Archaic Guns

Mods
71,155 Downloads Last Updated: Feb 23, 2022 Game Version: 1.16   +1

This mod adds guns!

Please note! This mod is not focused on realism!
I will be adding true fantasy-style guns and variations of guns with unique models stylized after other mods.
I will not be adding any modern or futuristic guns.

Here is the list of current guns:
Pipegun
Musket
Blunderbuss
Slagger
Coach Gun
Rotating Bolt Launcher
Rifle
Repeater
Repeater Alt
Boomstick
Boomstick Alt

At the moment all guns use the same ammo type, but eventually some will be switched to new ammo types.


If you want to have the guns in survival, you will need to add your own recipes via CraftTweaker. I have no intentions of changing this.
For modpack developers:
Treat this as a resource, the guns are made to be customized.
Tweak their damage and a few other parameters in the config generated on the mod's first startup, and without customization of NBT their smoke particles will likely be misaligned with the gun.
Feel free to use a resourcepack to replace the sound effects with your own or those from other mods in your pack if you don't like the current ones.
Here is my 'default' NBT for all the guns via the /give command:

Pipegun:
/give @p archaicguns:pipegun 1 0 {Gun:{general:{rate:30}},AmmoCount:1,Backblast:0.3f,SmokeCount:8,SmokeForward:1.7f,SmokeUp:1.35f,SmokeRight:0.5f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}
Pipegun w/ Medium Scope:
/give @p archaicguns:pipegun 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:1s}},Gun:{general:{rate:30}},AmmoCount:1,Backblast:0.3f,SmokeCount:8,SmokeForward:1.7f,SmokeUp:1.35f,SmokeRight:0.5f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}

Musket:
/give @p archaicguns:musket 1 0 {Gun:{general:{rate:30}},AmmoCount:1,Backblast:0.3f,SmokeCount:8,SmokeForward:1.9f,SmokeUp:1.38f,SmokeRight:0.5f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}
Musket w/ Medium Scope:
/give @p archaicguns:musket 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:1s}},Gun:{general:{rate:30}},AmmoCount:1,Backblast:0.3f,SmokeCount:8,SmokeForward:1.9f,SmokeUp:1.38f,SmokeRight:0.5f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}

Blunderbuss:
/give @p archaicguns:blunderbuss 1 0 {Gun:{general:{rate:30}},AmmoCount:1,Backblast:0.06f,SmokeCount:2,SmokeForward:1.5f,SmokeUp:1.38f,SmokeRight:0.53f,SmokeSpeed:0.04d,SmokeType:"smoke",BlastBreaking:0.31f}
Blunderbuss w/ Short Scope:
/give @p archaicguns:blunderbuss 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:0s}},Gun:{general:{rate:30}},AmmoCount:1,Backblast:0.06f,SmokeCount:2,SmokeForward:1.5f,SmokeUp:1.38f,SmokeRight:0.53f,SmokeSpeed:0.04d,SmokeType:"smoke",BlastBreaking:0.31f}

Slagger:
/give @p archaicguns:slagger 1 0 {Gun:{general:{rate:4}},AmmoCount:50,Backblast:0.03f,SmokeCount:1,SmokeForward:1.4f,SmokeUp:1.29f,SmokeRight:0.53f,SmokeSpeed:0.05d,SmokeType:"smoke",BlastBreaking:0.31f}
Slagger w/ Short Scope:
/give @p archaicguns:slagger 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:0s}},Gun:{general:{rate:4}},AmmoCount:50,Backblast:0.03f,SmokeCount:1,SmokeForward:1.4f,SmokeUp:1.29f,SmokeRight:0.53f,SmokeSpeed:0.05d,SmokeType:"smoke",BlastBreaking:0.31f}

