Scorched Guns 2: NeoForge Port
Unofficial Scorched Guns 2: NeoForge Port brings the original Scorched Guns 2 made by Ribs498 experience to Minecraft 1.21.1 on NeoForge.
This is a port focused on preserving the original mod’s gritty firearm combat, custom ammunition systems, attachments, hostile mobs, structures, loot, machines, turrets, and ExoSuit gameplay on a newer Minecraft version.
Features
- A large arsenal of firearms and custom weapons
- Multiple ammunition types and magazines
- Weapon attachments and gun customization
- Hostile mobs from the original mod
- World structures with loot
- Turrets and combat machines
- GunBench and crafting-related systems
- ExoSuit equipment and upgrade mechanics
- Custom particles, projectiles, sounds, and effects
- Singleplayer, multiplayer, and dedicated server support
- Optional compatibility with Punchy - No more excessive hands bobbing when scguns is blacklisted
- Optional compatibility with Fresh Animations: Player Extensions / Entity Model Features - First person hand animations are accurate, Third person hands animations tied to the weapon you currently use
- **Optional compatibility with Create Aeronautics: Guns can destroy physical blocks and turrets can be built on top of them
- **Optional compatibility with Guard Villagers: Guards can fully utilize guns and also be spawned already carrying low-tier guns.
Requirements
This port requires:
- NeoForge for Minecraft 1.21.1
- Framework
- Curios
- GeckoLib
Make sure all required dependencies are installed before launching the game.
Multiplayer and Server Support
The port has been tested with:
- Client startup
- World loading
- Dedicated server startup
- Multiplayer connection
- Weapon firing and reloading
- Structure generation and loot
- Mob spawning
- Turrets
- Machines
- ExoSuit GUI and HUD behavior
Notes
This is a NeoForge 1.21.1 port of Scorched Guns 2, not a new original mod. The goal is to keep the original gameplay experience working on a newer Minecraft version while preserving the feel and systems of the source mod as closely as possible.
Some minor visual or asset warnings may still be present, but the port has gone through gameplay and server smoke testing.
Credits
Original Scorched Guns 2 concept, assets, and gameplay belong to Ribs498 and original mod contributors.
This project is a port to NeoForge 1.21.1.
How to Install Scorched Guns Neoforged (Mod)
Scorched Guns Neoforged by sad_east is verified for Neoforge across Minecraft versions 1.21.1 (latest release: 1.5, file size: 18.1 MB). Follow the steps below to install it safely from ModCraft.tv:
- Click the Download button above and select your Minecraft version (1.21.1) and platform (Neoforge).
- Make sure you have the compatible loader or environment installed for Neoforge.
- Move the downloaded Scorched Guns Neoforged file into your Minecraft
.minecraft/modsfolder and launch the game.
All Versions
+ Add Version### 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, Normalin 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 l
- Fixed Inquisitor fire rounds ignoring their
isSoulFiregun data flag, so they now use Scorched Guns soul-fire visuals and place temporary soul fire instead of normal fire. - Fixed bullet death messages from mob-held guns using a different random translation id between calls, which could disconnect players when a gun mob killed someone.
- Fixed ocean weapon Dolphin's Grace cleanup so Scorched Guns no longer removes Dolphin's Grace applied by dolphins, commands or other mods.
- Restored vanilla durability enchantment support for Scorched Guns firearms and damageable attachments, so Mending and Unbreaking can be applied again through the normal 1.21.1 enchantment tag system.
- Improved Create mixing recipe compatibility with Almost Unified by replacing nested compound inputs in Scorched Guns sulfur, phosphorus, iron, anthralite and treated-iron mixing recipes with equivalent item tags.
