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Techguns Remake [Unofficial] 1.19.2, 1.20.1 & 1.21.1

A port of the original Techguns to Minecraft 1.19.2 & 1.20.1 (Forge) and 1.21.1 (NeoForge): guns, power armor, machines, NPC soldiers and dungeons, plus built-in power generators and oil.
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Techguns-1.20.1-Forge.jar

File nameTechguns-1.20.1-Forge.jar
Uploaded
Nov 11, 2026
Downloads
134
Size
31.2 MB
Mod Loaders
Forge
File ID
9555588
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:techguns-remake-1-20-1-1761928:9555588")

Learn more about Curse Maven

What's new

Big update for Minecraft 1.20.1 (Forge 47.4+, Java 17): multiblock power plants, overhead power lines and a long list of fixes.

New: multiblock power plants

  • Four power plants, each with its own GUI, animated model, full collision, sounds and particles:
    • Wind plant: sectioned tower and rotor hub; blades are fitted by right-clicking the hub; warning lights on top.
    • Geothermal plant: built over lava, open cooling tower, spinning roof fans.
    • Fission reactor: runs only with water and fuel; glass-walled reactor hall, open steam stacks.
    • Fusion reactor: needs 2,000,000 FE to ignite, then makes 8,000 FE/t from 20 mB of water per tick.
  • Water can be poured into any block of a plant with a bucket, or piped in.
  • Tiered recipes; guide book pages with a build plan and a preview of every plant.
  • Hollow pipes with flanged ends; worn, hand-painted textures with shading.
  • Custom plant models can be loaded from Blockbench files: config/techguns/models/<plant>.bbmodel, reload with F3+T. Glowing parts, on/off-only groups and working/idle animations are supported.

New: wires and power lines

  • Wire coils, strung between connectors; the wires sag between them:
    • Copper: 2,048 FE/t, up to 16 blocks.
    • Steel: 16,384 FE/t, up to 24 blocks.
    • High voltage: 131,072 FE/t, up to 48 blocks.
    • Insulated copper and insulated steel.
  • Insulators: copper, steel and high voltage. The high-voltage insulator only works on generators, power plants, transformers and the bus duct.
  • Transformer (2 blocks tall, stores 20,000,000 FE): high-voltage bushing on top, copper/steel connection at the front. It steps the power down: up to 524,288 FE/t into a bus duct, and as much as cables and machines can take.
  • Power pylon: 8-block lattice tower with two cross-arms and four insulator strings, for steel and high-voltage wire.
  • High-voltage bus duct (block cable, 524,288 FE/t): runs only from generators and power plants to transformers; it does not connect to machines, cables or energy cells.
  • Overload: a wire burns out when more than its rating passes through it in a tick; a block cable burns out when pushed past twice its rating. Sparks, smoke and sound, no drop.
  • Electric shock: a live bare wire hurts through armour and protection enchantments: copper 1 heart, steel 2.5 hearts, high voltage 6 hearts plus fire and knockback. Only a full hazmat suit protects. Insulated wires and wires without power are safe, so string bare wires high on pylons.

New items and blocks

  • Energy bank (stores 10,000,000 FE), advanced and industrial solar panels (60 and 160 FE/t), energy cable (5,000 FE/t), floodlight.
  • Bandages and medkit. The healing slot takes them and uses them by itself.
  • Now craftable: T4 Power armor, Praetor armor, Scatter Beam Rifle and UV emitter.
  • New parts: reinforced electric engine, MK2 and Doom power plates, hellish ingot (made in the reaction chamber), UV element (sometimes dropped by super mutants).
  • New creative tab "Techguns: Multiblocks" with the fabricator, reaction chamber, ore drill, power plants, transformer and pylon.
  • New guide book entries for power plants, wires and pylons and the bus duct; JEI info pages for all power blocks.
  • New textures and icons for all new items and blocks.

Changes

  • Balanced power block recipes.
  • Fuel and liquid generators sound like fire and lava, solar panels are silent, generators show particles; longer seamless sound loops.
  • Psycho Steve no longer drops a chainsaw.
  • Manual blueprints can be placed as a ghost by right-clicking into the air.

Fixes

  • Turrets fire where they aim: the stand turns with the head.
  • The nuclear death ray follows the shooter's view.
  • Missile lock-on works only while the trigger is held and is cleared on death.
  • Projectiles, attack helicopter, powered armor, workbenches, Shishkebap and GUI buttons behave like the original.
  • Armor: held and dropped pieces have the right size, icons fill the slot, the armor GUI fits every suit, the player skin is hidden under suit armor.
  • GUI: creative search, tooltips, comparator output, JEI fluid tanks in their original places, centred button labels, readable dark text, named radiation attribute.
  • Structures spawn by the Techguns rules: after decoration, with the snow rule, on the real terrain; small, medium and Nether buildings can be found with /locate.
  • Sandbags connect and camo nets take the right shape in structures; dungeon spawners work like in 1.12.
  • Bunker door: correct open-state models, only a real double-door partner opens along.
  • Multiblock glass connects and no longer flickers (hangar door, reaction chamber roof); multiblock lighting and collision fixed.
  • Connected textures through CTM, Fusion and Athena, without lines at block joints.
  • New seamless, animated oil textures; oil flow joins across blocks.
  • Many smaller fixes to sounds, effects and particles.

The 1.19.2 and 1.21.1 files will get this update soon.

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