GBG V1.26.2
Fixed Incorrect Ammo Tags
- The ammo tags on all guns and ammo were not updated properly
- Now, GBG guns and ammo will work properly with Modern Guns and Ammo
- Keep in mind, all old guns and ammo will be able to work with themselves
Fixed Gun Names not Appearing in Death Message
- When explosive projectiles were used, the gun name wouldn't show up in the death message properly
Fixed Spelling Issue in First Player Dialog
- 'verirfy' to 'verify'
GBG V1.26.1
Made Endermen teleport away from gun fire
- Endermen, much like when shot with an arrow, will teleport to avoid bullets or lasers
- Endermen can still be damaged by fire and explosive projectiles
Tweaked Ammunition Recipes
- Tweaked to match the new ammo recipes from MG V1.7.1
- When both packs are played together, the ammo will be interchangeable
Fixed Broken Bazooka give function
- The Bazooka wouldn't work properly when obtained through the give function
Fixed missing Ray Gun distant sound
- The distant sound for the Ray Gun was absent from the recipe and give function
Fixed missing distant sounds on gun recipes
- The distant sounds weren't present in the custom data for the guns when crafted
Fixed missing default values for distant shoot sounds
- Guns without distant shoot sounds declared would have all their gun sounds broken
- Now all guns, even ones without some sounds, will play their listed sounds properly
Fixed Explosive Weapons having much larger explosions
- Explosion sizes for explosive weapons were much larger than specified
Fixed debug message being sent when mobs were damaged
- Whenever a mob took damage from the
bullet_standard
damage type, a debug message would be sent in chat
Updated License
- Added Curseforge to the list of official downloads
Fixed medical items being used instantly
- All medical items would be used instantly
GBG V1.26
Added Laser Shield MK1 and Laser Shield MK2
- The Laser Shield has been replaced with the Laser Shield MK1 and Laser Shield MK2
- The Laser Shield MK1 is weaker, but much cheaper than the OG Laser Shield
- The Laser Shield MK2 is stronger, but slightly more expensive than the OG Laser Shield
- Any remaining OG Laser Shield items will still exist and function as before, but they will no longer be obtainable
Made Protection Enchantments Reduce Gun Damage
- Projectile Protection now reduces damage of all Bullet and Laser damage types
- Fire Protection reduces damage of all Flame damage types
- Blast Protection reduces damage of all Explosion damage types
- The regular Protection enchantment does not reduce any gun damage
- Flame damage types still ignore armor points
Added Distant Gun Sounds
- All guns now have different sounds depending on your distance from the source
- The audible range for gun sounds is no longer relative to the range of the gun
- The normal shoot sound of the gun can be heard from up to 26 blocks away
- Laser Guns and Ray Guns cannot be heard from as far away as Bullet-based guns
Normalized Gun Sounds
- All gun sounds have had their overall volume normalized to more closely match Minecraft's volume
- All loud gun sounds have been made quieter and all quiet sounds have been made louder
Added Restart Check and Warning Message
- If the user has added the datapack to the world without fully restarting, an error message will be sent
- If the user adds the datapack properly, no error message is sent
Added shoot_sound_far
Stat
- The additional shoot sounds are stored in the
shoot_sound_far
stat - This stat is a list of strings of sounds, it can hold up to 3 different sounds
- shoot_sound_far[0] can be heard from 26-60 blocks away, shoot_sound_far[1] from 60-128 blocks, and shoot_sound_far[2] from 128-256 blocks
- If you wish to not use a sound for a given range, simply replace it with a nonexistent sound, (e.g.