- Updated Scorched Guns Create processing recipes to the current
processing_timefield name used by Create 6, fixing millstone recipes that could break when recipe-unification mods rewrote Create recipes. - Fixed gunner and raid mob accuracy configuration so
gunnerMobInaccuracyMultipliernow affects actual mob projectile spread, and prevented raid gunners from broadcasting accidental non-player targets to nearby allies. - Removed Drowned from the general natural gunner mob pool so regular underwater Drowned no longer spawn with progression guns; Ocean Raid Drowned remain unchanged.
- Added missing item-specific Scorched Guns bullet death messages so kills with renamed guns no longer show raw translation keys.
- Fixed animated first-person gun alignment for players using the vanilla left-hand main-hand setting, including The Rat King and Queen, without increasing movement bobbing on animated guns.
- Fixed turret projectile damage being applied twice on entity hits and restored turret ammo armor-penetration handling from upstream data, reducing excessive Auto Turret damage against armored players.
- Fixed Gun Bench inventory persistence so ingredients and blueprints left inside the bench survive world reloads, while the virtual output slot is no longer saved or dropped as a real inventory slot.
- Fixed attachment durability when attachment damage is enabled: installed modules now save their accumulated wear back onto the weapon and break/remove correctly instead of resetting every shot.
- Fixed ExoSuit effect cleanup so Scorched Guns no longer removes or flickers night vision, jump boost or water breathing effects provided by other mods/items.
- Fixed Scorched Guns armor not being accepted by vanilla armor enchantments by restoring the Minecraft armor item tags for all mod armor sets, masks and respirators.
- Fixed the standard grenade fuse being much shorter than the other timed throwables.
- Restored suffocation damage inside active Choke Bomb clouds while preserving their existing confusion and fire-extinguishing behavior.
- Restored the existing 3D throwable models for grenade and bomb items in first-person, third-person and dropped-item views while keeping inventory icons flat.
- Restored missing Mob Trap and Enemy Turret placements in Scorched Guns structures by syncing the affected structure templates and jigsaw pools with upstream data.
- Fixed visible grenade-round and shotball projectiles rendering as flat item sprites instead of their 3D projectile models.
- Restored projectile damage falloff support from gun data and re-enabled Hullbreaker shotball falloff/visible cannonball rendering.
- Improved Ramrod-style undead advantage detection so modded undead mobs using vanilla undead healing/harming semantics are recognized.
- Restored gun-data armor penetration handling so firearm
armorPenvalues from Scorched Guns gun JSON affect projectile damage against armored targets again. - Fixed Advanced Composter input checks so items registered as compostable through NeoForge's compostable data map are accepted, including compostable items from other mods.
- Fixed C2ME/Sable client disconnects caused by Hive swarm tracking touching swarm entities from the client-side entity event path.
- Fixed gunner and raid mob combat pacing after the upstream-style timing pass so automatic weapons fire at their configured rate again while burst weapons still respect burst delays and reload windows.
- Fixed gunner and raid mob movement so armed mobs keep closing distance toward their target instead of freezing at medium range as soon as they start shooting.
- Fixed Sable/Create Aeronautics turret projectile spawning and target lookup so ship-mounted turrets fire from global ship-space positions toward real world targets instead of sending bullets into empty space.
- Added optional Fungal Infection: Spore compatibility: Scorched Guns respirators and ExoSuit gas mask modules can block Spore's mycelium infection effect, and Spore gas masks now count as Scorched Guns gas masks for sulfur gas protection.
### Fixed
- Reduced mob fleeing overreaction to automatic gunfire by throttling flee reactions per entity and softening the initial panic knockback.
- Removed forced raid saved-data disk writes from regular level ticks; raid state now marks data dirty and relies on normal autosave, reducing periodic server lag spikes.
- Fixed dedicated-server turret visual rotation on normal blocks by moving turret yaw/pitch visuals to a lightweight server-to-client sync packet with safe shortest-path yaw interpolation.
- Fixed turret visual sync startup and client interpolation so turrets no longer freeze on the first target, spin wildly, or shake while tracking targets in singleplayer and dedicated servers.
