Compatibility
Minecraft: Java Edition
26.1.x
1.21.6–1.21.11
1.21.1–1.21.4
Platforms
Supported environments
Client and server
Tags
Creators
Details
Licensed GPL-2.0-only
Published 8 months ago
Changelog
1.3.0 - 2026-02-15
Added
- NeoForge 1.21.11: GeckoLib v5 animation support for guns and Terror Phantom variants (Guardian/bound variant shares model/animations and stays in sync with Terror Phantom; texture differs).
- Added a dev smoke-test run config (
runClientJoinLocal) for quickly joining a local server instance.
Fixed
- Fixed client crash on world join caused by incorrect GeckoLib v5 animation resource identifiers (using
.animationin the id caused GeckoLib to look for*.animation.animation.json). - Fixed NeoForge datapack recipe parse error for
typhooneedue to invalid shaped-recipe key ingredient format.
1.3.0 - 2026-02-16
Changed
- Reworked NeoForge 1.21.11 first-person gun handling to match 1.20.1 gameplay intent: left click shoots, right click handles ADS.
- Added profile-driven first-person pose tuning via
GunPoseProfile, including per-gun hip/ADS transforms and explicitleftArm/rightArmtransform fields. - Expanded major weapons to explicit profile entries and enabled broad profile reuse for fast iteration (
CUSTOM_SMG_PROFILE, heavy weapon profiles, etc.). - Unified multiple weapon groups to shared first-person tuning profiles (rifle family, selected heavy/launcher variants, selected shotgun/bow variants during tuning pass).
Fixed
- Fixed first-person arm visibility/placement regressions introduced during 1.21.11 migration (arms occluding camera, detached offhand, and weapon framing drift).
- Added first-person arm rendering controls so per-weapon arm visibility can be configured through profile data (including launcher-specific behavior).
- Integrated client shoot request networking and
GunItemshoot entrypoint normalization for stable client/server fire flow in 1.21.11. - Fixed gun rendering in non-first-person contexts (third-person/inventory/GUI/ground/fixed) by restoring a strict vanilla base-model fallback path while keeping GeckoLib for first-person only.
- Prevented transform stacking between GeckoLib and vanilla item display transforms in non-first-person contexts, resolving "floating/invisible/air-like" gun renders.
- Temporarily hard-reverted gun item definitions from
minecraft:specialtominecraft:model(1.21.10-style) to guarantee stable third-person/inventory/GUI rendering while GeckoLib item-special pipeline issues are isolated. - Switched gun item models to
minecraft:select+minecraft:display_context: first-person (firstperson_righthand/firstperson_lefthand) uses GeckoLib special rendering, while all other contexts use vanillaminecraft:modelfallback.
1.3.0 - 2026-02-16 (Ballistics And Trail Tuning)
Changed
- Reworked bullet trail rendering in NeoForge 1.21.11 toward 1.20.1 behavior (legacy-style trail growth and per-bullet trail updates from server payloads).
- Updated trail rendering/material setup during visual parity tuning to stabilize visibility and color readability in-game.
- Reduced muzzle smoke (
SMOKE) spawn chance to25%per shot and kept it muzzle-only for both player and AI firing paths. - Synced spread values to 1.20.1 baselines for
light_machine_gun,minigun, and shotgun family weapons (double_barrel_shotgun,pump_shotgun,repeating_shotgun,holy_shotgun,supersonic_shotgun,waterpipe_shotgun). - Restored bullet launch speed to direct
stats.projectileSpeed()for both player and AI paths after temporary slowdown tuning.
Fixed
- Fixed multiple bullet trail visibility regressions encountered during 1.21.11 parity iteration (invisible/over-transparent/over-dark trail states depending on render path).
1.3.0 - 2026-02-16 (Spawn And Recoil Follow-up)
Changed
- Reduced default natural
terror_phantomconversion chance and added time-based spawn scaling controls so gunner/terror conversion rates ramp from early-game values to capped late-game values. - Added a near-area cap to prevent multiple naturally spawned
bound_terror_phantomentities from appearing too close together. - Updated
miniguntrigger behavior to remove the extra per-trigger burst and match other guns (single shot per trigger event). - Re-tuned NeoForge 1.21.11 shooter backstep recoil repeatedly toward lower force and restored vertical recoil contribution (using full look vector), with global server config scaling support.
Fixed
- Set summoned
phantom_gunnermax health to19HP when created byterror_phantomsummon flow. - Added block-hit impact animation playback for bullet-vs-block hits (vanilla block impact particle event), controlled by server config.
1.3.0 - 2026-02-16 (1.20.1 Ballistics Parity Implementation)
Changed
- Implemented 1.20.1-style bullet trajectory parity for bullet-class firearms in NeoForge 1.21.11, including legacy spread vector math, ADS-aware spread scaling, and server-side burst spread tracking.
- Switched legacy bullet trail synchronization from per-tick bullet updates to spawn-time payload dispatch with client-side trail simulation (position, gravity, age, and distance culling).
- Added C2S aiming-state sync payload to support server-authoritative ADS spread behavior parity.
- Updated player and AI bullet fire paths to dispatch trail payloads at projectile spawn for pellet-safe multi-projectile support.
- Aligned bullet-class gravity handling to 1.20.1 baseline behavior while keeping special projectile weapon behavior intact.
Fixed
- Fixed shotgun multi-pellet damage collapsing to single effective hits by restoring 1.20.1-style post-hit invulnerability reset (
invulnerableTime = 0) for player-fired bullet impacts. - Fixed pellet cross-interference in legacy entity ray checks by ignoring bullet-on-bullet collisions in closest-hit resolution.
1.3.0 - 2026-02-16 (Gunner Spawn Egg Icon Fix)
Fixed
- Fixed NeoForge 1.21.11 gunner spawn egg item icons incorrectly sharing the zombie gunner base egg appearance.
- Updated gunner spawn egg item model
layer0textures to match each corresponding vanilla mob egg base (skeleton/stray/pillager/vindicator/piglin family/drowned/etc.), while preserving the JEG helmet overlay layer.
1.3.0 - 2026-02-16 (Terror Phantom Spawn Cadence And Timeout)
Added
- Added a global natural Terror Phantom spawn cadence gate: at most one natural Terror Phantom conversion can occur every 10 in-game days.
- Added per-entity inactivity timeout for Terror Phantom variants: if not attacked for 1 in-game day, the entity despawns automatically.
Changed
- Persisted each Terror Phantom's last-attacked game-time data through save/load so inactivity despawn timing remains consistent across chunk unloads/reloads.
1.3.0 - 2026-02-16 (Bound Terror Phantom Projectile Protection)
Added
- Added configurable projectile-protection scaling for
bound_terror_phantom(guardian variant) using a vanilla-like Projectile Protection reduction formula. - Added server config
boundTerrorPhantomProjectileProtectionLevel(default1, range0-20) to control guardian projectile damage reduction strength.
Files
jeg-1.3.0.jar(9.78 MiB) Primary
Metadata
Release channel
BetaVersion number
1.3.0Loaders
NeoForge
Game versions
1.21.11Environment
Client and server, required on both