Rotating Bolt Launcher:
/give @p archaicguns:rotatingboltlauncher 1 0 {Gun:{general:{rate:3}},AmmoCount:16,Backblast:0.1f,SmokeCount:5,SmokeForward:1.3f,SmokeUp:1.1f,SmokeRight:0.5f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}
Rotating Bolt Launcher w/ Medium Scope:
/give @p archaicguns:rotatingboltlauncher 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:1s}},Gun:{general:{rate:3}},AmmoCount:16,Backblast:0.1f,SmokeCount:5,SmokeForward:1.3f,SmokeUp:1.1f,SmokeRight:0.5f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}
Rotating Bolt Launcher w/ Short Scope:
/give @p archaicguns:rotatingboltlauncher 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:0s}},Gun:{general:{rate:3}},AmmoCount:16,Backblast:0.1f,SmokeCount:5,SmokeForward:1.3f,SmokeUp:1.1f,SmokeRight:0.5f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}

Rifle:
/give @p archaicguns:rifle 1 0 {Gun:{general:{rate:40}},AmmoCount:1,Backblast:0.4f,SmokeCount:10,SmokeForward:2.1f,SmokeUp:1.38f,SmokeRight:0.55f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}
Rifle w/ Medium Scope:
/give @p archaicguns:rifle 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:1s}},Gun:{general:{rate:40}},AmmoCount:1,Backblast:0.4f,SmokeCount:10,SmokeForward:2.1f,SmokeUp:1.38f,SmokeRight:0.55f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}

Repeater:
/give @p archaicguns:repeater 1 0 {Gun:{general:{rate:10}},AmmoCount:5,Backblast:0.2f,SmokeCount:8,SmokeForward:1.9f,SmokeUp:1.38f,SmokeRight:0.5f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}
Repeater w/ Medium Scope:
/give @p archaicguns:repeater 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:1s}},Gun:{general:{rate:10}},AmmoCount:5,Backblast:0.2f,SmokeCount:8,SmokeForward:1.9f,SmokeUp:1.38f,SmokeRight:0.5f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}

Repeater Alt:
/give @p archaicguns:repeateralt 1 0 {Gun:{general:{rate:10}},AmmoCount:5,Backblast:0.2f,SmokeCount:8,SmokeForward:1.9f,SmokeUp:1.34f,SmokeRight:0.5f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}
Repeater Alt w/ Medium Scope:
/give @p archaicguns:repeateralt 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:1s}},Gun:{general:{rate:10}},AmmoCount:5,Backblast:0.2f,SmokeCount:8,SmokeForward:1.9f,SmokeUp:1.34f,SmokeRight:0.5f,SmokeSpeed:0.03d,SmokeType:"smoke",BlastBreaking:0.31f}

Coach Gun:
/give @p archaicguns:coachgun 1 0 {Gun:{general:{rate:6}},AmmoCount:2,Backblast:0.06f,SmokeCount:2,SmokeForward:1.7f,SmokeUp:1.3f,SmokeRight:0.62f,SmokeSpeed:0.04d,SmokeType:"smoke",BlastBreaking:0.31f}
Coach Gun w/ Short Scope:
/give @p archaicguns:coachgun 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:0s}},Gun:{general:{rate:6}},AmmoCount:2,Backblast:0.06f,SmokeCount:2,SmokeForward:1.7f,SmokeUp:1.3f,SmokeRight:0.62f,SmokeSpeed:0.04d,SmokeType:"smoke",BlastBreaking:0.31f}

Boomstick:
/give @p archaicguns:boomstick 1 0 {Gun:{general:{rate:40}},AmmoCount:1,Backblast:0.8f,SmokeCount:10,SmokeForward:1.7f,SmokeUp:1.32f,SmokeRight:0.55f,SmokeSpeed:0.06d,SmokeType:"largesmoke",BlastBreaking:3.0f,ExplosionStrength:1.65f}
Boomstick w/ Medium Scope (though I don't actually recommend it):
/give @p archaicguns:boomstick 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:1s}},Gun:{general:{rate:40}},AmmoCount:1,Backblast:0.8f,SmokeCount:10,SmokeForward:1.7f,SmokeUp:1.32f,SmokeRight:0.55f,SmokeSpeed:0.06d,SmokeType:"largesmoke",BlastBreaking:3.0f,ExplosionStrength:1.65f}

