftW / A / S / D
Brake, reverse, or slow downS
Look / aim turret, cannon, or mounted weaponMouse movement
Fire the active vehicle weaponLeft Click
Aim, lock, zoom, or use the secondary vehicle function where supportedRight Click
Reload the active vehicle weapon where supportedR
DismountShift

Vehicle behavior depends on the vehicle type and seat. Driver seats control movement, while weapon seats or co-pilot seats may control turrets, missiles, target locks, or defensive tools. Keep ammunition, repair tools, and charged support items in the vehicle inventory when the vehicle expects them, and watch the vehicle HUD for weapon state, reload timing, lock warnings, and damage feedback.

Gameplay Notes

Most guns need the correct ammo or magazine type. Magazine-fed weapons use loaded magazines, while manual and single-item weapons use their matching ammunition directly. Attachments, stocks, grips, sights, skins, badges, and special ammo types are part of the normal progression.

Some world and combat systems are intentionally dangerous when enabled. Gunner mobs, patrols, raids, explosive mobs, vehicles, vehicle weapons, and Terror Phantom events can heavily change survival balance. Server owners should review the generated config files before running the mod in a public world.

Ballistic Armor Interception

Bulletproof helmets and vests use a ballistic interception model for gun damage instead of vanilla Projectile Protection. Each shot resolves an effective armor-piercing value from the ammo type and the gun multiplier:

effectiveAP = ammoArmorPiercing * gunArmorPiercingMultiplier

On a protected hit, headshots use the bulletproof helmet first. Other protected body hits use the bulletproof vest. If no matching bulletproof armor piece is equipped, gun damage is unchanged.

For the selected armor piece, the damage multiplier depends on whether the shot undermatches or overmatches the armor rating:

apRatio = effectiveAP / armorRating

if effectiveAP < armorRating:
    damageMultiplier = undermatchMultiplier * (0.55 + apRatio * 0.45)
else:
    damageMultiplier = overmatchMultiplier * min(1.25, 0.85 + (apRatio - 1.0) * 0.18)
    damageMultiplier = min(damageMultiplier, 0.95)

finalDamage = rawDamage * damageMultiplier

Armor durability loss scales with raw damage and AP pressure. Under-matching shots still wear armor down, while over-matching shots punish armor more heavily:

pressure = effectiveAP / armorRating

if effectiveAP < armorRating:
    durabilityDamage = rawDamage * (0.65 + pressure * 0.35)
else:
    durabilityDamage = rawDamage * (1.00 + min(1.50, pressure - 1.0) * 0.85)

The result is then scaled by the armor slot and armor tier durability multipliers and capped before being applied to the armor item.

Donation

PayPal: https://www.paypal.com/paypalme/RuiMao65

Commands And Config

The mod exposes in-game configuration commands for common server tuning. Availability depends on loader/version branch, but recent builds include controls for areas such as:

  • UI: ammo HUD, timer HUD, crosshair, dynamic crosshair, and hit markers.
  • Mobs: gunner conversion chances, Parched gunner conversion, Phantom Gunner death explosions, and Terror Phantom behavior.
  • Raids: faction patrols, raid wave timing, raid counts, and gunner accuracy scaling.
  • Vehicles: vehicle assembly, enemy vehicle spawning, vehicle combat behavior, and vehicle support systems.

Config changes should be tested on a copy of the world before using them on a long-running server.

Credits And License

Just Enough Guns New is a fork and modern Fabric/NeoForge port of the original Just Enough Guns project, which targets Forge 1.20.1.

  • Original Just Enough Guns code, design, and assets belong to the original authors.
  • The Walkürenritt vehicle update ports and adapts portions of Superb Warfare ([SBW] Superb Warfare), a GPLv3 Minecraft warfare mod centered on guns, cannons, and vehicles: https://www.curseforge.com/minecraft/mc-mods/superb-warfare
  • Superb Warfare-derived code, data, and compatible resources are redistributed under GPL-3.0 as part of this GPL-3.0 project. Original Superb Warfare authors retain their upstream copyright.
  • Just Enough Guns New is an independent project and is not affiliated with, endorsed by, or an official addon for Superb Warfare.
  • Just Enough Guns New porting and maintenance is handled by Rui Mao.
  • Licensed under GPL-3.0.

Suggestions and bug reports are welcome. Clear reproduction steps, Minecraft version, loader, mod version, dependency versions, and crash logs help much more than vague reports.

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Minecraft: Java Edition

26.1.x1.21.x

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Опубликован:8 месяцев назад
Обновлён:3 дня назад
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