no:sound
orminecraft:empty
) - The
shoot_sound_pitch
stat affects the pitch of all four shoot sounds
Optimized Gun Shooting
- Gun shooting now performs far fewer item nbt checks, resulting in smoother overall performance
Fixed Broken Headshot Detection
- All projectiles except for
bullet
wouldn't detect headshots properly
Fixed Headshot Stat not Transfering in Shoot Types
- The
headshot_damage
stat wouldn't transfer properly when shoot types were cycled
Fixed Minigun Having a 1-Tick Fire Rate
- The Minigun's Rate of Fire was incorrectly set to 1-ticks instead of the intended 2-ticks
Fixed Medical Item Quick-Use
- Medical items could be used instantly if a throwable has been readied but not yet thrown
Fixed Inconsistent Medical Item Use Time
- If the player swapped to another medical item while using a medical item it would use the cooldown from the first item but the effects from the second item
Fixed Actionbar Indicator Breaking
- The item use actionbar indicator would break if a medical item was used right after a throwable was thrown
GBG V1.25.1
Fixed Various Broken Items in Crafting Tables
- The Minigun, C4 Remote, and all medical supplies were broken in the crafting table
- When obtained via
/function give:
, they functioned as intended
Fixed Jammed Guns Bug
- When a crossbow-based gun is shot on a laggy server there's a chance that the arrow isn't replaced properly
- Another side effect is the arrow being given to another item in the hotbar
- In the event this bug occurs, the arrow will now be automatically replenished in the gun
Fixed Name and Damage Inconsistencies in Slowcasts
- The Gun Name and Damage stats for slowcast projectiles could be overridden if another gun was shot before the slowcast hit a block/entity
Fixed GBZ Spitters not Shooting Turrets
- Since to GBZ V1.19 all spitters wouldn't properly target and shoot at turrets
Added Headshot Detection and Stat
- Guns can now specify a damage value for headshots only
headshot_damage
can be specified in the gun's custom data- If not headshot damage value is present, the regular damage value is used instead
- This stat is currently not present in any GBG guns
GBG V1.25
Updated to Minecraft 1.21.7/8
- Datapack now works on the latest version of Minecraft
Major Gameplay Changes
Rewrote Ray Guns
- The Ray Guns have been completely rewritten
- Instead of a different ray gun for each gun archetype, they are all the same item and are cycled through by double-tapping
[shift]
- There is also a new Ray Gun color, yellow, which is based on the shotgun gun type
- Ray Guns are no longer ammoless and now must be reloaded, but they still don't require an ammo item
Rewrote Throwable System
- Now, throwables are thrown with two right clicks; the first primes the item, and the second throws it
- All throwables (except for the Molotov Cocktail) will no longer explode on impact
- All throwables can be held to "cook" them and have them explode sooner
- Be careful, though, as cooking a throwable for too long will result in it exploding in your hand
- The only way to cancel a throwable is to remove all of it from your hotbar
- Throwable code is now much less laggy and has far fewer exploits
- Custom throwables are now possible with a datapack
New Features
Added Smoke Grenade
- A new throwable that spawns a cloud of smoke at the target area
- Doesn't deal any damage, but the cloud will inflict blindness and slowness for 6 seconds
Added Distant Explosion Sounds + Particles
- Explosions from Guns, C4s, and Grenades will play a distant explosion sound when heard from over 64 blocks away
- The distant explosion sound cannot be heard from more than 256 blocks away
- Explosions will now produce explosion particles from far away
Added Resource Pack Verify Pop-up
- All first-time players will be greeted with a popup to verify that they've correctly installed the resource pack
- The popup will show a picture of a Minigun and ask if the user can see the Minigun or not
- If the user can't see the Minigun, they'll be directed to the versions tab on Modrinth
Added New Medkit Sound Effect
- The Medkit now has a more unique sound instead of using a mix of GBG and vanilla MC sounds
Quality of Life & Minor Adjustments
Removed Interaction Range Item Modifiers from Guns
- The interaction range modifiers removing the ability to interact with entities and blocks have been removed
- Players can now store guns in item frames and open chests while holding guns
Added the Word "blocks" to Gun Descriptions
- The
Range
stat of the gun's description now specifies the unit of measurement
Made Crossbows Fully Unenchantable
