Just Enough Guns New(unofficial port)

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Just Enough Guns New(unofficial port)

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An unofficial fork from just enough guns. It can run on Neoforge&Fabric. Follows GPL3.0

No Theme
Tech
Shooter
End Improvements
Dungeons & Strongholds
Misc Structures
Aesthetic Improvements
Custom Weapons
Custom Armor
Bosses
Hostile Mobs
Mod Fork/Port
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NeoForge
Fabric
Minecraft
26.2

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Type
Mod
License
GNU General Public License v2.0 only
Latest Version
jegn-1.8.0+neoforge26.2.jar
Authors
CurseForge
Modrinth

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Description

Just Enough Guns New

A modern fork and unofficial port of the Forge 1.20.1 mod Just Enough Guns, bringing vanilla-styled firearms, hostile gunners, faction raids, vehicles, and late-game aerial threats to newer Minecraft versions.

Terminal Guidance — 1.8.0 special equipment

Just Enough Guns New is based on the original Just Enough Guns project for Forge 1.20.1. This fork unofficially ports and continues that gameplay work on modern Fabric and NeoForge versions while keeping the Minecraft-friendly visual style. Weapons use survival crafting progression, magazines, attachments, recoil, spread, overheating, ammo HUD feedback, and server-side combat logic. The current 1.8.0 builds add SuperbWarfare-style special equipment — FPV drones, C4 / claymore / C4 vest, Javelin and Igla guided launchers, smoke denial, and vehicle missile lock UI — plus kill-credit fixes and a vehicle / missile / rocket combat balance pass across all four maintained loaders.

Screenshots

Walkürenritt vehicle update

Light machine gun combat HUD

End Ship Armada structure

Highlights

  • Broad firearm lineup: pistols, revolvers, rifles, SMGs, shotguns, machine guns, launchers, bows, flamethrower-style weapons, and special late-game guns.
  • Survival progression: workbenches, ammo, magazines, attachments, skins, and repair items.
  • Modern gun handling: left-click shooting, right-click aiming, magazine reloads, recoil, movement spread, dynamic crosshair expansion, hit markers, muzzle effects, and bullet trails.
  • Animated gun inspection on the Y key for held animated guns.
  • Extended magazine system: base, extended, and drum magazines for supported rifle, SMG, and shotgun reloads.
  • Forge-style melee support: V-key gun melee, flashlight toggles, sword bayonet damage, and first-person melee or bayonet animations for animated guns.
  • Walkürenritt vehicle warfare: assembled land vehicles, boats, aircraft, helicopters, fixed weapon platforms, vehicle inventories, repair tools, charging support, missiles, decoys, and dedicated vehicle HUDs.
  • Special equipment: FPV drones with monitor control and kamikaze payload HUD, C4 (remote/detonator), claymore mines, C4 vest, C4 defuser, Javelin and Igla 9K38 lock-on launchers, smoke screens that deny missile locks, and vehicle missile lock frames with seek audio.
  • Hostile gunner mobs: zombie-family, skeleton-family, piglin-family, pillager/vindicator, phantom, ghoul, and parched gunner variants, plus a configurable C4 vest bomber gunner variant.
  • Faction encounters: patrols, faction omen flow, home-triggered raids, raid flares, boss bars, configurable raid waves, and faction-specific blueprint rewards.
  • Terror Phantom content: rare sky threat, Bound Terror Phantom guardian variant, phantom gunner summons, configurable death explosions, and End Ship Armada structure encounters.
  • Defensive gear: bulletproof helmets and vests, plus armored Joy Harness upgrades.
  • Server configuration: tune gunners, raids, UI visibility, dynamic crosshair, hit feedback, Terror Phantom behavior, spread, explosions, vehicles, and other combat systems.

Latest Release Notes

Version 1.8.0 is the current release line. Interim local labels 1.8.1 / 1.8.2 were never separate public releases; their work is included here.

Highlights

  • Special equipment — FPV drones with monitor control, C4 / claymore / C4 vest, C4 defuser, Javelin & Igla guided launchers, smoke denial, and vehicle missile lock UI.
  • Kill credit — gun / rocket / explosive kills correctly credit the player for advancements, loot, and boss kills (#10).
  • Vehicle / missile / rocket balance — SW-aligned missile damage model, ballistic AP for missiles, retuned vehicle armor & HE modifiers, rocket numbers and tooltip fixes.

