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Techguns-CE

Techguns-CE

by TheSlize • Downloads: 0 • Followers: 0
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Techguns Community Edition

A continuation of one of the most popular 1.12 gun mods, Techguns.

Since this fork is considered to be unofficial, the credit goes to the original author!

ㅤ Description ㅤ

This mod is a modernized version of original discontinued 1.12 Techguns mod, aiming to look more modern and finished than ever. The initial purpose was to fix old various bugs and finish some things left there in the mod by pwn3d. Then this edition continued to change significantly, having its code slowly refactored, thus it turned into Community Edition we know today.

You're welcome to check the Gallery tab to see all the changes made by this fork!

Changes made by this edition:

  • Added missing crafts along with new parts for: MK2 armor; Nether Combat armor; UV Emitter
  • Supermutants now spawn in the End; they are required for UV Emitter craft because of UV element they drop now!
  • Changed the progression slightly: Steam Armor is more expensive to craft and maintain, making other armors a viable option; Cyberdemons don't drop Cybernetic parts anymore - they drop only Cyberdemon Flesh, becoming a gateway for Fabricator; for Reaction Chamber you need a blueprint which you can find in Nether Fortress!
  • Fixed the old Upgrade Stack dupe via Metal Press
  • Fixed various CT issues; for example, you can set multiple items in Metal Press instead of singular ones (for example, 2 copper plates and 5 steel ones to craft a soul sand block!); also now you can properly set .nbt-tagged items as output in the Fabricator (for example, you can make MK2 armor craft there, already charged)
  • Fixed Minecraft crashing when entering the Nether
  • Ghastlings now do actually spawn, also they shoot rockets instead of small fireballs
  • Reworked most of GUI's, including: Ammo Press, Metal Press, Chemical Laboratory, Grinder, Fabricator and Reaction Chamber; reworked the ammo HUD (which is changeable in the configs!)
  • Simplified the Reaction Chamber - now it doesn't need strict amount restrictions for fluid to work properly!
  • Added 9 new dungeons: 3 for Overworld (Depot, Train and Big Factory House), 3 for Nether (Nether Medium Cluster, Nether Building, Nether Submarine) and 3 for End (End Cluster, End Building, End Floating Ship)
  • Adjusted dungeon spawn values - now Nether dungeons are much more frequent!
  • Reworked Worldgen Testing Tool for those, who want to properly test out dungeons. You have to add your dungeon (which should be an instance of WorldgenStructure) in 'structures' LinkedHashMap from StructureRegistry. Then it will be available for debug in the tool!
  • Fixed Minecraft crashing when trying to apply radiation in multiplayer
  • Fixed nuclear microreactors not having any craft
  • Buffed Ore Clusters: now they consume only 80% of their previous energy multiplier and give 2x of previous ore multiplier!
  • Most mobs became smarter and/or harder, especially living ones; they can open doors by themselves, they stopped friendly-firing themselves, they can hear and they stopped falling so much in mob farms willingly!
  • Fixed Psycho steve dropping 2 or even 3 chainsaws from one kill
  • Radiation system balanced to be more dangerous + fixed typos restricting the uranium to be actually radioactive -> radiation system is turned on by default from now on
  • Helicopters are much more dangerous - they are more durable and shoot much more rockets
  • Added new camouflages for different armor!
  • In general - Ready-to-use Techguns mod with Completion Update and more!

Important note: the mod is not fully polished; there may be some minor bugs. You can report them in the Techguns CE issue tracker on GitHub!

