4.0.0.1BETA
Compatibility
Changes
HandmadeGuns Overdrive — Beta Changelog
Released Changes
Features
-
Added Creative Mode infinite ammo.
-
Added a global admin infinite-ammo toggle:
/hmg infiniteammo/hmg infiniteammo <true|false>
Fixes
- Reworked headshot detection to validate actual projectile impact locations against the target.
- Improved entity hit ordering and fixed several incorrect or missed headshots.
- Fixed Flan's armor arms not following HMG's temporary third-person quick-ADS firing pose.
- Fixed heavy weapons causing broken or desynced jumping behavior.
- Heavy weapons now reject invalid jumps before vanilla movement instead of correcting the player afterward.
- Removed jump velocity clamps and downward correction teleports.
- Improved client/server jump-state synchronization.
- Fixed explosion cover checks so grass, flowers, ferns, crops, saplings, vines, cobwebs, and other non-protective blocks do not weaken explosions.
- Improved explosion cover detection for actual physical blocks such as walls, glass, fences, doors, and slabs.
- Fixed explosion damage becoming excessively weak from vertical separation.
- Explosion damage now uses horizontal distance for falloff while keeping a vertical blast-radius limit.
- Terrain and solid cover still reduce explosion damage normally.
Work in Progress
Named Gun Animations
-
Added the foundation for optional named gun animations.
-
Supports custom fire, reload, inspect, bolt, magazine, additive, looping, reversing, hold, and transition animations.
-
Added animation priorities, interruption, crossfading, and presentation-only animation events.
-
Added content-pack JSON loading and fallback behavior for legacy guns.
-
Added an optional inspect input and animation API/event support.
-
Existing HMG meshes, pivots, visibility logic, VBO/display-list caching, and legacy animations remain supported.
-
Currently needs broader in-game testing across:
- first and third person
- NPCs
- GUI/preview rendering
- nested and mounted guns
- attachments
- reload/inspect/switch behavior
- multiplayer and dedicated servers
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:9P0PL7m1"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:tLB5NaAk:9P0PL7m1"
}