Added

  • Ported SuperbWarfare-style special equipment: FPV drones, C4 (including remote/detonator), claymore mines, C4 vest, and C4 defuser.
  • Added guided launchers Javelin and Igla 9K38 with lock-on fire, SW-aligned first-person poses/ADS, icons, root motion, and reload animations.
  • Added C4 drone FPV payload HUD with detonate guidance and a KAMIKAZE dive presentation for explosive drone runs.
  • Added a C4 vest bomber gunner variant with configurable spawn rates.
  • Added SW-style smoke screens that deny missile locks, denser smoke particles, and release audio.
  • Added vehicle missile lock frames and seek audio for lockable targets.
  • Soft-disabled natural Terror Phantom spawns by default.

Changed / Fixed

  • Rebalanced guided missiles, anti-vehicle rockets, drone descent power, and vehicle state sync; only draw lock boxes for in-range LOS targets.
  • Vehicle armor and HE modifiers use SW-style damage modifiers with strict type matching; guided missiles use direct hit + explosion falloff and ballistic AP.
  • Rocket launcher: direct 150, blast 50, radius 11, AP 10; tooltips show real direct + blast + radius for rockets and guided launchers.
  • Fixed drone FPV rubber-banding, seek frames due north, helicopter rotor spin-down after dismount, guided launcher fire/lock/ADS presentation, and special-equipment audio/HUD.
  • Fixed kill credit for guns, missiles, grenades, and molotovs across advancements, killed_by_player loot, Free the End / MOB_KILLS, and multipart bosses.
  • Fixed stacked vehicle explosion modifiers and rocket/Javelin/Igla tooltip damage readouts.

Supported Versions

Loader Minecraft Java Mod Version Required Dependencies
Fabric 1.21.1 Java 21 1.8.0 Fabric API, GeckoLib 4.8.3
NeoForge 1.21.1-1.21.4 Java 21 1.8.0 NeoForge 21.1.x, GeckoLib 4.8.3
Fabric 26.2 Java 25 1.8.0 Fabric API, GeckoLib 5.5+
NeoForge 26.2 Java 25 1.8.0 NeoForge 26.2.x, GeckoLib 5.5.1

The older Fabric 26.1 and NeoForge 26.1 branches are legacy lines after the 26.2 unofficial port. Use 26.2 for the maintained Java 25 release line unless you specifically need a 26.1 legacy build.

Install the Just Enough Guns New file that matches your loader and Minecraft version. Do not mix Fabric and NeoForge builds.

How To Play

For version 1.3.0 and newer, gun controls use the modern input layout:

Action Default Input
Shoot Left Click
Aim down sights Right Click
Reload R
Inspect animated gun Y
Gun melee / flashlight toggle, where supported V
Sneak behavior, where supported Shift

Older builds before 1.3.0 used right-click shooting, F reload, and Shift aiming. If you are updating from an old version, check your keybinds after launch.

Vehicles in the Walkürenritt update are built through vehicle assembly progression, then deployed and driven directly in-world. Most vehicles use normal Minecraft movement inputs once mounted:

Vehicle Action Default Input
Enter vehicle / interact with vehicle Right Click
Steer and throttle land vehicles, boats, helicopters, and aircraft W / A / S / D
Brake, reverse, or slow down S
Look / aim turret, cannon, or mounted weapon Mouse movement
Fire the active vehicle weapon Left Click
Aim, lock, zoom, or use the secondary vehicle function where supported Right Click
Reload the active vehicle weapon where supported R
Dismount Shift

Vehicle behavior depends on the vehicle type and seat. Driver seats control movement, while weapon seats or co-pilot seats may control turrets, missiles, target locks, or defensive tools. Keep ammunition, repair tools, and charged support items in the vehicle inventory when the vehicle expects them, and watch the vehicle HUD for weapon state, reload timing, lock warnings, and damage feedback.

Gameplay Notes

Most guns need the correct ammo or magazine type. Magazine-fed weapons use loaded magazines, while manual and single-item weapons use their matching ammunition directly. Attachments, stocks, grips, sights, skins, badges, and special ammo types are part of the normal progression.