Boomstick Alt:
/give @p archaicguns:boomstickalt 1 0 {Gun:{general:{rate:30}},AmmoCount:1,Backblast:0.4f,SmokeCount:20,SmokeForward:1.6f,SmokeUp:1.34f,SmokeRight:0.62f,SmokeSpeed:0.05d,SmokeType:"smoke",BlastBreaking:3.0f,ExplosionStrength:1.0f}
Boomstick Alt w/ Medium Scope (still not recommended):
/give @p archaicguns:boomstickalt 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:1s}},Gun:{general:{rate:30}},AmmoCount:1,Backblast:0.4f,SmokeCount:20,SmokeForward:1.6f,SmokeUp:1.34f,SmokeRight:0.62f,SmokeSpeed:0.05d,SmokeType:"smoke",BlastBreaking:3.0f,ExplosionStrength:1.0f}

 


This mod requires Mr. Crayfish's Gun Mod to work.

Guns are extensively customizeable with NBT data.

Here is a demo video utilizing some customization options:


Here are some example commands using /give to utilize this:

// ~ explodey
/give @s archaicguns:pipegun 1 0 {AmmoCount:1,ExplosionStrength:1f}
/give @s archaicguns:pipegun 1 0 {AmmoCount:1,ExplosionStrength:3f}
/give @s archaicguns:blunderbuss 1 0 {AmmoCount:1,ExplosionStrength:1f}

// ~ levitating blunderbuss
/give @s archaicguns:blunderbuss 1 0 {AmmoCount:1,PotionType:"minecraft:levitation",PotionDuration:60,PotionStrength:4,PotionTypeTwo:"minecraft:glowing",Knockback:0.5f,AdditionalDamage:-15f}

// ~ burning knockback blunderbuss w/ short scope
/give @s archaicguns:blunderbuss 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:0s}},AmmoCount:1,PotionType:"minecraft:slowness",PotionDuration:100,PotionStrength:2,Knockback:5f,AdditionalDamage:-20f,BurnTime:100}

// ~ freezing blunderbuss (using Mowzies Mobs) w/ short scope
/give @s archaicguns:blunderbuss 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:0s}},AmmoCount:1,PotionType:"mowziesmobs:frozen",PotionDuration:40,PotionStrength:1,Knockback:0.2f,AdditionalDamage:-20f}

// ~ fast levitate w/ scope
/give @s archaicguns:musket 1 0 {attachments:{scope:{id:"cgm:scope",Count:1b,tag:{color:5789784},Damage:1s}},AmmoCount:1,PotionType:"minecraft:levitation",PotionDuration:30,PotionStrength:30,PotionTypeTwo:"minecraft:glowing",Knockback:2f,AdditionalDamage:-15f}

// ~ pull and fuse (using Extra Alchemy)
/give @s archaicguns:musket 1 0 {AmmoCount:1,PotionType:"extraalchemy:effect.pull",PotionDuration:100,PotionStrength:2,PotionTypeTwo:"extraalchemy:effect.fuse",Knockback:2f,AdditionalDamage:-15f}

// ~ pull and levitate (using Extra Alchemy)
/give @s archaicguns:musket 1 0 {AmmoCount:1,PotionType:"minecraft:levitation",PotionDuration:100,PotionStrength:5,PotionTypeTwo:"extraalchemy:effect.pull",Knockback:2f,AdditionalDamage:-15f}

// ~ big damage numbers
/give @s archaicguns:musket 1 0 {AmmoCount:1,Knockback:2f,AdditionalDamage:50f}

 

Here is the full list of applicable NBT tags useable by guns from this mod:

