4.0.5.1
Compatibility
Changes
HMG Overdrive
This update focuses on weapon visuals, TaCZ compatibility, firing presentation, audio, and creative inventory organization.
Improved Weapon Lighting
- Reworked held-weapon lighting so guns match Minecraft's world lighting more naturally.
- TaCZ and Bedrock-imported weapons no longer become excessively dark under normal lighting conditions.
- Legacy weapons now use cleaner world lighting instead of their old custom lighting approximation.
- Emissive parts, illuminated optics, reticles, transparent materials, and generated inventory icons remain supported.
Improved TaCZ Firing Animation
TaCZ-imported weapons now reproduce their original firing presentation more closely.
- TaCZ weapons use their own authored firing animation instead of also receiving HMG's legacy whole-gun kick.
- Added TaCZ's original first-person firing sway, lift, and yaw behavior.
- Improved firing animation blending and rapid-fire transitions.
- Improved recoil return between repeated shots.
- TaCZ ADS constraints now help keep weapon movement around its intended position.
- Bolt, slide, charging-handle, and other internal weapon animations remain independent of whole-model movement.
- Reduced excessive receiver movement and clipping while firing in ADS.
These changes affect the weapon model itself only. Gameplay recoil, mouse movement, spread, aiming, and weapon balance are unchanged.
Creative Inventory Reorganized
Weapon tabs have been simplified and reorganized into broader categories:
- Assault Rifles
- Submachine Guns
- Machine Guns
- Shotguns
- Sniper Rifles
- Bolt-Action Rifles
- Pistols
- Launchers
- Other / Special Weapons
- Vehicle Weapons
- Sample Weapons
Carbines, Battle Rifles, and Marksman Rifles no longer have separate tabs.
- Carbines and Battle Rifles have been folded into Assault Rifles.
- Marksman rifles are now placed under either Assault Rifles or Sniper Rifles depending on their role.
- Bolt-Action Rifles remain separate.
- Sample and demonstration weapons have been moved out of the normal weapon categories into their own Sample Weapons tab.
Vehicle Weapons
Added a dedicated Vehicle Weapons category for vehicle-specific ordnance and items that are not usable as normal handheld weapons.
This includes things such as:
- bombs
- missiles
- vehicle rockets
- weapon pods
- vehicle-only weapon items
Functional placed weapons and handheld launchers remain in their normal categories.
TaCZ Audio Improvements
- Restored a large number of missing original TaCZ and ClassicRCCRP weapon sounds.
- Improved reload, draw, inspect, bolt, charging, and other mechanical animation audio.
- Improved sound fallback behavior for imported TaCZ animations with missing individual sound markers.
- A small number of sound references remain unavailable because the original source packs do not contain the referenced files.
Weapon Sound Updates
- Updated the AK-47 firing sound.
- Updated the AK-74 firing sound.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:tLB5NaAk:186lPi17"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:tLB5NaAk:186lPi17"
}