Some world and combat systems are intentionally dangerous when enabled. Gunner mobs, patrols, raids, explosive mobs, vehicles, vehicle weapons, and Terror Phantom events can heavily change survival balance. Server owners should review the generated config files before running the mod in a public world.

Ballistic Armor Interception

Bulletproof helmets and vests use a ballistic interception model for gun damage instead of vanilla Projectile Protection. Each shot resolves an effective armor-piercing value from the ammo type and the gun multiplier:

effectiveAP = ammoArmorPiercing * gunArmorPiercingMultiplier

On a protected hit, headshots use the bulletproof helmet first. Other protected body hits use the bulletproof vest. If no matching bulletproof armor piece is equipped, gun damage is unchanged.

For the selected armor piece, the damage multiplier depends on whether the shot undermatches or overmatches the armor rating:

apRatio = effectiveAP / armorRating

if effectiveAP < armorRating:
    damageMultiplier = undermatchMultiplier * (0.55 + apRatio * 0.45)
else:
    damageMultiplier = overmatchMultiplier * min(1.25, 0.85 + (apRatio - 1.0) * 0.18)
    damageMultiplier = min(damageMultiplier, 0.95)

finalDamage = rawDamage * damageMultiplier

Armor durability loss scales with raw damage and AP pressure. Under-matching shots still wear armor down, while over-matching shots punish armor more heavily:

pressure = effectiveAP / armorRating

if effectiveAP < armorRating:
    durabilityDamage = rawDamage * (0.65 + pressure * 0.35)
else:
    durabilityDamage = rawDamage * (1.00 + min(1.50, pressure - 1.0) * 0.85)

The result is then scaled by the armor slot and armor tier durability multipliers and capped before being applied to the armor item.

Donation

PayPal: https://www.paypal.com/paypalme/RuiMao65

Commands And Config

The mod exposes in-game configuration commands for common server tuning. Availability depends on loader/version branch, but recent builds include controls for areas such as:

  • UI: ammo HUD, timer HUD, crosshair, dynamic crosshair, and hit markers.
  • Mobs: gunner conversion chances, Parched gunner conversion, Phantom Gunner death explosions, and Terror Phantom behavior.
  • Raids: faction patrols, raid wave timing, raid counts, and gunner accuracy scaling.
  • Vehicles: vehicle assembly, enemy vehicle spawning, vehicle combat behavior, and vehicle support systems.

Config changes should be tested on a copy of the world before using them on a long-running server.

Credits And License

Just Enough Guns New is a fork and modern Fabric/NeoForge unofficial port of the original Just Enough Guns project by MigaMi, which targets Forge 1.20.1: https://www.curseforge.com/minecraft/mc-mods/just-enough-guns

  • Original Just Enough Guns code is by MigaMi and is licensed under GPL-3.0.
  • Original Just Enough Guns assets (models, textures, sounds, animations, icons, and other art) are by MigaMi and are All Rights Reserved (ARR). This project redistributes and uses those assets with explicit authorization from the original author (MigaMi).
  • Recent updates include substantial materials derived from Superb Warfare (SBW / SW) by the SBW development team. SBW-derived assets (models, textures, sounds, animations, icons, and other art) are by the SBW development team and are All Rights Reserved (ARR). This project redistributes and uses those assets with explicit authorization from the original authors (SBW development team).
    • Walkürenritt vehicle set: LAV-150, BMP-2, speedboat, truck, AH-6, MI-28, A-10, TOM-6, HPJ-11, laser tower, and waveforce tower, plus vehicle workbenches, repair tools, models, textures, sounds, icons, recipes, and related data.
    • Special equipment and related assets: FGM-148 Javelin and missile, 9K38 Igla, FPV drone and monitor, C4 and detonator, Claymore, TM-62, smoke-screen / missile-lock UI and audio materials, and related models, textures, sounds, HUD art, and animations.
  • SBW-derived materials are All Rights Reserved (ARR) under explicit authorization from the SBW development team, are for non-commercial use, and must be shared under the same ARR terms when redistributed or adapted. Future content may have different source projects and license terms.
  • Just Enough Guns New is an independent unofficial port project and is not affiliated with, endorsed by, or an official addon for Just Enough Guns or Superb Warfare.
  • Just Enough Guns New unofficial porting and maintenance is handled by Rui Mao.
  • Project code based on Just Enough Guns is licensed under GPL-3.0. Original JEG assets remain ARR under authorized use as noted above. SBW-derived assets remain ARR under authorized use as noted above.

