Tags
Creators
Details
Licensed GPL-3.0-or-later
Published 3 months ago
Updated 2 months ago
All versions
1.5
Release
Scorched Guns Neoforged 1.52 months ago 14.2K
Compatibility
Minecraft: Java Edition
1.21.1
Platform
NeoForge
Supported environments
Client and server
Changes
1.5 - 2026-06-11
Added
- Added optional Create Aeronautics Shield Generator compatibility so Scorched Guns bullets and beam traces are stopped by active force fields instead of passing through protected ships.
- Added an Proof of Concept distant gunshot audio layer for unsilenced gunfire, with delayed and distance-faded reports beyond the normal loaded-chunk listening range using new CC0 distant shot sound assets. CAN BE DISABLED IN THE CONFIGS
Fixed
- Fixed dual-wield one-handed gun handling so right-clicking with a Scorched Guns firearm in both main hand and offhand no longer lets the offhand gun run vanilla item-use logic, preventing creative inventory duplication and survival server disconnects.
- Fixed Banzai charge hits not consuming weapon and bayonet attachment durability while regular bayonet melee did.
- Fixed Lightning Battery capacity being lower than the redstone block to plasma block recipe requirement, making that recipe impossible even with a fully charged battery.
- Fixed Supply Crates dropping three crate blocks when broken with Silk Touch because the Silk Touch block drop was incorrectly inside the three-roll ammo loot pool.
- Fixed muzzle flash rendering emitting incomplete vertices, which could crash clients with
Missing elements in vertex: UV1, Normalin Sodium, ImmediatelyFast, and vanilla buffer flush paths. - Reduced dedicated-server pathfinding spikes from gunner and raid mobs by throttling path recalculations instead of rebuilding navigation every tick.
- Fixed ADS/FOV jitter after cancelling a reload by swapping away from a gun and re-equipping it before the reload state fully cleared.
- Fixed headshot hit markers while aiming down sights leaking render state into the vanilla HUD, which could tint the hotbar red.
- Fixed Winnie using the same ammunition as Winnie Millend; Winnie now uses Compact Copper Rounds and has its rifle type and falloff stats restored.
- Fixed Wooden Stock and Long Scope missing their intended critical chance bonuses.
- Fixed per-gun critical damage multipliers such as Red Raydar's 25x crit multiplier not being applied.
- Fixed gun type names and damage falloff ranges not displaying correctly in gun tooltips and the attachment screen.
- Fixed ExoSuit upgrade/core visual state desync on dedicated servers by saving upgrade slots directly into the edited suit item and preserving power states during upgrade sync.
- Restored upstream bullet tracer visibility, hidden-projectile behavior, and per-gun tracer thickness settings for firearm projectile visuals.
- Fixed local first-person bullet trails rendering over the player's own shots after the projectile visual parity pass.
- Fixed belt Curios rendering so Scorched Guns ammo boxes and pouches follow the player's body orientation instead of using a detached fixed transform.
- Fixed a dedicated-server Gun Bench autocrafting crash caused by server menu logic loading the client-only Blueprint screen class.
- Fixed Scamp Panzer boss bars lingering after a nearby player dies and respawns during the fight.
- Fixed the new distant gunshot audio layer so long-range unsilenced shots are sent to eligible listeners and play as positional mono sounds with proper distance falloff.
- Fixed Scorched Guns loot progression tables so structure, vanilla-injection, entity and villager-gift loot follow upstream flare/scrap progression instead of bypassing raids with direct blueprint drops.
- Restored upstream attachment stats for extended magazines, speed magazines, light stocks, muzzle brakes and extended barrels, including attachment-based projectile falloff range modifiers.
- Fixed Sky Carriers being able to fire one final projectile while already playing their death animation.
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:GwtIopV4:8pMPZhvI"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:GwtIopV4:8pMPZhvI"
}