- Restored upstream gunner mob weapon-tier pools so progression-based zombie/skeleton-style gunners no longer roll the wider player weapon pool added during content parity work.
- Restored upstream-style gunner and raid mob damage scaling by difficulty, including the configurable mob gun damage multiplier, so AI-held guns no longer deal full player weapon damage.
- Restored upstream-style gunner fire-rate and reload timing controls, including mob fire-rate and burst-delay multipliers, while preserving mob-gun ammo cleanup when weapons drop to players.
- Fixed a server crash when enemy turret projectiles hit players and advancement checks tried to serialize a projectile with an empty pickup item stack.
- Fixed Supply Scamp patrol sorting so modded barrel inventories, including Sophisticated Storage barrels, are recognized through NeoForge item-handler capabilities.
- Restored companion guide book generation for Viventrum and Supply Scamp packages.
- Updated upstream weapon asset parity for Astella, Auvtomag, Bomb Lance, Bruiser, Cogloader, Combat Shotgun, Freyr, Gauss Rifle, Howler, Jackhammer, M22 Waltz, M3 Carabine, MAK MkII, Makeshift Rifle, MK43 Rifle, Niami, Big Bore, Boomstick, Brawler, Callwell, Callwell Terminal, Defender Pistol, Dozier RL, Echoes 2, Fencer Carabine, Flintlock Pistol, Basker, Callwell Conversion, Floundergat, Gale, Grandle, Grandle OG, Greaser SMG, Gyrojet Pistol, Homemaker, Howler Conversion, Iron Javelin, Iron Spear, Kalaskah, Krauser, LLR Director, Lockewood, Mangalitsa, Marlin, MAS-55, Micina, Nervepinch, Osgood 50, Pax, Plasgun, Plasmabuss, Prima Materia, Pyroclastic Flow, Rat King and Queen, Repeating Musket, Rocket Rifle, Rusty Gnat, Saketini, Saketini Ironport, Scrapper, Scratches, Sculk Resonator, Sequoia, Soul Drummer, Stigg, Stiletto, Trenchur, Trotters, Turnpike, UMAX Pistol, Uppercut, Locust, Shellurker, Venturi, Vulcanic Repeater, Waltz Conversion, Winnie, and the Basic Turret flame top, including changed animated gun resources, attachment special-model JSONs and relevant item textures.
- Updated upstream ammo item asset parity for Advanced Round, Compact Advanced Round, Standard Bullet, Buckshot, Nitro Buckshot, Shotgun Shell, Gibbs Round, Beowulf Round, Hog Round, Krahg Round, Shatter Round and Osborne Slug, including related unfinished and 3D item resources.
- Updated upstream ammo/resource item asset parity for Compact Copper Round, Standard Copper Round, Bearpack Shell, Ramrod Round, Microjet, Rocket, Shotball, Sculk Cell, Shock Cell, Energy Cell, Plasma Core, Shulkshot, Blaze Fuel, Flechette, Grapeshot, Powder and Ball, Hardened Bullet and Needle, including related unfinished and 3D item resources.
- Updated upstream crafting-component item asset parity for molds, casings, gun parts, gun frames, firing units and raw/resource materials, including mold custom-model override resources.
- Updated upstream equipment and ExoSuit item asset parity for armor icons, respirator and mask icons, ExoSuit cores, upgrade modules, armor plates, pouches, pauldrons, repair kits and related suit components.
- Updated upstream blueprint, material, consumable and utility item asset parity for blueprint tiers, Anthralite materials, sulfur resources, energy cores, healing items, Cog Locator, The Pact and related resource icons.
- Updated remaining upstream weapon and attachment visual/audio asset parity for Defender Pistol, Jackhammer, Weevil, War Axe, Laser Sight, Long Scope and several existing gun animation and handling sound resources.
- Updated upstream block, mob and status-effect asset parity for Anthralite blocks and lamps, Auto Turret display, Cog Minion, Dissident and the Lacerated effect icon.