Suggestions and bug reports are welcome. Clear reproduction steps, Minecraft version, loader, mod version, dependency versions, and crash logs help much more than vague reports.

Just Enough Guns New

A modern fork and unofficial port of the Forge 1.20.1 mod Just Enough Guns, bringing vanilla-styled firearms, hostile gunners, faction raids, vehicles, and late-game aerial threats to newer Minecraft versions.

Terminal Guidance — 1.8.0 special equipment

Just Enough Guns New is based on the original Just Enough Guns project for Forge 1.20.1. This fork unofficially ports and continues that gameplay work on modern Fabric and NeoForge versions while keeping the Minecraft-friendly visual style. Weapons use survival crafting progression, magazines, attachments, recoil, spread, overheating, ammo HUD feedback, and server-side combat logic. The current 1.8.0 builds add SuperbWarfare-style special equipment — FPV drones, C4 / claymore / C4 vest, Javelin and Igla guided launchers, smoke denial, and vehicle missile lock UI — plus kill-credit fixes and a vehicle / missile / rocket combat balance pass across all four maintained loaders.

Screenshots

Walkürenritt vehicle update

Light machine gun combat HUD

End Ship Armada structure

Highlights

  • Broad firearm lineup: pistols, revolvers, rifles, SMGs, shotguns, machine guns, launchers, bows, flamethrower-style weapons, and special late-game guns.
  • Survival progression: workbenches, ammo, magazines, attachments, skins, and repair items.
  • Modern gun handling: left-click shooting, right-click aiming, magazine reloads, recoil, movement spread, dynamic crosshair expansion, hit markers, muzzle effects, and bullet trails.
  • Animated gun inspection on the Y key for held animated guns.
  • Extended magazine system: base, extended, and drum magazines for supported rifle, SMG, and shotgun reloads.
  • Forge-style melee support: V-key gun melee, flashlight toggles, sword bayonet damage, and first-person melee or bayonet animations for animated guns.
  • Walkürenritt vehicle warfare: assembled land vehicles, boats, aircraft, helicopters, fixed weapon platforms, vehicle inventories, repair tools, charging support, missiles, decoys, and dedicated vehicle HUDs.
  • Special equipment: FPV drones with monitor control and kamikaze payload HUD, C4 (remote/detonator), claymore mines, C4 vest, C4 defuser, Javelin and Igla 9K38 lock-on launchers, smoke screens that deny missile locks, and vehicle missile lock frames with seek audio.
  • Hostile gunner mobs: zombie-family, skeleton-family, piglin-family, pillager/vindicator, phantom, ghoul, and parched gunner variants, plus a configurable C4 vest bomber gunner variant.
  • Faction encounters: patrols, faction omen flow, home-triggered raids, raid flares, boss bars, configurable raid waves, and faction-specific blueprint rewards.
  • Terror Phantom content: rare sky threat, Bound Terror Phantom guardian variant, phantom gunner summons, configurable death explosions, and End Ship Armada structure encounters.
  • Defensive gear: bulletproof helmets and vests, plus armored Joy Harness upgrades.
  • Server configuration: tune gunners, raids, UI visibility, dynamic crosshair, hit feedback, Terror Phantom behavior, spread, explosions, vehicles, and other combat systems.

Latest Release Notes

Version 1.8.0 is the current release line. Interim local labels 1.8.1 / 1.8.2 were never separate public releases; their work is included here.

Highlights

  • Special equipment — FPV drones with monitor control, C4 / claymore / C4 vest, C4 defuser, Javelin & Igla guided launchers, smoke denial, and vehicle missile lock UI.
  • Kill credit — gun / rocket / explosive kills correctly credit the player for advancements, loot, and boss kills (#10).
  • Vehicle / missile / rocket balance — SW-aligned missile damage model, ballistic AP for missiles, retuned vehicle armor & HE modifiers, rocket numbers and tooltip fixes.