All Versions

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Name Game version Platforms Published Downloads Actions
1.12.2
Forge
1d ago 1
1.12.2
Forge
1d ago 1
1.12.2
Forge
1d ago 1
1.12.2
Forge
1d ago 1
1.12.2
Forge
1d ago 1
1.12.2
Forge
1d ago 1
1.12.2
Forge
1d ago 1
1.12.2
Forge
1d ago 1
1.12.2
Forge
1d ago 1
[2.2.0.1] 2.2.0.1 by TheSlize on Oct 18, 2026
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  • Fixed projectiles coming out of the head instead of at least somewhere near the barrel
[2.2.0.0] 2.2.0.0 by TheSlize on Oct 18, 2026
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# BREAKING CHANGE
  • Configs have been fully reworked to be much more user-friendly and properly categorized. You should delete the old techguns.cfg file and let the game regenerate them upon the next launch.
## Other changes
  • Additionally to general config rework, some options were added; e.g. SRP (Scape and Run: Parasites) weapon damage compatibility; options to disable gun/armor mobs from drops; enabling NBT mob spawning for TG spawners
  • Added window frames. You can insert a glass panel inside the frame via pressing RMB on it with a glass pane in your hand.
  • Added lots of building blocks, including different types of slabs, stairs and fences (now you can finally make container stairs!); as for actual full blocks, added a few types of piped concrete instead of 1
  • Added energy cables (2 types) and a fluid pipe
  • Changed the weapons' descriptions to be more concise and informative, now including weapons' DPS
  • Fixed shields', knife and crowbar descriptions to properly use translation keys and be in the same format as other equipment
  • Reaction chambers got back the fluid limit feature via hovering on the fluid tank
  • Changed the heat ray texture to the 2nd version one which previously wasn't used in the mod; also RCs will now use a special texture while using UV emitters
  • Fixed shading visual bug regarding reaction chamber's heatray texture
  • Fixed Minecraft's stutter while opening the sight (e.g. a bolt action rifle sight) the first time in session
  • Now all supermutant types can drop an UV element; however, it's drop chance has lowered to 1%
  • Camouflaged 3d armor is now also being painted as an item
  • Default items without any camouflage now never acquire an nbt tag
  • Added CTM texture for nether metal panel
  • Fixed Culinary Construct not giving any effects upon eating via TG's auto-feed
  • Fixed food not having any further interactions upon eating via TG's auto-feed (e.g. Galacticraft's canned food not dropping anything)
  • Changed all nether submarine's trapdoors to iron ones (so it wouldn't ever get ignited again)
  • Added "ce_" prefix to all the custom TG-CE GUI textures with changed slot placement; no texturepack affecting Techguns' GUI should affect them now
  • Updated the shredder's GUI texture to look more finished
  • Removed interior marker from debug blocks
  • Made remaining debug blocks more useful; anti-air marker doesn't scan, meaning it'll be replaced with default terrain generation upon generating a structure; air marker automatically scans as actual air, as well as structure void now does
  • Fixed sticky keys problem where you could infinitely shoot from e.g. laser pistol in left hand while holding a two-handed gun in the other hand
  • Removed patchouli compat; planned to make embedded manuals instead
  • Fixed fabricator not saving selected recipe
  • Changed nuclear death ray's model to look bigger
  • Fixed dedicated server crashing with debug = true
  • Fixed incorrect stack upgrade usage in metal press
  • Added CraftTweaker methods for setting armors' toughness and durability as well as for their materials; also you can set armor's rad resistance, knockback resistance, max power, item to use as powered armor battery; for guns you can set hand type, ai stats, zoom level, set whether it's silenced or not, and add shotgun-typed spread
  • Added contributors in mcmod.info
  • Aligned JEI fabricator/reaction chamber GUIs with usable ones
  • Returned ore drill GUI + corrected it's translation
  • Made shoot and zoom keys (LMB/RMB) as regular changeable keybinds
  • Fixed Z-fighting in revolver model
  • Added crafts for blaster shotgun
  • Fixed FactoryBig not having loot in its chest
  • Fixed incorrect sound name for jetpack stop; now jetpack end sound is used
  • Fixed multiblock doors using incorrect particles/center block not using them at all
  • Fixed tesla projectile speed regression
  • Made hell ingot's recipe a stable one
  • Changed upgrade template recipe to use tin plates instead of carbon ones
  • Now the reaction chamber has a minimum intensity of 1 instead of 0; pressing RMB on intensity doesn't do anything now
  • Fixed machines being able to drain energy from other machines, as well as drain fluids from input(!) tanks
  • Fixed metal press fluid tank being non-clickable in JEI
  • Added steam upgrade requirement description in metal press JEI tab
  • Updated UV element's texture
  • Fixed reaction chamber not consuming an item in the case of a custom CraftTweaker recipe with an oredict as an input
  • Added Item Physic compat for 3d Techguns items
  • Added TG inventory tab in creative mode
  • Updated TG player inventory texture
  • Added percent armor values in descriptions
  • Added Hats and Worse Hurt Timer compatibility
  • TG armor enchantment base cost has multiplied by 3 (so applying protection IV will cost 12 levels via anvil instead of 4); it doesn't affect enchanting via upgrade bench
  • Fixed incorrect upgrade bench text rendering
  • Fixed ability to apply enchantments of the same type via upgrade bench (e.g. protection IV + blast protection III)

