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Scorched Guns 2 0.5.5 Unofficial port

An unofficial port of Scorched Guns 0.5.5 (Minecraft 1.20.1 / Forge 47.x) to Minecraft 1.21.1 / NeoForge.

Scorched Guns 0.5.5 — unofficial 1.21.1 / NeoForge port

A port of Scorched Guns by ribs (1.20.1 / Forge) to Minecraft 1.21.1 / NeoForge. The content is the 0.5.5 release.

Original mod: https://www.curseforge.com/minecraft/mc-mods/scorched-guns

What is included

Everything from 0.5.5: the guns, attachments, grenades, turrets, exo-suits, raids, blueprints, the gun bench and the machines. 141 guns in total. Most of the numbers are the original ones, but a few things were changed on purpose - they are listed below.

What differs from the original

Some of the original mod's unreasonable content was changed, for example the numbers on the bayonet line. One mob was mechanically reworked: the COG knight's charge is now a straight-line dash that does not keep tracking the player, and it steps up while charging, so it runs up a block instead of stopping dead at every step.

Gun damage, fire rate and ballistics otherwise keep their 0.5.5 values. What was changed and why is recorded in docs/changelogs/.

Requirements

Minecraft 1.21.1, NeoForge 21.1.150+, Framework (MrCrayfish) 0.13.11+, GeckoLib 4.9.3+ and Curios API 9.5.1+. The last three are required; the game will not start without them.

Optional and only active when installed: JEI, Create (and its addons), Immersive Engineering, Mekanism, Sable, Prometheus / Soul Fire'd, Cobweb, Farmer's Delight, Touhou Little Maid (compat is bundled in the jar).

Installing

Install NeoForge 21.1.150+ for 1.21.1, then drop this mod together with Framework, GeckoLib and Curios into mods.

Known issues

Sights can show the world through them when shaders are on. Shader packs draw translucent models in a separate pass that does not write depth, so the solid part of a scope stops occluding. Set sightsUseCutout = true in config/scguns-client.toml to force alpha-cutout rendering; the lens then reads as solid instead of translucent. Without shaders this does not happen.

EMF / Fresh Animations compatibility is partial and cannot be fully fixed. EMF replaces the player model wholesale, and anything that poses the vanilla model stops working underneath it. This build does two things: the held pose is reapplied after EMF animates the player, and the vanilla first-person hand is suppressed while a gun is held. The two can still conflict, and when an extra arm or a wrong pose shows up the only fix is to drop EMF or the resource pack. Separately, an old model can stick around after swapping a model pack - press F3+T (or restart), that is EMF caching the models it loads.

If something looks broken right after changing resource packs or shaders, reload resources before blaming the mod.

Notes

The port was made from the 0.5.5 release jar (decompiled and remapped), not from a source tree. Every trap hit along the way, and why a given behaviour works the way it does, is written down in docs/HANDOFF.md in the repository.

The Chinese translation was originally made by ZR4U on mcmod.cn and submitted upstream; upstream slowed down, so this port removes some unsuitable content from it and fills in the entries added since. English strings are unchanged from the original mod.

License

GPL-3.0, inherited from the original mod, whose assets and data are redistributed here. Original mod by ribs; the port is by ELMO_SYG. Not affiliated with the original author.

Scorched Guns 2 0.5.5 Unofficial port Team

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