- Updated upstream GUI asset parity for the attachment screen, blueprint viewer, HUD fill bar, Hot Barrel bar and melee indicator textures.
- Updated upstream Netherite Resp
### Added
- Restored the configurable ammo-type swap keybind for multi-ammo weapons.
- Blooper, Hammer GL, Truant, Triquetra, Thunderhead, Hullbreaker and Bomb Lance can now cycle supported ammo types through the controls menu keybind.
### Fixed
- Fixed gun/custom-gun JSON validation compatibility with newer Java versions. Thanks to
unilockfor the pull request. - Fixed several ExoSuit jetpack issues:
- landing protection now clears accumulated fall distance reliably;
- Scorched Guns no longer disables survival flight granted by other mods;
- power core charge no longer restores to full after re-entering a world;
- normal sprinting is restored after touching down.
- Fixed Niter Glass redstone updates so connected panes switch to their transparent state when powered.
- Restored upstream Geo armor models, renderers, animations and textures for Redcoat and Scrap armor.
- Improved gunner mob spawn config scaling so lowering
gunnerSpawnChanceaffects both progression-based and themed gunner mobs. - Fixed Scorched Guns config validation and reload handling for server cooldown and gunner mob settings.
- Fixed ammo-type swapping so weapons skip unavailable ammo types and automatically begin reloading after switching ammo.
- Fixed ammo-type state isolation so changing ammo on one weapon no longer changes it on other weapons.
- Fixed animated gun reload visuals leaking to other weapons in the inventory.
- Fixed AmmoBox reload consumption from inventory, Curios-equipped boxes and ExoSuit-stored boxes.
- Limited gunner mob firing range so aggroed gunner mobs can no longer shoot across unlimited line-of-sight distances.
- Fixed animated item textures for Cog Heart, Sculk Tome, Ocean Flare and Sculk Flare.
- Added optional compatibility with **Sound Physics Remastered** so remote Scorched Guns shots are handled as world-positioned sounds while local shots remain centered for stable first-person audio.
### Fixed
- Fixed a rare client JVM crash when removing and reinserting weapon magazine attachments by moving attachment-slot compatibility checks out of the per-frame render overlay path.
- Fixed crashes when inserting enchanted attachments into weapons by saving and reading attached ItemStacks with the active world/player registry access instead of the built-in registry snapshot.
- Fixed old Silk Touch loot predicates on Scorched Guns ores and related mineable blocks so normal mining drops the intended raw/resources again while Silk Touch still drops the block.
- Fixed Scorched Guns enchantments not appearing in creative or the enchanting table by restoring their Minecraft 1.21.1 data-driven enchantment definitions and supported-item tags.
- Fixed mojibake in the English localization where symbols such as bullets, section formatting, check marks, warning icons, hearts and energy icons displayed as corrupted text.
### Changed
- Updated the attachment workbench screen to match the newer upstream layout with a larger weapon preview, horizontal attachment slots and a weapon stat readout.
- Restored the Scorched Guns raid progression stack: data-driven raid configs, active raid tracking, boss and henchman spawning, boss bars, raid timeout/defeat/surrender flow, raid flares, Flare Pistol behavior, White Flag surrender item and raid trophy rewards.
- Restored Blueprint Scrap progression with merchant and loot sources, trophy-based blueprint duplication recipes, the Wrecker blueprint duplication recipe and weighted gunner weapon JSON support with optional drop_weight values.
- Restored late-raid enemies and related raid content: Adjudicator, Subjugator, Finforcer, Praetor, Mother Ghast, Sulfurhead and Spirulida, including renderers, models, spawn eggs, loot tables, raid integration and localization.
