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
GBG V1.24.9
Deleted ray_gun_red (copy).json
file
- While it didn't cause any actual issues, it did send a warning message in the logs each time the datapack was loaded
Fixed Minigun Attribute Modifiers being visible in description
- Only a visual problem, very minor
Fixed removing item name breaking death messages bug
- If the player removed the custom name of any gun, it would break the death message completely
- This bug could also occur on Gun Generator guns, or guns from addons that use
item_name
instead of thecustom_name
Fixed removing gun name renames it to "Crossbow"
- If the player removed the gun's name in an anvil, it would change the name to say "Crossbow"
- Now, the gun's name will persist as expected
Fixed Minor Infection Cure killing zombie animals
- Instead of curing them, the Minor Infection Cure would kill the zombie animal
Fixed Target Type resetting when turret entered damage stage
- Instead of keeping the target type it was set to before it changed states, it's set to [Monsters]
Increased hitbox detection size for projectiles
All projectiles have had their hitbox detection radius increased from 0.05 to 0.3
This number is aligned much closer with the detection radius for vanilla arrows
Fixed Assault Rifle and Minigun not using the bullet_light
projectile type
This projectile type was designed for automatic weapons, yet was not actually used by them
Fixed not being able to shoot through torches bug
All projectiles were unable to shoot through wall torches, but were able to shoot through ground torches
Added Air Reload Type
Allows for a gun to be reloaded like normal, but doesn't need an ammo item
This is similar to reloading any gun in creative mode
The int for this reload type is 7
Fixed Ammo only working in inventory bug
Ammo items were only recognized if they were in the player's inventory
Ammo items wouldn't be seen if in the offhand or hotbar
Fixed Projectiles not going through new Spring to Life blocks
All projectiles wouldn't pass through dry grass, leaf litter, bushes, firefly bushes, cactus flowers, or wildflowers