Added

  • Ported SuperbWarfare-style special equipment: FPV drones, C4 (including remote/detonator), claymore mines, C4 vest, and C4 defuser.
  • Added guided launchers Javelin and Igla 9K38 with lock-on fire, SW-aligned first-person poses/ADS, icons, root motion, and reload animations.
  • Added C4 drone FPV payload HUD with detonate guidance and a KAMIKAZE dive presentation for explosive drone runs.
  • Added a C4 vest bomber gunner variant with configurable spawn rates.
  • Added SW-style smoke screens that deny missile locks, denser smoke particles, and release audio.
  • Added vehicle missile lock frames and seek audio for lockable targets.
  • Soft-disabled natural Terror Phantom spawns by default.

Changed / Fixed

  • Rebalanced guided missiles, anti-vehicle rockets, drone descent power, and vehicle state sync; only draw lock boxes for in-range LOS targets.
  • Vehicle armor and HE modifiers use SW-style damage modifiers with strict type matching; guided missiles use direct hit + explosion falloff and ballistic AP.
  • Rocket launcher: direct 150, blast 50, radius 11, AP 10; tooltips show real direct + blast + radius for rockets and guided launchers.
  • Fixed drone FPV rubber-banding, seek frames due north, helicopter rotor spin-down after dismount, guided launcher fire/lock/ADS presentation, and special-equipment audio/HUD.
  • Fixed kill credit for guns, missiles, grenades, and molotovs across advancements, killed_by_player loot, Free the End / MOB_KILLS, and multipart bosses.
  • Fixed stacked vehicle explosion modifiers and rocket/Javelin/Igla tooltip damage readouts.

Supported Versions

Loader Minecraft Java Mod Version Required Dependencies
Fabric 1.21.1 Java 21 1.8.0 Fabric API, GeckoLib 4.8.3
NeoForge 1.21.1-1.21.4 Java 21 1.8.0 NeoForge 21.1.x, GeckoLib 4.8.3
Fabric 26.2 Java 25 1.8.0 Fabric API, GeckoLib 5.5+
NeoForge 26.2 Java 25 1.8.0 NeoForge 26.2.x, GeckoLib 5.5.1

The older Fabric 26.1 and NeoForge 26.1 branches are legacy lines after the 26.2 unofficial port. Use 26.2 for the maintained Java 25 release line unless you specifically need a 26.1 legacy build.

Install the Just Enough Guns New file that matches your loader and Minecraft version. Do not mix Fabric and NeoForge builds.

How To Play

For version 1.3.0 and newer, gun controls use the modern input layout:

Action Default Input
Shoot Left Click
Aim down sights Right Click
Reload R
Inspect animated gun Y
Gun melee / flashlight toggle, where supported V
Sneak behavior, where supported Shift

Older builds before 1.3.0 used right-click shooting, F reload, and Shift aiming. If you are updating from an old version, check your keybinds after launch.

Vehicles in the Walkürenritt update are built through vehicle assembly progression, then deployed and driven directly in-world. Most vehicles use normal Minecraft movement inputs once mounted:

Vehicle Action Default Input
Enter vehicle / interact with vehicle Right Click
Steer and throttle land vehicles, boats, helicopters, and aircraft W / A / S / D
Brake, reverse, or slow down S
Look / aim turret, cannon, or mounted weapon Mouse movement
Fire the active vehicle weapon Left Click
Aim, lock, zoom, or use the secondary vehicle function where supported Right Click
Reload the active vehicle weapon where supported R
Dismount Shift

Vehicle behavior depends on the vehicle type and seat. Driver seats control movement, while weapon seats or co-pilot seats may control turrets, missiles, target locks, or defensive tools. Keep ammunition, repair tools, and charged support items in the vehicle inventory when the vehicle expects them, and watch the vehicle HUD for weapon state, reload timing, lock warnings, and damage feedback.

Gameplay Notes

Most guns need the correct ammo or magazine type. Magazine-fed weapons use loaded magazines, while manual and single-item weapons use their matching ammunition directly. Attachments, stocks, grips, sights, skins, badges, and special ammo types are part of the normal progression.

Some world and combat systems are intentionally dangerous when enabled. Gunner mobs, patrols, raids, explosive mobs, vehicles, vehicle weapons, and Terror Phantom events can heavily change survival balance. Server owners should review the generated config files before running the mod in a public world.

