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DoxAmmo (TaCZ)

TACZ ammo types, custom magazines, body armor, and per-part gun damage.
스크린샷 2026-07-25 173613.png

스크린샷 2026-07-25 173613.png

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Description

### Short description
A **TACZ gun extension**: ammo types with distinct **damage / armor-penetration / incendiary** profiles (FMJ, HP, AP, incendiary, shotgun pellets…), **custom magazines** that hold an ordered queue of rounds (load by right-click, eject to recover), **bullet-resistant armor** (vests & helmets), and a **per-part gun-hit pipeline** (headshot & limb multipliers, armor penetration, effect application). With **DoxHitbox** installed, hits resolve to precise body parts; with **DoxPartHealth**, damage is routed to per-limb HP. Weapon-arm blackout debuffs (spread/recoil/tremor) read through **DoxEffect**.

### Features
- **Ammo types** (`ammo_config.json`, hot-editable) — per-caliber base damage × per-type multiplier, armor pen, fire ticks.
- **Custom magazines** — queue-based load/eject, GeckoLib magazine models/animations, ext-mag capacity indicator.
- **Body armor** — vests/helmets with reduction + durability, integrated with the gun-damage pipeline.
- **Per-part gun damage** — headshot/limb multipliers via DoxHitbox (falls back to 1.0 without it), routes to DoxPartHealth when present.
- **Favor-the-shooter** OBB bullet resolution (client-simulated claim), TACZ reload/consume hooks, gun-pose → hitbox bridge.
- **Hit markers** — an on-screen marker when your shot connects (server-confirmed).
- **Rebuilt gun tooltips** *(2.x)* — type, description and stats on separate lines, and every stat draws a bar, so you read how much before you read the number. Attachments show what they change, in place; TACZ's own +/- attachment lines are removed.
- **Magazine panel** *(2.x)* — the loaded magazine is its own panel beside the tooltip instead of a line inside it. Guns that do not take magazines — pump shotguns, bolt actions — show the shells.
- **No invulnerability frames for attacker damage** *(2.x)* — bullets, melee and mob attacks all land. Environmental damage (falling, suffocation, fire) keeps its frames.
- **Translated into 20 languages** — every in-game string, magazine names included, goes through translation keys, so a resource pack can override any of it.

### Minecraft versions
This mod ships two lines, and they are not interchangeable:

- **1.x** — Minecraft 1.20.1, Forge
- **2.x** — Minecraft 1.21.1, NeoForge

Both are maintained. Pick the file whose major version matches your loader; a 1.x file will simply not load on 1.21.1, and vice versa. Dependencies follow the same rule — 2.x mods require 2.x of the Dox mods they depend on.

### Requirements
- **2.x (1.21.1 / NeoForge)** — DoxCore, DoxEffect, **TACZ**, GeckoLib.
- **1.x (1.20.1 / Forge)** — DoxCore, DoxEffect, **TACZ**, GeckoLib, LrTactical, PlayerAnimator.
- Optional (both lines): DoxHitbox (precise per-part hits), DoxPartHealth (per-limb HP), DoxLean, DoxBreath.

### FAQ

**How do you craft bullets?**
At the **TACZ gun smith table**. Every round, every magazine and every vest/helmet has a recipe as of **1.1.0** — 320 in total. Rounds take copper (casings) and gunpowder, scaled by cartridge size: a pistol round costs less per shot than a .50 BMG. AP rounds additionally need iron for the penetrator, incendiary rounds need blaze powder, and both yield about half as many. Magazines take iron and copper scaled by capacity. Body armour is made at a **normal crafting table**, so it works even without TACZ installed.

The 5.56 recipe deliberately matches TACZ's own (15 copper + 3 gunpowder → 45 rounds), so the economy lines up with the base gun pack instead of competing with it.

If the gun smith table shows none of these recipes, update — they were being filed under tabs that do not exist, so they were craftable but invisible.

> Modpack authors: every gun-table recipe is wrapped in a mod-loaded condition on `tacz`, so without TACZ they are skipped silently rather than spamming your log. Override or remove them with a datapack or KubeJS as usual.

**Do I still need MultiHitboxLib?**
No — as of **1.1.0** it is gone entirely. Part detection is handled by DoxHitbox, so the library had nothing left to do. Do not install it for this mod.

**Does armor stop bullets?**
Yes, and as of **1.1.0** *any* armor does. Armor value and toughness are converted into a ballistic reduction (capped at 70%), so vanilla and other mods' armor all protect according to their tier. This mod's dedicated vests/helmets still use their own (higher) values.

The DoxAmmo (TaCZ) Team

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