doxammo-2.1.0.jar
Curse Maven Snippet
What's new
Compatibility with other ammo mods
- Ammo definitions can now be added as separate files: config/doxammo/ammo/*.json or datapacks
(data/<namespace>/doxammo/ammo/*.json). Per-ammo entries, namespace rules, caliber aliases and extra
magazine guns. Reloads with /reload. Your existing ammo_config.json is read as before. See COMPAT.md.
- Ammo DoxAmmo does not know no longer has to become 20 damage: a namespace or ammo rule can keep TaCZ's
(or the ammo mod's) damage, and DoxAmmo only adds hit zones, ballistic armor and limb health.
With no rule it stays 20 as before (unknown_ammo_keep_damage changes that).
- Built-in support for TacZ: Caliber Ammo: its rounds keep their own damage; penetration against
DoxAmmo armor comes from its ammo data.
- New commands: /doxammo ammo <id> shows how an ammo id is read; /doxammo shoot fires the held gun once
at the nearest mob.
Fixed
- Viewing a gun tooltip while connected to a dedicated server could crash the client.
- Shots that the game was going to block anyway (friendly fire off, invulnerable targets,
protected phases set by other mods) still wore down armor and part health. Armor and
part health are now left alone when the hit is cancelled.
- Swapping magazines could show a ghost magazine on the client.
- Unloading a magazine by hand put more than 60 rounds into one stack - it now splits by 60.
- Guns loaded from a magazine showed no damage/penetration in the tooltip.
- The magazine box beside the gun tooltip could go off screen; it now stays on screen.
- The gun HUD reserve count now counts only what you can actually reload with: for magazine
guns that means rounds in matching magazines, not loose rounds or ammo boxes.
- An emptied magazine gun is still treated as a magazine gun (no loose-round loading into it).
Changed
- Armor (helmets/vests, class 1-5) now uses penetration vs class instead of a flat reduction.
Each round has a penetration value per caliber and bullet type (FMJ, HP, SP, AP, incendiary,
buckshot pellets). Stop limits are 20/30/40/50/60 for class 1-5. If the round is stopped, a
helmet lets only blunt damage through and a vest cuts 30-70%; if it penetrates, damage drops
only 5-15%. Stopped rounds cost half durability. Tooltips show class, stop limit and both
outcomes; "penetration" is now a number, not a percent.
- R reloads whenever you carry a matching magazine with at least one round - it picks the
fullest one, even if it holds fewer rounds or a different ammo type than the gun.
- Magazine clicks: hold rounds and left-click a magazine to fill it, right-click to load one round
(hold to keep loading). Right-click a magazine with an empty cursor to take the top rounds out;
right-click rounds while holding a magazine to load them. Magazine tooltips show a short how-to
line, Shift for details.
- Extended magazine capacities follow real extended mags (STANAG/G36K/XM8/QBZ-95/Type 81 40,
AK-74 60, FN EVOLYS 100, AK-308 30, Glock 33; Glock 32/33 standard 17; MP7 30); crafting costs
scale with capacity. MSR magazines now take .338 (5/10). Box-type extended mags use their own model.
- Ammo type names are translated; burst modes that fire one shot show as semi-auto.
- The server's ammo config is sent to clients so tooltips match server numbers.
Server and clients must both update (network version 4).
- New default 7.62x54R damage 41.0 (only for newly generated configs).
Added
- Magazines: Remington 700 (5 / 10), MP5 40, Colt RO635 42, AI AW .308 12.
- Op command /doxammo dmgtable [new|legacy|types] [trials] - fires at a test player through the
real damage path with armor class 0-5 and writes logs/doxammo-dmgtable-*.txt.
New config
- reload_rule.properties -> loadRoundTicks (default 17 = 0.85 s per round when holding right-click).
- ammo_config.json (and added files) -> optional ammo, namespaces, caliber_alias, magazine_guns,
unknown_ammo_keep_damage (false), caliber_penetration, caliber_type_penetration,
type_modifiers.<type>.penetration_multiplier. ap_penetrates_dox_armor is no longer used.
This mod has no additional files

