DoxAmmo (TaCZ)

TACZ ammo types, custom magazines, body armor, and per-part gun damage.
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doxammo-1.1.0.jar

File namedoxammo-1.1.0.jar
Uploader
Doxa97Doxa97
Uploaded
Aug 15, 2026
Downloads
65
Size
4.9 MB
Mod Loaders
Forge
File ID
8652351
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:doxammo-tacz-1620537:8652351")

Learn more about Curse Maven

What's new

Gun damage was being multiplied twice. Fixed.

A global x5 was applied on top of ammo_config.json, whose per-caliber numbers were
already written for a 100-HP baseline (9mm 27.3, 5.56 32.7, .308 41.0). That made a
single 9mm round deal 136.5 — a one-shot kill through 70% body armour. The global
multiplier is back to 1.0 and ammo_config.json is untouched, so the ratios between
calibers and ammo types are exactly as designed.

  If you already have config/doxammo/ammo_config.json and lowered the numbers to
  compensate for the old multiplier, delete it and let it regenerate.

Any armor stops bullets now.

Previously only this mod's dedicated vests and helmets had ballistic protection —
everything else was paper against a gun. Armor value and toughness are now converted
into a ballistic reduction, so vanilla and other mods' armor all protect according to
their tier. Leather 18% / chain 30% / iron 36% / diamond 52% / netherite 58%, capped
at 70%. The dedicated vests keep their own higher values, so they are still the best
choice — just no longer the only one.

Legs and feet are protected too (thigh 80% / shin 50% / foot 70% coverage).

Every round, magazine and vest now has a recipe — 320 in total, at the TACZ gun smith
table. Rounds cost copper and gunpowder scaled by cartridge size; AP rounds also need
iron, incendiary rounds blaze powder, and both yield about half as many. The 5.56
recipe deliberately matches TACZ's own so the economy lines up with the base gun pack.
Body armour is crafted at a normal crafting table and works without TACZ.

The gun smith table list is sorted. It used to interleave 9mm and 5.56 at random
because vanilla's recipe manager hands recipes over in HashMap order and the screen
draws them as received — adding one recipe reshuffled everything. Recipes are now
sorted by namespace, then caliber (numerically, so .308 and .30-06 sit where you
expect), then ammo type.

Magazine-assembly attachments are gone. The extended-magazine slot is closed by type,
which also removes the FMJ/HP/AP/incendiary/slug "ammo mod" attachments that shared it
— ammo type belongs to the round you load, not to a part bolted on the gun.

MultiHitboxLib is no longer used at all. It was discontinued, and here it only ever
served as a fallback for part detection, which DoxHitbox handles. Do not install it.

Fixed: hit markers disappeared while aiming down sights.
Fixed: part health was drained even when the actual damage was zero
       (creative mode, invulnerability, full resistance).

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