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Creators
Details
Licensed GPL-3.0-or-later
Published 2 years ago
Updated 11 months ago
All versions
0.4.7.5
Release
Scorched Guns 2 0.4.7.5last year 762
Compatibility
Minecraft: Java Edition
1.20–1.20.1
Platform
Forge
Supported environments
Client-side
Changes
- Fixed Server Crash
- Added fix for Exo Suit Plating being shredded by Slimes
- Fixed Mak mkII recycling recipe broken
- Added additional hostile targeting tag for turrets (includes Spore mod entities by default)
- Added New Diamond Steel Armor Icons ( thanks to Albatroz Feroz! once again!)
- Exosuit messages wont display unless you have an Exosuit equipped
- Added Config for Exosuit Core Capacity
- Crossbows are silent and no longer produce gun light
- Fixed Visual bug with aiming and firing during drawing
- Ancient brass can be used for crafting casings
- Fixed Trauma Unit Spawning
- Fixed Double durability damage to guns
- Small tweaks to gun stats
- Reworked gun light system
- Added Trotters- New bolt action Piglin Rifle(thanks to Blumountain and Kel Cat from the discord for the design!)
- Added the Stiletto- New single shot Krahg Pistol
- Added New ammo type - Shatter Rounds
- Added the M3 Marksman rifle
- Added the RG-Jigsaw
- Added the Homemaker
- Added the Micina- Burst fire revolver
- Added the Grandle (og), renamed existing Grandle to Grandle Conversion
- Added Saketini IronPort
- Reworked Scamps, removed Scamp Controller, now will seek out Barrels (specifically barrels) to deposit items when it has picked up 3 items during its patrolling
- Fixed Scamps Going for dropped items even in sit mode
- Fixed Scamps not being able to be healed with Ancient Brass
- Buffed Speed mag modifier so its actually useful now lmao
- Tamed Mobs no longer are affected by gun shots
- Fixed issue with turrets not opening
- Fixed Bearpack issues for snow layers
- Added Some modifiers to scopes
- Medium And Long Scope now have slightly increased sensitivity during aiming to compensate for fov changes
- Animated Armors now hide second skin layers when worn
- Diamond Steel armor is now 3d (thanks again to Albatroz Feroz on the discord for the model!)
- Added proper (kinda ugly but functional) 3rd person weapon pose for Vehicles (horse/boat/minecart/etc) as well as crawl/swim
- Molds now properly can use Unbreaking enchantment
- Fixed up the Diamond steel conversion process, added recipes for create compat and Create enchantment industry
- Added ability to offhand swords and bayonets with 1 handed weapons, as well as use other offhand stuff like food and torches
- Reworked the gun lights feature so its less buggy
- Added the Cog Chambers Dungeon to the world
- Added the Scamppanzer boss
- Added the Exo Suit, blueprint drops from the Scamppanzer boss
- Added a small speed decrease during reloads, can be negated with Light Frame and/or Swift Sneak (thanks to brandon on the discord for the idea!)
- Light Frame now has 2 levels, for non heavy weapons it can increase movement speed by 5%-10% (5% max for heavy weapons)
- Hypervelocity now has a chance to do double durability damage on fire, increases per level
- Sharpshooter reworked, still has increased crit chance and increases armor penetration, but decreases base damage slightly
- Tight Seal now gives a 15% damage boost underwater, continues to prevent double durability damage underwater.
- Tight seal can be applied to the Ocean tier guns, have a 25% chance to not add durability damage when fired underwater alongside damage boost
- Ramrod rounds now do 1.75x damage to undead and apply weakness
- Gibbs Rounds drop an additional 25% xp and apply 2 level of looting on kill
- Beowulf round drop an additional 75% xp and 2 level of looting on kill
- Flamethrowers now clear sculk, uses sculk_block tag for what it can clear ( thank to Atobá in the discord for the idea!)
- Attachment tooltips are clearer with what they do
- Cog Knight now has a Charge Attack
- Dissident now have Leap Attack
- Added Gun Rust Curse, found on guns found in structures. Always has a chance to jam guns
- Fixed Turret modules issues with up and down
- Vent output is set by the tag geothermal_vent_output and sulfur_vent_output. ( data driven vents planned for later)
- Sulfur dust can be placed like Niter
- Niter no longer "melts" in heat sources
- Improved the Dynamic Headshot system
- Improved the Advantage system, uses the advantages.json file to set advantage values
- Added the Corroded Enchantment for melee weapons, increases damage against Automaton mobs and poisons non-automaton mobs
- Reworked Plasma Projectiles slighty
- Added Smooth Phosphorite
- Added Cog Locator for finding Cog Chambers
- Added conditional checks for tons of the compat recipes
- Added Config option to disable fire placement for flamethrowers
- The Merchant only has its special behavior if summoned via the Pact
- Fixed Melee not being able to be re-bound
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:lDzXAiqs:KXeK0vse"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:lDzXAiqs:KXeK0vse"
}

