[TaCZ] Weapon Research & Blueprints
Build your arsenal through exploration, blueprints, and research. This add-on
turns Timeless and Classics Zero (TaCZ) into a configurable progression
system: find weapon blueprints, collect Scrap, analyze recovered guns, and work
through a Tech Tree toward the weapons you want.
Choose Minecraft 1.20.1 with Forge or the Minecraft 1.21.1 NeoForge beta.
Install the matching build and dependencies on both the client and server.
Learning a blueprint permanently unlocks its matching recipe for your player.
Knowledge stays with you through death, dimension changes, logout, and server
restarts. Crafting can also require a Workbench level or other server-defined
progression requirements.
TLDR: I have this setup how I wanted for my own modpack by default but everything is configurable so you can easily change it however you want.
Explore, Research, and Craft
- Find blueprints while exploring. Configurable loot rewards you with
blueprints, Scrap, and Research Data. Learn recipes from blueprints or recycle
supported duplicates at a Blueprint Analyzer.
- Collect physical Scrap. Find it, earn it from player kills, spend it on
research, or trade it. Scrap follows normal death drops. Servers can choose
banked Research Points (RP).
- Plan your next weapon. Browse a searchable Tech Tree with weapon artwork,
branches, pan, zoom, keyboard navigation, and an interactive minimap. Track a
target and its requirements, or filter to research you can afford.
- See the full cost. Compare your resources with a blueprint's prerequisite
path. Review and buy a whole path together; failed purchases don't consume
partial payments.
- Build better stations. Three Research Bench tiers support research, and
three crafting Workbench levels open TaCZ's native crafting screen. Servers
configure research and crafting requirements separately.
- Keep a Blueprint Journal. Review discoveries, learned recipes, recent
unlocks, and completion, with Getting Started guidance for your server.
Servers can use a single Research Bench or enable Portable Research through
the Journal / Research key. Costs and progression requirements still apply.
Toggle branch labels or focus the tree on a blueprint or branch.
Analyze Weapons and Research Data
Bring supported equipment to a Blueprint Analyzer for blueprints or
fragments. Basic, Advanced, and Experimental Analyzers compare weapon and station
tiers; attempts above the station's tier can produce nothing. The screen shows
outcomes, costs, and saved progress. Servers can use Single Analyzer mode to
handle every weapon tier at the basic station.
Research Data supplies another route to blueprints. By default, Research
Notes target Tier 1 weapons, Research Reports target Tiers 1–2, and
Research Dossiers target Tiers 1–3. Higher Analyzer tiers improve Data
outcomes. Archive matching analysis fragments to reconstruct a blueprint;
already learned targets can still produce duplicate rewards.
Ordinary fragments found through loot have separate progress and settings.
Completed sets can discount research, reconstruct a blueprint, or return currency
for a learned weapon. Servers also control weapon recovery and recycling.
Successful processing returns loaded ammo, with overflow dropped at your feet.
Establish Village Traders
Place a Gunsmith Station or Ballistics Desk near an unemployed adult
villager. The Gunsmith sells selected guns, matching ammo, and attachments.
On Forge, supported TaCZ Magazines content also adds matching empty
basic-magazine offers for guns that need them.
The Ballistics Researcher sells Research Data and targeted analysis fragments.
Bring those supplies to the Blueprint Analyzer. Purchases don't automatically
learn recipes; protected reconstructed blueprints respect prerequisites and
can't be recycled for currency under the default rules.
Both professions use the familiar trading screen and five villager levels.
Products stay selected through restocking; stock is shared between players.
They accept physical research currency, or Emeralds in banked RP mode. Pack
authors can change stock and currency. Craftable job sites work in existing worlds.
Design and Configure Progression
Research Designer lets you build custom Tech Trees in game. Copy the server's
tree or start an empty project, add weapons, connect paths, and edit costs and
prerequisites. Test simulated progress, export a datapack, or share an editable
project. Open it from the title or pause menu or /researchdesigner. Capturing
server data requires operator permission level 2; local editing does not.
Configure loot, starting blueprints, discovery visibility, research and crafting
tiers, and progression exemptions. Datapacks can customize branches,
requirements, Analyzer rewards, Data pools, and villager trades. The automatic
tree adapts to compatible TaCZ catalogs; pack authors can select exact weapons.
To enable the included ammo and attachment Tech Trees,
set Ammo Research and Attachment Research to Enabled under
Server Settings → Research Progression, with Enable Research on.
The default Use Profile choice follows your datapack's category rules;
weapons are the only category enabled by the built-in profile. Saving the
settings updates connected players without a reload or additional datapack.
See the operations guide.
On Forge 1.20.1, TaCZ Magazines 0.2.0-Beta adds empty-magazine crafting
at the three Workbench levels and TaCZ's ammo Workbench. Servers can require
learned compatible weapons and minimum Workbench levels. Eject inserted
magazines before analyzing a gun. This integration is not available in the
NeoForge beta.
Getting Started
- Install matching mod versions on the client and server, with required dependencies.
- Explore for blueprints, Scrap, and Data; use blueprints to learn recipes.
- Open the Journal, then craft a Research Bench and the appropriate crafting Workbench.
- Build an Analyzer to process equipment and Data or archive fragments. Leave
two adjacent blocks of space; either half opens it.
- Establish village traders for equipment and research supplies.
Requirements
|
Forge version |
NeoForge beta |
| Minecraft |
1.20.1 |
1.21.1 |
| Loader |
Forge 47.x |
NeoForge 21.1.233 or newer in the 21.1 series |
| Java |
17 |
21 |
| TaCZ |
1.1.8 or newer for Forge |
Unofficial NeoForge port, 1.1.8 or newer; tested with 1.1.8-hotfix-r7 |
| Fzzy Config |
0.7.6 or later in the 0.7 series, Forge build |
0.7.7 or later in the 0.7 series, NeoForge build |
| Kotlin dependency |
Kotlin for Forge |
Kotlin for Forge, NeoForge variant; tested with 5.12.0 |
| Optional recipe viewers |
JEI 15.x or EMI 1.1.x |
JEI 19.x or EMI 1.1.x for 1.21.1 NeoForge |
Use the dependencies built for your chosen Minecraft version and loader. The
NeoForge beta requires the unofficial NeoForge TaCZ port; the Forge TaCZ
JAR cannot be used with it. Newer TaCZ versions are accepted by the dependency
requirement, but future API changes can still require a compatibility update.
Back up worlds before updating. Start the NeoForge beta in a new world;
migration of Forge 1.20.1 worlds and player progress is not supported by this
beta. For supported updates within the Forge version, learned recipes,
discoveries, fragment archives, and saved RP carry over. Changing currency
modes does not turn RP into items automatically; see the
currency migration guide.
Report issues with mod and
dependency versions, installed content packs, and the relevant latest.log.