TACZ Raycast - Bullet Improvement

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TACZ Raycast - Bullet Improvement

By z.eli_Owner , zeli_

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A fork of [TaCZ] Bullet Improvement that adds instantaneous gun shots through raycast + hitscan mechanics by removing TaCZ's ballistic trajectory.

Mod Loaders
Minecraft

About

Description

TACZ Raycast - Bullet Improvement

[TaCZ] Raycast is a fork of [TaCZ] Bullet Improvement.

I kept the original features then applied fixes for issues found in the original mod’s NeoForge 1.0.4 beta. More features may be added later without straying too far from the mod’s original purpose.

  • This fork and its features will only be maintained on version 1.21.1 (or above if my live update modpack upgrades to more recent versions). Maintaining this mod is not my priority so there may be delays.

What does it do?

Projectiles travel instantaneously wherever your crosshair is. This is called hitscan. That is possible through Raycasting which emits an invisible line towards the point you are facing.

TaCZ itself has an impact method for entities and blocks. The mod attempts to directly pass the shot there while simutaneously removing the kineticBulletEntity that TaCZ is known for. This enables instantaneous gun shot hits in exchange for ballistic trajectory.

  • Explosives are excluded from this system to ensure certain mechanics remain functional.

Changes and fixes from the original

1.21.1 NeoForge config fix

The original beta still contained references to Forge’s old ForgeConfigSpec types. My fork replaces them with NeoForge’s ModConfigSpec types.

Crash fixed startPos

The bullet’s starting position could be missing when a hit was passed back to TaCZ. I restored startPos from the bullet’s current position when it's needed.

Damage multiplier fix

The original 1.21.1 beta applied damageMultiplier before checking whether the raycast feature was enabled, the bullet was already processed, and when an explosive round should be skipped.

The fork performs these checks first instead, before applying the damageMultiplier, so it only affects bullets actually handled by Raycast.

Mod compatibility

Hits are passed through TaCZ’s normal impact methods, allowing some addon hooks to run. However, Raycast cancels normal onBulletTick processing.

  • Because of that: Whizz and flyby sounds from TaCZ Tweaks do not work normally, and TaCZ Tweaks separate entity and block piercing rules are not used.

Future plans

  • Replace the End Rod tracer with a client-only visual based on TaC:Z’s kinetic bullet.
  • Improve headshot detection around entity hitboxes.
  • Restore TaCZ Tweaks whizz and flyby sounds using the Raycast path.
  • Support TaCZ Tweaks entity and block piercing rules.

Permission and credit

Please visit the original mod page and support Posche.

You can also join Posche’s Discord. Don't report issues here. Please refer to the Raycast github issue tracker.

Conversation with Posche

  • Mod ID: tacz_raycast
  • Package: dev.zeli.taczraycast
  • Config: tacz-raycast-server.toml

I repackaged the mod so problems caused by my changes are directed to me instead of the original author.

What is this?

[TaCZ] Raycast is a fork of [TaCZ] Bullet Improvement.

I kept the original features then applied fixes for issues found in the original mod’s NeoForge 1.0.4 beta. More features may be added later without straying too far from the mod’s original purpose.

This fork and its features will only be maintained on version 1.21.1 (or above if my live update modpack upgrades to more recent versions). Maintaining this mod is not my priority so there may be delays.

What does it do?

Projectiles travel instantaneously wherever your crosshair is. This is called hitscan. That is possible through Raycasting which emits an invisible line towards the point you are facing.

TaCZ itself has an impact method for entities and blocks. The mod attempts to directly pass the shot there while simutaneously removing the kineticBulletEntity that TaCZ is known for. This enables instantaneous gun shot hits in exchange for ballistic trajectory.

  • Explosives are excluded from this system to ensure certain mechanics remain functional.
Mod compatibilities

Hits are passed through TaCZ’s normal impact methods, allowing some addon hooks to run. However, Raycast cancels normal onBulletTick processing.

Because of that:

  • Whizz and flyby sounds from TaCZ Tweaks do not work normally
  • TaCZ Tweaks separate entity and block piercing rules are not used
Future plans
  • Replace the End Rod tracer with a client-only visual based on TaC:Z’s kinetic bullet.
  • Improve headshot detection around entity hitboxes.
  • Restore TaCZ Tweaks whizz and flyby sounds using the Raycast path.
  • Support TaCZ Tweaks entity and block piercing rules.

Permission and credit

Please visit the original mod page and support Posche.

You can also join Posche’s Discord. Don't report issues here. Please refer to the Raycast github issue tracker.

Approval and technical details

Conversation with Posche

  • Mod ID: tacz_raycast
  • Package: dev.zeli.taczraycast
  • Config: tacz-raycast-server.toml

I repackaged the mod so problems caused by my changes are directed to me instead of the original author.

Changes and fixes from the original

1.21.1 NeoForge config fix

The original beta still contained references to Forge’s old ForgeConfigSpec types. My fork replaces them with NeoForge’s ModConfigSpec types.

Crash fixed startPos

The bullet’s starting position could be missing when a hit was passed back to TaCZ. I restored startPos from the bullet’s current position when it's needed.

Damage multiplier fix

The original 1.21.1 beta applied damageMultiplier before checking whether the raycast feature was enabled, the bullet was already processed, and when an explosive round should be skipped.

The fork performs these checks first instead, before applying the damageMultiplier, so it only affects bullets actually handled by Raycast.