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Just Enough Guns New

A fork from just enough guns. It can run on Neoforge&Fabric. Follows GPL3.0

Just Enough Guns New

A modern fork and port of the Forge 1.20.1 mod Just Enough Guns, bringing vanilla-styled firearms, hostile gunners, faction raids, and late-game aerial threats to newer Minecraft versions.

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Just Enough Guns New is based on the original Just Enough Guns project for Forge 1.20.1. This fork ports and continues that gameplay work on modern Fabric and NeoForge versions while keeping the Minecraft-friendly visual style. Weapons use survival crafting progression, magazines, attachments, recoil, spread, overheating, ammo HUD feedback, and server-side combat logic. The current 1.6.x line expands the battlefield with the Walkürenritt vehicle update, adding craftable and deployable combat vehicles alongside the gunner, raid, and Terror Phantom systems.

Screenshots

Light machine gun combat HUD

End Ship Armada structure

Highlights

  • Broad firearm lineup: pistols, revolvers, rifles, SMGs, shotguns, machine guns, launchers, bows, flamethrower-style weapons, and special late-game guns.
  • Survival progression: ores, scrap processing, workbenches, schematics, blueprints, ammo, magazines, attachments, skins, and repair items.
  • Modern gun handling: left-click shooting, right-click aiming, magazine reloads, recoil, movement spread, dynamic crosshair expansion, hit markers, muzzle effects, and bullet trails.
  • Heavy weapon behavior: overheating support, cooling feedback, and hold-to-fire rocket launcher timing.
  • Walkürenritt vehicle warfare: assembled land vehicles, boats, aircraft, helicopters, fixed weapon platforms, vehicle inventories, repair tools, charging support, missiles, decoys, and dedicated vehicle HUDs.
  • Hostile gunner mobs: zombie-family, skeleton-family, piglin-family, pillager/vindicator, phantom, ghoul, and parched gunner variants.
  • Faction encounters: patrols, faction omen flow, home-triggered raids, raid flares, boss bars, configurable raid waves, and faction-specific blueprint rewards.
  • Terror Phantom content: rare sky threat, Bound Terror Phantom guardian variant, phantom gunner summons, configurable death explosions, and End Ship Armada structure encounters.
  • Defensive gear: bulletproof helmets and vests, plus armored Joy Harness upgrades.
  • Server configuration: tune gunners, raids, UI visibility, dynamic crosshair, hit feedback, Terror Phantom behavior, spread, explosions, and other combat systems.

Latest Release Notes

Version 1.6.x is Walkürenritt, the vehicle update. This release moves Just Enough Guns beyond infantry combat and turns the mod into a combined-arms sandbox, with assembled vehicles, mounted weapons, vehicle HUDs, missiles, defensive tools, repairs, and charging support built into normal survival progression.

The update is centered on battlefield mobility and vehicle combat:

  • Added the configured vehicle system with data-driven vehicle definitions, vehicle inventories, assembling recipes, charging station support, repair tools, vehicle HUDs, vehicle controls, and dedicated renderers.
  • Added the LAV-150, BMP-2, speedboat, truck, AH-6, MI-28, A-10, TOM-6, HPJ-11, laser tower, and waveforce tower vehicle lineup.
  • Added vehicle weapons, missiles, decoys, sounds, icons, models, textures, recipes, and assembly data aligned with the SuperbWarfare-style vehicle sandbox.
  • Tuned land, boat, helicopter, aircraft, and fixed-platform handling, including camera behavior, seat positions, passenger visibility, weapon stations, reverse speeds, collision boxes, armor profiles, and damage behavior.
  • Improved vehicle support systems, including charging station throughput, repair-tool support, smoke-screen behavior, ammo display names, reload HUD behavior, missile lock, target warnings, dismount handling, and blocked-wall checks.
  • Reduced vehicle debug logging noise and documented the vehicle alignment mapping for future porting work.

Supported Versions

Loader Minecraft Java Mod Version Required Dependencies
Fabric 1.21.1 Java 21 1.6.x Fabric API, GeckoLib 4.8.3
NeoForge 1.21.1-1.21.4 Java 21 1.6.x NeoForge 21.1.x, GeckoLib 4.8.3
Fabric 26.1 Java 25 1.6.x Fabric API, GeckoLib 5.5+
NeoForge 26.1 Java 25 1.6.x NeoForge 26.1.x, GeckoLib 5.5

Install the Just Enough Guns New file that matches your loader and Minecraft version. Do not mix Fabric and NeoForge builds.

How To Play

For version 1.3.0 and newer, gun controls use the modern input layout:

Action Default Input
Shoot Left Click
Aim down sights Right Click
Reload R
Sneak behavior, where supported Shift

Older builds before 1.3.0 used right-click shooting, F reload, and Shift aiming. If you are updating from an old version, check your keybinds after launch.

