Scorched Guns Neoforged

An unofficial NeoForge 1.21.1 port of Scorched Guns 2, focused on preserving the original mod’s firearms, structures, mobs, machines, turrets, and ExoSuit gameplay on a newer Minecraft version.

File Details

ScorchedGunsNeoforged-1.5.jar

  • R
  • Jun 22, 2026
  • 18.09 MB
  • 4.1K
  • 1.21.1
  • NeoForge

File Name

ScorchedGuns-1.5.jar

Supported Versions

  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:scorched-guns-neoforged-1538807:8299074"
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1.5 - 2026-06-11

Added

  • Added optional Create Aeronautics Shield Generator compatibility so Scorched Guns bullets and beam traces are stopped by active force fields instead of passing through protected ships.
  • Added an Proof of Concept distant gunshot audio layer for unsilenced gunfire, with delayed and distance-faded reports beyond the normal loaded-chunk listening range using new CC0 distant shot sound assets. CAN BE DISABLED IN THE CONFIGS

Fixed

  • Fixed dual-wield one-handed gun handling so right-clicking with a Scorched Guns firearm in both main hand and offhand no longer lets the offhand gun run vanilla item-use logic, preventing creative inventory duplication and survival server disconnects.
  • Fixed Banzai charge hits not consuming weapon and bayonet attachment durability while regular bayonet melee did.
  • Fixed Lightning Battery capacity being lower than the redstone block to plasma block recipe requirement, making that recipe impossible even with a fully charged battery.
  • Fixed Supply Crates dropping three crate blocks when broken with Silk Touch because the Silk Touch block drop was incorrectly inside the three-roll ammo loot pool.
  • Fixed muzzle flash rendering emitting incomplete vertices, which could crash clients with Missing elements in vertex: UV1, Normal in Sodium, ImmediatelyFast, and vanilla buffer flush paths.
  • Reduced dedicated-server pathfinding spikes from gunner and raid mobs by throttling path recalculations instead of rebuilding navigation every tick.
  • Fixed ADS/FOV jitter after cancelling a reload by swapping away from a gun and re-equipping it before the reload state fully cleared.
  • Fixed headshot hit markers while aiming down sights leaking render state into the vanilla HUD, which could tint the hotbar red.
  • Fixed Winnie using the same ammunition as Winnie Millend; Winnie now uses Compact Copper Rounds and has its rifle type and falloff stats restored.
  • Fixed Wooden Stock and Long Scope missing their intended critical chance bonuses.
  • Fixed per-gun critical damage multipliers such as Red Raydar's 25x crit multiplier not being applied.
  • Fixed gun type names and damage falloff ranges not displaying correctly in gun tooltips and the attachment screen.
  • Fixed ExoSuit upgrade/core visual state desync on dedicated servers by saving upgrade slots directly into the edited suit item and preserving power states during upgrade sync.
  • Restored upstream bullet tracer visibility, hidden-projectile behavior, and per-gun tracer thickness settings for firearm projectile visuals.
  • Fixed local first-person bullet trails rendering over the player's own shots after the projectile visual parity pass.
  • Fixed belt Curios rendering so Scorched Guns ammo boxes and pouches follow the player's body orientation instead of using a detached fixed transform.
  • Fixed a dedicated-server Gun Bench autocrafting crash caused by server menu logic loading the client-only Blueprint screen class.
  • Fixed Scamp Panzer boss bars lingering after a nearby player dies and respawns during the fight.
  • Fixed the new distant gunshot audio layer so long-range unsilenced shots are sent to eligible listeners and play as positional mono sounds with proper distance falloff.
  • Fixed Scorched Guns loot progression tables so structure, vanilla-injection, entity and villager-gift loot follow upstream flare/scrap progression instead of bypassing raids with direct blueprint drops.
  • Restored upstream attachment stats for extended magazines, speed magazines, light stocks, muzzle brakes and extended barrels, including attachment-based projectile falloff range modifiers.
  • Fixed Sky Carriers being able to fire one final projectile while already playing their death animation.