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Details
v1.41.0
Compatibility
Required content
Changes
This major update reworks firearms and ammunition: new firearm controls and animations, a Gunsmith villager, and the Ammunition Forge.
GeckoLib and Player Animation Library are now required dependencies.
Feature Changes / Additions
- Firearms have been reworked, and now work like a crossbow
- Left click to fire, or to reload when empty. Reloading must be held for the full reload time, and ammunition and gunpowder are only consumed when it completes
- Right click to aim down the sights or scope. Aiming reduces inaccuracy by 65%, slows movement, and zooms the view
- Firearms store their loaded ammunition, which is shown in the tooltip
- Reload and fire animations for all firearms, for players (first and third person) and for mobs
- Firing and aiming are rebindable keybinds, and a gun in the offhand is only used when the main hand is empty
- Gunpowder smoke now uses a shader, and misfires show a flash in the pan
- Added a client config option to always aim when crouching instead of interacting with blocks and entities
- Added the Gunsmith villager profession, which sells firearms, scopes, molds, and ammunition
- Gunsmith houses now generate in villages
- Added the Ammunition Forge as the Gunsmith's workstation
- Added the Ammunition Forge, which smelts ingots into musket balls using a mold
- Basic molds forge Gold, Copper, Iron, and Cobalt balls, Advanced molds forge Netherite and Molten balls, and Master molds forge Tesla, Astral, and Starstorm balls
- Astral and Starstorm balls are now made in the Star Forge, and Wooden, Stone, Diamond, Ventus, and Void balls are bought from the Gunsmith
- Added a JEI category (via the Compatibility Bridge)
- Smoke grenades and flashbangs are now sold by Weaponsmith villagers
- Smoke grenades now use shaders when Fancy Smoke Grenades is enabled, flood-fill the area, and adapt to the
environment
- Smoke grenades and flashbangs have improved throwing physics and a configurable fuse time
- Flares now cast dynamic light using shaders (can be disabled in the client config)
- Dying Soldiers and Minutemen now carry a supply of ammunition and powder, reload their firearms, pick up ammunition
from
the ground, and flee when out of ammunition
- Ammunition regenerates over time
- Bleed effect cooldown reduction per level has been reduced
Bugfixes
- Fixed bullets not removing invulnerability frames on impact, and the same for the Bleed and Hellfire effects
Removals
- Removed the Small Parts Table and Ammunition Table
- Existing tables, and any density-modified musket balls, will disappear from old worlds
- The density system has been removed entirely
- Removed all Small Parts-related items
- Scopes are now bought from the Gunsmith, and Pliers are a Toolsmith trade
- Smoke grenades and flashbangs can no longer be crafted
Optional dependencies
Supplementary resources
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:QZFdnUQ5:YCz7JSHD"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:QZFdnUQ5:YCz7JSHD"
}