PotionType
// String, optional potion to be applied. Defaults to nothing.
PotionTypeTwo
// String, identical to PotionType. Defaults to nothing.
PotionDuration
//Int, the number of ticks applied potions will last. Defaults to 60.
PotionStrength
//Int, the level at which potions will be applied at. Defaults to 1.
ExplosionStrength
//Float, the explosion strength on impact. Defaults to 0f.
Knockback
//Float, the amount of additional force applied to entities hit (per projectile). Defaults to 0f.
BurnTime
//Int, the amount of time in ticks entities will burn if hit by a projectile. Defaults to 0.
BlockBreaking
//Float, blocks with Hardness below this value will be broken when hit. Defaults to 0f.
//For context, Stone, Dirt, and Glass have a Hardness of 1.5, 0.5, and 0.3 respectively.
BlastBreaking
//Float, blocks with Blast Resistance below this value will be broken when hit. Defaults to 0f.
//For context, Stone, Dirt, and Glass have a Blast Resistance of 6, 0.5, and 0.3 respectively.
DropBroken

//Boolean, if true blocks broken will have drops, if false they will not. Defaults to false.
SmokeType
//String, the type of particle spawned when the gun is shot. Uses the same string used in the /particle command. Defaults to "smoke".
SmokeCount
//Int, the number of particles spawned. Multiplied by the number of projectiles the gun shoots. Defaults to 6.
SmokeForward
//Float, the forward (from a player's face) offset of spawned particles. Defaults to 1.5f.
SmokeUp
//Float, the upward (from the ground) offset of spawned particles. Defaults to 1.2f.
SmokeRight
//Float, the rightward (from the middle of a player's view, towards the hand) offset of spawned particles while not aiming down sights. Defaults to 0.33f.
SmokeSpeed
//Double, the speed smoke has when spawned. Not particularly useful as you can't set a direction. Defaults to 0.02d.
Backblast
//Float, the amount of force applied to a player when they shoot the gun. Multiplied by the number of projectiles spawned. Defaults to 0.1f, which is comically too much on the Slagger and Coach Gun.

 
Here is the full list of NBT tags useable by any gun from Crayfish's Gun Mod (this mod ofc. included):

The format on these is a bit different. There are 3 compounds that fall under the Gun compound.
Here's an example of giving a gun with a much lower fire rate and a single handed grip type:
/give @s archaicguns:blunderbuss 1 0 {Gun:{general:{rate:100, gripType:0}},AmmoCount:1}

Onto the list. I have not tested most of these, but I would assume they work.

general:
    auto
    //Boolean, whether or not the gun fires in full auto.
    rate
    //Cooldown, in ticks, between shots.
    gripType
    //Int, type of grip used.
    maxAmmo
    //Int, maximum ammo allowed in a gun. Seems to break the durability bar display.
    reloadSpeed
    //Int, the amount of bullets loaded into a gun per reload animation.
    recoilAngle
    //Float
    recoilKick
    //Float
    recoilDurationOffset
    //Float
    projectileAmount
    //Int, number of projectiles fired at a time
    alwaysSpread
    //Boolean
    spread
    //Float


projectile:
    item
    //String
    visible
    //Boolean
    damage
    //Float
    size
    //Float
    speed
    //Double
    life
    //Integer, maximum amount of ticks the projectile will live
    gravity
    //Boolean, whether or not gravity affects it
    damageReduceOverLife
    //Boolean, whether or not damage is reduced by 100% at the end of the projectiles maximum life
    damageReduceIfNotZoomed
    //Boolean
    trailColor
    //Int
    trailLengthMultiplier
    //Double

sounds:
    fire
    //String
    reload
    //String
    cock
    //String
    silencedFire
    //String

 
This mod also adds colored Flares that you can throw and have them bounce off walls, but they don't really do anything on their own.
Their duration is customizeable with the NBT integer "Duration", setting their maximum life in ticks up to 18000 (15 minutes).
If you want them to actually do stuff, you can use Colored Lux to add colored lighting to them.
Here is my json for that:
https://pastebin.com/nAkQH2fW

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