File Details
[1.18.2] Gunsmith Cognitis 2.0.0
- R
- Feb 26, 2026
- 1.79 MB
- 443
- 1.18.2
- Forge
File Name
[1.18.2]_Gunsmith_Cognitis_2.0.0.jar
Supported Versions
- 1.18.2
Curse Maven Snippet
The Full 2.0 Release of the Gunsmith Cognitis mod, fully revamped with new textures, mechanics and progression system!
The Following changelogs includes changes from the Beta and Alpha as well.
[ CHANGELOG ]
- Added new Matchlocks:
- Matchlock (Hackbut) Wall Gun
- Matchlock Axe Pistol
- Snaphance Matchlock Musket
- Tanegashima-Teppo
- Handcannon
- Heavy Matchlock Arquebus
- Landsknecht Harkebus
- Matchlock Pistol
- Added new Wheellocks:
- Wheellock Carbine
- Wheellock Sporting Rifle
- Wheellock Petronel
- Added new Flintlocks:
- Flintlock Rifled Carbine
- Flintlock Asumette (Wall Gun)
- Flintlock Pepperbox (Tula) Carbine
- Nock Volley Gun
- Hand Mortar
- Ferguson Rifle
- Heavy Dragoon Pistol
- Collier Flintlock Revolver & Revolving Carbine
- Flintlock Blunderbuss
- Added a NEW WEAPON CATEGORY: PERCUSSION CAPS
- Percussion caps use a new item (Percussion Caps) in order to fire, which draws from inventory instead of Off-hand, a new ammo type has also been introduced (Minie Cartidges) and a new Gunkit (Percussion cap gunkit), along with the following weapons:
- Pattern 1851 Minie Rifle (with bayonet variant, uses Minie ball and 2 gunpowder OR Minie paper cartidges)
- Enfield 1853 Rifle-Musket (uses Minie ball and 2 gunpowder OR Minie paper cartidges)
- Springfield 1861 Long Rifled Musket (With Bayonet variant) (uses Minie ball and 2 gunpowder OR Minie paper cartidges)
- Lorenz 1854 Pistol (uses Minie ball and gunpowder)
- Kentucky Pistol (uses musket ball, gunpowder OR paper cartidges)
- Colt Paterson 1836 Revolver (Prototype, used for crafting, can be used but cannot be reloaded, not recommended)
- Double Barrel Shotgun (+ Sawn-Off Variant, uses Shotgun Shells)
- Dynamite
- Dynamite Pack (Will shoot from 1 to 4 Dynamites in random directions when exploding)
- Dreyse Needle Gun (Uses paper cartidges from inventory)
- Chassepot 1866 (With Bayonet variant and separate bayonet) (Uses minie paper cartidges from inventory)
- 4 Bore Big game percussion rifle (uses heavy musket ball and 3 gunpowder)
- Joseph Egg Percussion Pistol (uses small paper cartidges)
- Porter 1851 Turret Rifle (uses paper cartidges)
- Comes with an extra research tier obtained from the Peterson revolver, with the following weapons:
- Colt Walker 1847 Revolver (Uses heavy musket balls and gunpowder)
- Colt Dragoon 1848 Revolver (Uses heavy musket balls and gunpowder)
- Colt Revolving Rifle 1855 (+ Sawn variant) (Uses paper cartidges)
- Colt Revolving Shotgun 1855 (+ Sawn variant) (Uses shotgun shells)
- Colt Army 1860 Revolver (Uses small paper cartidges)
- Beamount-Adams 1856 Revolver (Uses heavy musket balls and gunpowder)
- Percussion caps use a new item (Percussion Caps) in order to fire, which draws from inventory instead of Off-hand, a new ammo type has also been introduced (Minie Cartidges) and a new Gunkit (Percussion cap gunkit), along with the following weapons:
- Added Special Weapons that cannot be crafted (Jezail, Divine Five Thunder Machine, Miquolet Rifle, Kalthoff Repeater, Lorenzoni Repeater)
- Added new components:
- Barrels (Crude, Smoothbore and Rifled).