- Restored additional weapons and combat items from newer upstream versions: Fencer Carabine, Teslock Rifle, Hyperbaria, Kiln Gun, Blooper, Triquetra, Hammer GL, Truant, Zilk .45, Whistler, Minksy, Libertas, Mas Peddler, J.R. Wristbreaker, Fencer Thumper, Fencer Longarm, Nailer, Railworker, Drill, Drill Conversion, Inquisitor, Red Raydar, Atom Sterilizer, Whizzbanger, Winnie Millend and War Axe.
- Restored supporting ammo and crafting content for the late weapons: Needle, Frog Dart, HE/Gas/Bouncy/Fire grenade rounds, hidden Create transitional items, GunBench entries, Blueprint/GunBench ordering, tier tags, Create sequenced assembly chains and optional Create recycling/mechanical crafting recipes.
- Restored Viventrum as a tameable mechanical companion with package item, spawn egg, renderer/model, behavior logic, recipe, loot table, item/entity tags and localization.
- Restored Iron Mask, Hellfire Bomb, Air Canister, Reinforced Air Canister, Creative Air Canister and Bump Stock with their associated recipes, assets, tooltips and runtime behavior.
- Restored decorative and building block families for Anthralite, Diamond Steel, Treated Iron, Treated Brass and Asgharian materials, including block registrations, assets, loot tables, mining tags, crafting and stonecutting recipes.
- Restored turret data parity: shared data-driven player turret backend, GunBench entries for existing Basic, Auto and Shotgun Turrets, Sniper Turret, turret config JSON, JEI info and the scguns:entity_blacklisted_gun item tag.
- Restored utility/progression content: Cog Mace, Anthralite Hammer, Anthralite Paxel, Shulker Core, Shulker Core End Blueprint duplication support and Shulker Core rare Shulker drops.
- Restored visual/resource parity for throwable grenades and bombs, Scorched Block, temporary fake soul fire for Hellfire effects and optional Create recipe parity.
- Updated the first targeted weapon asset parity batch for RG Jigsaw, Birdfeeder and M3 Marksman, including upstream special models and animated gun resources.
- Improved JEI recipe integration for Scorched Guns machine and GunBench recipes by preserving recipe IDs through RecipeHolder, enabling advanced tooltip IDs and recipe bookmarking. Thanks to gisellevonbingen for the pull request.
- U
### Added
- Restored the Scorched Guns gunner mob system.
- Eligible hostile mobs can now spawn with Scorched Guns weapons.
- Gunner weapon tiers now follow player progression.
- Elite gunner variants can equip stronger gear.
- Added weapon drop chance support for gunner mobs.
- Restored the Blunderer raid reinforcement hook.
- Restored data-driven Vent Collector settings.
- Added sulfur and geothermal vent output data.
- Added weighted vent outputs, including rare blaze powder from sulfur vents.
- Restored Bat Guano as a fertilizer/placeable layer item.
- Restored Guano Candles with lighting, extinguishing, sulfur ambience, and bat attraction behavior.
- Restored Phosphor Dust fertilizer/layer behavior.
- Added Phosphor Layer block assets, loot, and localization.
- Restored Vicious Acid, including:
- acid bucket
- fluid block
- acid cauldron
- acid bubble particles
- crafting recipe
- water/lava/fire reactions
- Restored Mine Unit as a grenade-loaded proximity trap.
- Restored Shock Coil as an energy-powered defensive block.
- Restored Metal Detector functionality.
- Added Turret Platform item required by the Shock Coil recipe.
### Fixed
- Fixed ADS mouse sensitivity not being reduced while aiming, especially with high-zoom scopes.
- Fixed gunner mob tier progression so higher-tier weapons are recognized correctly.
- Fixed progression-based gunner mobs choosing empty weapon tiers.
- Fixed ExoSuit upgrade visuals not appearing on the armor model in some cases.
- Fixed Bat Guano and Phosphor layers not dropping their source items when broken.
- Fixed Vent Collector weak filter data so wool works as the intended low-tier filter.
- Fixed Mine Unit behavior so non-living helper entities no longer trigger armed mines accidentally.