Vehicles in the Walkürenritt update are built through vehicle assembly progression, then deployed and driven directly in-world. Most vehicles use normal Minecraft movement inputs once mounted:

Vehicle Action Default Input
Enter vehicle / interact with vehicle Right Click
Steer and throttle land vehicles, boats, helicopters, and aircraft W / A / S / D
Brake, reverse, or slow down S
Look / aim turret, cannon, or mounted weapon Mouse movement
Fire the active vehicle weapon Left Click
Aim, lock, zoom, or use the secondary vehicle function where supported Right Click
Reload the active vehicle weapon where supported R
Dismount Shift

Vehicle behavior depends on the vehicle type and seat. Driver seats control movement, while weapon seats or co-pilot seats may control turrets, missiles, target locks, or defensive tools. Keep ammunition, repair tools, and charged support items in the vehicle inventory when the vehicle expects them, and watch the vehicle HUD for weapon state, reload timing, lock warnings, and damage feedback.

Gameplay Notes

Most guns need the correct ammo or magazine type. Magazine-fed weapons use loaded magazines, while manual and single-item weapons use their matching ammunition directly. Attachments, stocks, grips, sights, skins, badges, and special ammo types are part of the normal progression.

Some world and combat systems are intentionally dangerous when enabled. Gunner mobs, patrols, raids, explosive mobs, vehicles, vehicle weapons, and Terror Phantom events can heavily change survival balance. Server owners should review the generated config files before running the mod in a public world.

Ballistic Armor Interception

Bulletproof helmets and vests use a ballistic interception model for gun damage instead of vanilla Projectile Protection. Each shot resolves an effective armor-piercing value from the ammo type and the gun multiplier:

effectiveAP = ammoArmorPiercing * gunArmorPiercingMultiplier

On a protected hit, headshots use the bulletproof helmet first. Other protected body hits use the bulletproof vest. If no matching bulletproof armor piece is equipped, gun damage is unchanged.

For the selected armor piece, the damage multiplier depends on whether the shot undermatches or overmatches the armor rating:

apRatio = effectiveAP / armorRating

if effectiveAP < armorRating:
    damageMultiplier = undermatchMultiplier * (0.55 + apRatio * 0.45)
else:
    damageMultiplier = overmatchMultiplier * min(1.25, 0.85 + (apRatio - 1.0) * 0.18)
    damageMultiplier = min(damageMultiplier, 0.95)

finalDamage = rawDamage * damageMultiplier

Armor durability loss scales with raw damage and AP pressure. Under-matching shots still wear armor down, while over-matching shots punish armor more heavily:

pressure = effectiveAP / armorRating

if effectiveAP < armorRating:
    durabilityDamage = rawDamage * (0.65 + pressure * 0.35)
else:
    durabilityDamage = rawDamage * (1.00 + min(1.50, pressure - 1.0) * 0.85)

The result is then scaled by the armor slot and armor tier durability multipliers and capped before being applied to the armor item.

Commands And Config

The mod exposes in-game configuration commands for common server tuning. Availability depends on loader/version branch, but recent builds include controls for areas such as:

  • UI: ammo HUD, timer HUD, crosshair, dynamic crosshair, and hit markers.
  • Mobs: gunner conversion chances, Parched gunner conversion, Phantom Gunner death explosions, and Terror Phantom behavior.
  • Raids: faction patrols, raid wave timing, raid counts, and gunner accuracy scaling.

Config changes should be tested on a copy of the world before using them on a long-running server.

Credits And License

Just Enough Guns New is a fork and modern Fabric/NeoForge port of the original Just Enough Guns project, which targets Forge 1.20.1.

  • Original Just Enough Guns code, design, and assets belong to the original authors.
  • The Walkürenritt vehicle update ports and adapts portions of Superb Warfare ([SBW] Superb Warfare), a GPLv3 Minecraft warfare mod centered on guns, cannons, and vehicles: https://www.curseforge.com/minecraft/mc-mods/superb-warfare
  • Superb Warfare-derived code, data, and compatible resources are redistributed under GPL-3.0 as part of this GPL-3.0 project. Original Superb Warfare authors retain their upstream copyright.
  • Just Enough Guns New is an independent project and is not affiliated with, endorsed by, or an official addon for Superb Warfare.
  • Just Enough Guns New porting and maintenance is handled by Rui Mao.
  • Licensed under GPL-3.0.

Suggestions and bug reports are welcome. Clear reproduction steps, Minecraft version, loader, mod version, dependency versions, and crash logs help much more than vague reports.

The Just Enough Guns New Team

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