- Big Bore Barrels (Crude and Smoothbore)
- Flintlock Mechanism
- Percussion Mechanism
- Double Barrel Part.
- Nock Volley Gun Part.
- Revolver Drum.
- Fulminate Powder.
- Bolt Mechanism.
- Rifling Tool.
- Added new melee weapons (for the Pike & Shot era):
- Pikes (Stone to Netherite)
- Halberts (Stone to Netherite)
- 1786 Cavalry Sabre (Non-Craftable)
- Added a Research System!:
- Added a Firearm Research Table, REQUIRED to unlock the crafting for newer and more modern firearms, ties neatly with the advancements!
- A Gunsmith profession to villagers has been added (but no structure because i had NO time to implement or make it), which uses the Firearm Research Table to give the job to the villager, introduce it to a village!
- Added blueprints for each firearm era with 3 levels: "Entry", "Intermediate" and "Mastery", these blueprints will determine what will you be able to craft on the crafting table.
- You no longer need to find the flintlock blueprint to progress, but you can still find them in the world!.
- All firearms now have a better Cooldown system, making reloads and some weapons fire rate slower and also fixing some bugs by consequence.
- Skeletons and Pillagers now can spawn in the world with firearms and melee weapons added by the mod! (Controlled by two separate gamerules: canPillagersHaveFirearms and canSkeletonsHaveFirearms).
- Added a shotgunBackBlast and shotgunBackBlastMultiplier (disabled by default), which adds funny extreme recoil to all shotgun-weapons (Blunderbusses, Mortar and Shotguns) which can be used for mobility.
- Added new ammo types: Heavy musket balls and Mortar balls.
- Added New Tags (DEV ONLY) to help with mechanics.
- Added a Spread and Velocity Mechanic depending on Weapon length and barrel (Pistol, Rifle, Long Rifle, Smoothbore, Rifled), Matchlocks also have higher spread and lower velocity.
- Completely revamped achievements to help with gameplay progression.
- Added String requirement for matchlocks.
- Heavy firearms (Handgunne, Three Eye Gun, Divine Five Thunder Machine, Wall Guns) now cause Slowness II
- Firearms and some Blueprints can now be found in some vanilla loottables.
- Wheellocks and Matchlocks now have a delay before firing (Matchlock Long, Wheellock Short) except Snaphance.
- Added a "doGunsJam" gamerule (enabled by default) (self-explainatory).
- Uncraftable weapons are now tagged as "Uncommon".
- Added a game rule to disable jamming.
- You now have to spun your wheellock guns by shifting and punching the air or ground until fully spun.
- The Overlay will now warn you if you can't fire your gun due to the envirorment.
- The Fletcher and Weaponsmith villagers now have a chance of having some trades related to the mod.
- All firearms now break shields like an Axe and ignore 25% of armor, some weapons (tagged as armor_piercing by the mod) ignore 95% of armor (i've also added a bulletproof_standard tag to ignore that tag, used by the "cuirass" as a test, an armor chestplate that can't be crafted but can be found on some skeletons).
Partial (Unfinished and Forgotten) Pirate Speak support.
Changes/Fixes:
- Textures have been increased and improved to 64-72px due to Modpack request.
- Some matchlock weapons (Handgunne, Three Eye Gun, Arquebus and Blunderbuss) now use Copper instead of iron.
- Gun Kits can now be used on their respective technology to repair weapons inside anvils.
- Wheellock Musket description has been fixed.
- All rifle/long guns now require your off-hand to be empty in order to fire.
- Firearms with a fire delay before shooting no longer break if you try to shoot during the Ignition.
- Flintlocks can now fire in the rain at the cost of higher jamming chance.
- Third Person rendering of all weapons has been fixed.
- Enviromental code that affects firearms has now been fixed.
- Jamming mechanics have been fixed.
- Firing your gun now correctly creates a cloud of smoke.
- Fixed all guns Ammo and Gunpowder logic & overlay.
- Fixed paper cartidge reload logic.
- Hand Bombs, Dynamite and Dynamite Packs now roll, bounce and tumble when hitting an entity or block, will explode after some seconds.