## Added
- Integrated optional first-person compatibility handling for Punchy.
- Integrated optional first-person compatibility handling for Fresh Animations: Player Extensions / Entity Model Features.
## Fixes
- Fixed ExoSuit power core energy drain so powered upgrades now consume and persist FE from the installed core.
- Fixed ExoSuit power cooldown timing so powered modules drain at their intended intervals.
- Moved jetpack power drain to the server-side flight tick to keep client and server energy state consistent.
- Fixed Minecraft 1.21.1 registry tag folder paths for item, block, and entity type tags so Scorched Guns recipe ingredients no longer appear as empty tags in recipe viewers.
## Required Dependencies
- Framework 0.13.9+
- Curios 9.4.1+
- GeckoLib 4.8.4+
## Known Non-Blocking Follow-Ups
- Beowulf and Gibbs exact bonus-looting restoration remains deferred.
- Projectile ping and lag-compensation behavior uses a conservative fallback and needs more multiplayer QA.
# Scorched Guns 1.1.1 - NeoForge 1.21.1
## Исправления
- Исправлен расход энергии у ядра экзокостюма: активные модули теперь действительно тратят и сохраняют FE из установленного ядра питания.
- Исправлены интервалы расхода энергии экзокостюма: powered-модули теперь потребляют энергию с правильной периодичностью.
- Расход энергии джетпака перенесён на серверный tick полёта, чтобы состояние энергии на клиенте и сервере не расходилось.
- Исправлены пути registry tags для Minecraft 1.21.1: теги предметов, блоков и типов сущностей теперь лежат в правильных папках, поэтому ингредиенты рецептов Scorched Guns больше не отображаются как пустые теги в просмотрщиках рецептов.
## Обязательные зависимости
- Framework 0.13.9+
- Curios 9.4.1+
- GeckoLib 4.8.4+
## Известные некритичные follow-up задачи
- Точное восстановление bonus-looting для Beowulf и Gibbs пока отложено.
- Поведение ping / lag compensation у снарядов использует консервативный fallback и требует дополнительного QA в мультиплеере.
### Fixed
- Fixed remaining NeoForge resource namespace migrations for optional compatibility recipes, global loot modifiers, and common tags.
- Fixed Scorched Guns ore and vent biome modifiers so ores and vents can generate correctly on NeoForge 1.21.1.
- Fixed remaining recipe datapack parse errors found in latest logs:
- Create 6 sequenced assembly recipes.
- Create filling fluid ingredient schema.
- Create mechanical crafting typos and stale item ids.
- Macerator and Powered Macerator alternative ingredient schema.
- Fixed stale
forge:recipe/tag/loading references left over from the port.
### Changed
- Updated public version to
1.1.0.
## Scorched Guns 1.1.0
### Исправлено
- Исправлены оставшиеся NeoForge-миграции namespace для optional compat рецептов, global loot modifiers и common tags.
- Исправлены biome modifiers для руд и вентилей Scorched Guns, чтобы они корректно генерировались на NeoForge 1.21.1.
- Исправлены оставшиеся ошибки парсинга рецептов:
- Create 6 sequenced assembly рецепты.
- Схема fluid ingredient для Create filling.
- Опечатки и устаревшие item id в Create mechanical crafting.
- Схема альтернативных ингредиентов для Macerator и Powered Macerator.
- Исправлены оставшиеся старые
forge:ссылки в рецептах, тегах и загрузке данных.
### Изменено
- Публичная версия обновлена до
1.1.0.
- Fixed dedicated server log spam when firing weapons.
- Fixed blurred blueprint recipe selection GUI.
- Completed localization coverage for en_us, ru_ru, uk_ua, ko_kr, and vi_vn.
- Added missing language keys that caused text to fall back to English.
- Fixed empty localization entries.
- Cleaned up several leftover English UI strings in non-English locales.
- Verified translation formatting placeholders such as %s and %d.