- The custom crossbow enchantment to detect gun shooting has been tagged as a curse and as incompatible with all other crossbow enchantments
Made Expired Rockets Explode
- When the rocket projectile type hits the end of its life, it will initiate the
block_hit
function - This means that rockets will explode in the air when they have traveled their max distance
Developer Changes
Added Gun Shoot Types
- Shoot Types are entire stat combinations stored on a single gun and can be cycled through by double-tapping
[shift]
- Each shoot type can contain any of the normal GBG custom data components, but all components are optional
- If a new value for a given custom data component isn't specified, the value won't be changed at all
- This allows for guns to preserve attributes like
damage
ormax_ammo
between shoot types rather easily - Additionally, if the
max_ammo
custom data component is specified, thecurrent_ammo
will be stored until next time that shoot type is cycled to - (This is the system that the new Ray Gun uses)
- (More in-depth information will be added to the Gun Core documentation and Gun Generator in the coming weeks)
Added above_text
Custom Data Component
- Guns can now specify custom text to display above the gun's stats, even across reloads and shooting
- This allows you to store custom lore for the gun, or information on its tier and category, even when the gun's lore is updated
- This new tool is especially handy for telling the different shoot types apart at a glance
Switched from Red Dye to Music Discs for Guns
- The old "Red Dye" guns have been replaced with "Music Disc" guns
- These guns function exactly the same as red dye guns, except that they cannot be deleted by accidentally right-clicking on sheep or signs
- Because of this, all interaction range attribute modifiers have been completely removed
Changed projectile_type
to custom_raycast
- The name of the function tag used to add custom projectiles has been changed
Added Custom Slowcast Support
- A projectile will be determined to be a slowcast if the
projectile_speed
attribute is greater than or equal to2
- A slowcast entity will be automatically created that stores all relevant info on itself
- Custom slowcasts can be added by using the new
custom_slowcast
function tag - (Support for slowcasts will be added to the Projectile Generator soon)
Bug Fixes, Misc Changes, & Removals
Added C4 Detonate Limit Config Option
- Operators can now easily configure how many C4s explode at once when a remote is used
- The default value is 150, but this can be increased up to 300, or to as low as 10
- Value can be changed in the GBG config menu
/function config:gbg
Removed Gun Description Style Types
- This feature allowed players to change the colors of the gun's desc via a trigger command
- Removed in order to decrease code complexity
- May be introduced as a custom gun feature at a later date
Made 2-Tick Fire Rate Crossbow Guns Function as Expected
- The old crossbow 1-tick fire rates are actually 2-tick fire rates
- Now, the proper rate of fire can be displayed in the gun's lore
- To see a true, 1-tick fire rate you can set that value for a
music_disc
gun
Removed Ammoless Guns
- Ammoless Guns, guns that don't use ammo and have bottomless mags, have been removed
- There were many special cases made only for ammoless guns, and these complicated the code a fair amount
- In their place, it is recommended to switch to using Air Reload Type
(7)
guns, which fulfill a similar role to ammoless guns
Rewrote C4 Remote
- The C4 Remote is no longer running on old code and using outdated methods
- This should result in fewer conflicts with other datapacks and a smoother experience
- The name color of the C4, C4 Remote, and Land Mine have been changed to indicate this
- The C4 also now has a durability of 10 instead of 5
Rewrote Medical Item Code
- Medical items code has been optimized
- Custom medical supplies are now possible with a datapack
Fixed Gun Reload Indicator Refreshing When Gun was Shot
- The reload progress bar would fill halfway if right click was held at the moment of the reload being over
Fixed Air Reload Type Not Working Sometimes
- Occasionally, the gun would display "OUT OF AMMO" even if the reload type was set to air
GBG V1.24.10
Updated to Minecraft 1.21.6
- Datapack now works on the latest version of Minecraft
Buffed Ray Guns Green, Blue, and Red
- Their damage, range, and rate of fires have been vastly improved
- Now, the Ray Guns are more on-par with the rest of the guns in power level
Fixed bandage sound not playing when Simple Bandage was used
- The bandage sound didn't play when using the Simple Bandage