Ballistic Armor Interception

Bulletproof helmets and vests use a ballistic interception model for gun damage instead of vanilla Projectile Protection. Each shot resolves an effective armor-piercing value from the ammo type and the gun multiplier:

effectiveAP = ammoArmorPiercing * gunArmorPiercingMultiplier

On a protected hit, headshots use the bulletproof helmet first. Other protected body hits use the bulletproof vest. If no matching bulletproof armor piece is equipped, gun damage is unchanged.

For the selected armor piece, the damage multiplier depends on whether the shot undermatches or overmatches the armor rating:

apRatio = effectiveAP / armorRating

if effectiveAP < armorRating:
    damageMultiplier = undermatchMultiplier * (0.55 + apRatio * 0.45)
else:
    damageMultiplier = overmatchMultiplier * min(1.25, 0.85 + (apRatio - 1.0) * 0.18)
    damageMultiplier = min(damageMultiplier, 0.95)

finalDamage = rawDamage * damageMultiplier

Armor durability loss scales with raw damage and AP pressure. Under-matching shots still wear armor down, while over-matching shots punish armor more heavily:

pressure = effectiveAP / armorRating

if effectiveAP < armorRating:
    durabilityDamage = rawDamage * (0.65 + pressure * 0.35)
else:
    durabilityDamage = rawDamage * (1.00 + min(1.50, pressure - 1.0) * 0.85)

The result is then scaled by the armor slot and armor tier durability multipliers and capped before being applied to the armor item.

Donation

PayPal: https://www.paypal.com/paypalme/RuiMao65

Commands And Config

The mod exposes in-game configuration commands for common server tuning. Availability depends on loader/version branch, but recent builds include controls for areas such as:

  • UI: ammo HUD, timer HUD, crosshair, dynamic crosshair, and hit markers.
  • Mobs: gunner conversion chances, Parched gunner conversion, Phantom Gunner death explosions, and Terror Phantom behavior.
  • Raids: faction patrols, raid wave timing, raid counts, and gunner accuracy scaling.
  • Vehicles: vehicle assembly, enemy vehicle spawning, vehicle combat behavior, and vehicle support systems.

Config changes should be tested on a copy of the world before using them on a long-running server.

Credits And License

Just Enough Guns New is a fork and modern Fabric/NeoForge unofficial port of the original Just Enough Guns project by MigaMi, which targets Forge 1.20.1: https://www.curseforge.com/minecraft/mc-mods/just-enough-guns

  • Original Just Enough Guns code is by MigaMi and is licensed under GPL-3.0.
  • Original Just Enough Guns assets (models, textures, sounds, animations, icons, and other art) are by MigaMi and are All Rights Reserved (ARR). This project redistributes and uses those assets with explicit authorization from the original author (MigaMi).
  • Recent updates include substantial materials derived from Superb Warfare (SBW / SW) by the SBW development team. SBW-derived assets require attribution and are licensed under CC BY-NC-SA 3.0: https://www.curseforge.com/minecraft/mc-mods/superb-warfare
    • Walkürenritt vehicle set: LAV-150, BMP-2, speedboat, truck, AH-6, MI-28, A-10, TOM-6, HPJ-11, laser tower, and waveforce tower, plus vehicle workbenches, repair tools, models, textures, sounds, icons, recipes, and related data.
    • Special equipment and related assets: FGM-148 Javelin and missile, 9K38 Igla, FPV drone and monitor, C4 and detonator, Claymore, TM-62, smoke-screen / missile-lock UI and audio materials, and related models, textures, sounds, HUD art, and animations.
    • SBW-derived materials require attribution to the SBW development team, are for non-commercial use, and must be shared under the same CC BY-NC-SA 3.0 terms when redistributed or adapted. Future content may have different source projects and license terms.
    • Just Enough Guns New is an independent unofficial port project and is not affiliated with, endorsed by, or an official addon for Just Enough Guns or Superb Warfare.
    • Just Enough Guns New unofficial porting and maintenance is handled by Rui Mao.
    • Project code based on Just Enough Guns is licensed under GPL-3.0. Original JEG assets remain ARR under authorized use as noted above. SBW-derived assets remain under the SBW terms noted above.

Suggestions and bug reports are welcome. Clear reproduction steps, Minecraft version, loader, mod version, dependency versions, and crash logs help much more than vague reports.

Screenshots

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    Combat Rifle! Combat Rifle!

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