  • Added** 7 new dungeons: 1 for *Overworld* (Train), 3 for *Nether* (Nether Medium Cluster, Nether Building, Nether Submarine), 3 for *End* (End Cluster, End Building, End Floating Ship)
  • Adjusted** dungeon spawn values - now *Nether* dungeons are much more frequent!
  • Reworked** Worldgen Testing Tool for those, who want to properly test out dungeons. *You have to add your dungeon (which should be an instance of WorldgenStructure) in 'structures' LinkedHashMap from StructureRegistry. Then it will be available for debug in the tool!*
  • Fixed** occasional crash with Mining Drill while trying to fast-mine blocks
  • Fixed** crash with 7 Days to Mine mod
  • Fixed** Nether/End mobs not actually spawning in the corresponding dimensions
  • Fixed** visual issues related to Metal/Ammo presses, Charger and Blast Furnace GUIs
  • Fixed** an issue where you couldn't properly look up for fluid crafts in Chemical Laboratory's GUI
  • Fixed** incorrect crafting Ammo Press behavior
  • Fixed** incorrect output amount of items in Ammo Press while having Stack Upgrades
[2.1.2.0] 2.1.2.0 by TheSlize on Oct 18, 2026
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  • Added** new config options to explicitly set dimensions for Overworld/Nether/End TG mobs (by default, they can spawn ONLY in 3 those vanilla dimensions)
  • Added** new config options for ore clusters - now you can explicitly set which exact oredicts you want to see in each type of cluster ore!
  • Fixed** Fabricator not crafting anything even when it has correct items inside
  • Fixed** machines sometimes not processing a recipe even if you put right items in it
  • Implemented** an old lost M4 skin - textures were in the mod files but never actually implemented
[2.1.1.2] 2.1.1.2 by TheSlize on Oct 18, 2026
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  • Fixed** Minecraft crashing when trying to put a gun inside a turret
  • Fixed** being able to open Reaction Chamber/Fabricator's GUI and/or put items/energy/fluids there even when their multiblock structure isn't assembled
[2.1.1.1] 2.1.1.1 by TheSlize on Oct 18, 2026
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  • Fixed** crash due to accesstransformer not working as intended
  • Fixed** Chemical Laboratory recipes not working due to somehow requiring steam upgrade for almost any recipe
[2.1.1.0] 2.1.1.0 by TheSlize on Oct 18, 2026
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  • Fixed** copper/steel plates being invisible / steam and power armors looking like plates
  • Another bunch of refactoring code (moved onto accesstransformers, resolved some warns in the code, removed TGItems.newStack)
[2.1.0.0] The Slow Rework by TheSlize on Oct 18, 2026
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  • Changed** the progression slightly: Steam Armor is more expensive to craft and maintain, making other armors a viable option; Cyberdemons don't drop Cybernetic parts anymore - they drop only Cyberdemon Flesh, becoming a gateway for Fabricator; for Reaction Chamber you need a blueprint which you can find in Nether Fortress!
  • Fixed** the old Upgrade Stack dupe via Metal Press
  • Fixed** various CT issues; for example, you can set multiple items in Metal Press instead of singular ones (for example, 2 copper plates and 5 steel ones to craft a soul sand block!); also now you can properly set .nbt-tagged items as output in the Fabricator (for example, you can make MK2 armor craft there, already charged)
  • Reworked** most of GUI's, including: Ammo Press, Metal Press, Chemical Laboratory, Grinder, Fabricator and Reaction Chamber; **reworked** the ammo HUD (which is changeable in the configs!)
  • Simplified** the Reaction Chamber - now it doesn't need strict amount restrictions for fluid to work properly!
  • Added** 2 new dungeons: Depot and Big Factory House
  • Buffed** Ore Clusters: now they consume only 80% of their previous energy multiplier and give 2x of previous ore multiplier!
  • Most mobs became **smarter and/or harder**, especially living ones; they can **open doors** by themselves, they stopped friendly-firing themselves, they can **hear** and they stopped falling so much in mob farms willingly!
[2.0.2.3] Techguns 2.0.2.3 by TheSlize on Oct 18, 2026
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## **2.0.2.3:**
  • Fixed** Minecraft **crashing** when entering the Nether
  • Ghastlings** now do actually _spawn_, also they shoot **rockets** instead of small fireballs
  • Fixed** Minecraft **crashing** when trying to apply radiation in multiplayer

### **2.0.2.2 and 2.0.2.1 changes (as they will not be released here):**
  • Fixed nuclear microreactors **not having any craft**
  • Most mobs are partially able to **open doors** by themselves
  • Ghastlings** are added to the general spawnlist in the Nether
  • Fixed Psycho steve dropping 2 or even 3 chainsaws from one kill
  • Radiation system balanced to be more **dangerous** -> it is turned **on** by default from now on
  • Ready-to-use** Techguns mod with Completion Update! It is not fully polished, though; there may be some small bugs, you can report them to me _(information in my profile)_.
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