作者:rebot | 分类:模组
Minecraft 版本: 1.21.1 1.21.2 1.21.3 1.21.4
平台: neoforge
标签: equipment game-mechanics mobs
A modern fork and 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.

Just Enough Guns New is based on the original Just Enough Guns project for Forge 1.20.1. This fork 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 1.7.0-pre2 builds refine the Walkürenritt vehicle line with magazine-fed reload parity, Forge-style melee handling, bayonet support, and first-person animation fixes across the maintained Fabric and NeoForge ports.


Version 1.7.0-pre2 is the current pre-release line. It builds on the Walkürenritt vehicle update with magazine-fed weapon parity, gun melee support, bayonet behavior, and first-person animation stability fixes.
| Loader | Minecraft | Java | Mod Version | Required Dependencies |
|---|---|---|---|---|
| Fabric | 1.21.1 | Java 21 | 1.7.0-pre2 | Fabric API, GeckoLib 4.8.3 |
| NeoForge | 1.21.1-1.21.4 | Java 21 | 1.7.0-pre2 | NeoForge 21.1.x, GeckoLib 4.8.3 |
| Fabric | 26.1 | Java 25 | 1.7.0-pre2 | Fabric API, GeckoLib 5.5+ |
| NeoForge | 26.1 | Java 25 | 1.7.0-pre2 | NeoForge 26.1.x, GeckoLib 5.5 |
Install the Just Enough Guns New file that matches your loader and Minecraft version. Do not mix Fabric and NeoForge builds.
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 |
| 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.
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.
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.
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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:
Config changes should be tested on a copy of the world before using them on a long-running server.
Just Enough Guns New is a fork and modern Fabric/NeoForge 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
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.
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