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GBG V1.25.1

Fixed Various Broken Items in Crafting Tables

  • The Minigun, C4 Remote, and all medical supplies were broken in the crafting table
  • When obtained via /function give:, they functioned as intended

Fixed Jammed Guns Bug

  • When a crossbow-based gun is shot on a laggy server there's a chance that the arrow isn't replaced properly
  • Another side effect is the arrow being given to another item in the hotbar
  • In the event this bug occurs, the arrow will now be automatically replenished in the gun

Fixed Name and Damage Inconsistencies in Slowcasts

  • The Gun Name and Damage stats for slowcast projectiles could be overridden if another gun was shot before the slowcast hit a block/entity

Fixed GBZ Spitters not Shooting Turrets

  • Since to GBZ V1.19 all spitters wouldn't properly target and shoot at turrets

Added Headshot Detection and Stat

  • Guns can now specify a damage value for headshots only
  • headshot_damage can be specified in the gun's custom data
  • If not headshot damage value is present, the regular damage value is used instead
  • This stat is currently not present in any GBG guns

GBG V1.25

Updated to Minecraft 1.21.7/8

  • Datapack now works on the latest version of Minecraft

Major Gameplay Changes

Rewrote Ray Guns

  • The Ray Guns have been completely rewritten
  • Instead of a different ray gun for each gun archetype, they are all the same item and are cycled through by double-tapping [shift]
  • There is also a new Ray Gun color, yellow, which is based on the shotgun gun type
  • Ray Guns are no longer ammoless and now must be reloaded, but they still don't require an ammo item

Rewrote Throwable System

  • Now, throwables are thrown with two right clicks; the first primes the item, and the second throws it
  • All throwables (except for the Molotov Cocktail) will no longer explode on impact
  • All throwables can be held to "cook" them and have them explode sooner
  • Be careful, though, as cooking a throwable for too long will result in it exploding in your hand
  • The only way to cancel a throwable is to remove all of it from your hotbar
  • Throwable code is now much less laggy and has far fewer exploits
  • Custom throwables are now possible with a datapack

New Features

Added Smoke Grenade

  • A new throwable that spawns a cloud of smoke at the target area
  • Doesn't deal any damage, but the cloud will inflict blindness and slowness for 6 seconds

Added Distant Explosion Sounds + Particles

  • Explosions from Guns, C4s, and Grenades will play a distant explosion sound when heard from over 64 blocks away
  • The distant explosion sound cannot be heard from more than 256 blocks away
  • Explosions will now produce explosion particles from far away

Added Resource Pack Verify Pop-up

  • All first-time players will be greeted with a popup to verify that they've correctly installed the resource pack
  • The popup will show a picture of a Minigun and ask if the user can see the Minigun or not
  • If the user can't see the Minigun, they'll be directed to the versions tab on Modrinth

Added New Medkit Sound Effect

  • The Medkit now has a more unique sound instead of using a mix of GBG and vanilla MC sounds

Quality of Life & Minor Adjustments

Removed Interaction Range Item Modifiers from Guns

  • The interaction range modifiers removing the ability to interact with entities and blocks have been removed
  • Players can now store guns in item frames and open chests while holding guns

Added the Word "blocks" to Gun Descriptions

  • The Range stat of the gun's description now specifies the unit of measurement

Made Crossbows Fully Unenchantable

  • The custom crossbow enchantment to detect gun shooting has been tagged as a curse and as incompatible with all other crossbow enchantments

Made Expired Rockets Explode

  • When the rocket projectile type hits the end of its life, it will initiate the block_hit function
  • This means that rockets will explode in the air when they have traveled their max distance

Developer Changes

Added Gun Shoot Types

  • Shoot Types are entire stat combinations stored on a single gun and can be cycled through by double-tapping [shift]
  • Each shoot type can contain any of the normal GBG custom data components, but all components are optional
  • If a new value for a given custom data component isn't specified, the value won't be changed at all
  • This allows for guns to preserve attributes like damage or max_ammo between shoot types rather easily
  • Additionally, if the max_ammo custom data component is specified, the current_ammo will be stored until next time that shoot type is cycled to
  • (This is the system that the new Ray Gun uses)
  • (More in-depth information will be added to the Gun Core documentation and Gun Generator in the coming weeks)

Added above_text Custom Data Component

  • Guns can now specify custom text to display above the gun's stats, even across reloads and shooting
  • This allows you to store custom lore for the gun, or information on its tier and category, even when the gun's lore is updated
  • This new tool is especially handy for telling the different shoot types apart at a glance

Switched from Red Dye to Music Discs for Guns

  • The old "Red Dye" guns have been replaced with "Music Disc" guns
  • These guns function exactly the same as red dye guns, except that they cannot be deleted by accidentally right-clicking on sheep or signs
  • Because of this, all interaction range attribute modifiers have been completely removed

Changed projectile_type to custom_raycast

  • The name of the function tag used to add custom projectiles has been changed

Added Custom Slowcast Support

  • A projectile will be determined to be a slowcast if the projectile_speed attribute is greater than or equal to 2
  • A slowcast entity will be automatically created that stores all relevant info on itself
  • Custom slowcasts can be added by using the new custom_slowcast function tag
  • (Support for slowcasts will be added to the Projectile Generator soon)

Bug Fixes, Misc Changes, & Removals

Added C4 Detonate Limit Config Option

  • Operators can now easily configure how many C4s explode at once when a remote is used
  • The default value is 150, but this can be increased up to 300, or to as low as 10
  • Value can be changed in the GBG config menu /function config:gbg

Removed Gun Description Style Types

  • This feature allowed players to change the colors of the gun's desc via a trigger command
  • Removed in order to decrease code complexity
  • May be introduced as a custom gun feature at a later date

Made 2-Tick Fire Rate Crossbow Guns Function as Expected

  • The old crossbow 1-tick fire rates are actually 2-tick fire rates
  • Now, the proper rate of fire can be displayed in the gun's lore
  • To see a true, 1-tick fire rate you can set that value for a music_disc gun

Removed Ammoless Guns

  • Ammoless Guns, guns that don't use ammo and have bottomless mags, have been removed
  • There were many special cases made only for ammoless guns, and these complicated the code a fair amount
  • In their place, it is recommended to switch to using Air Reload Type (7) guns, which fulfill a similar role to ammoless guns

Rewrote C4 Remote

  • The C4 Remote is no longer running on old code and using outdated methods
  • This should result in fewer conflicts with other datapacks and a smoother experience
  • The name color of the C4, C4 Remote, and Land Mine have been changed to indicate this
  • The C4 also now has a durability of 10 instead of 5

Rewrote Medical Item Code

  • Medical items code has been optimized
  • Custom medical supplies are now possible with a datapack

Fixed Gun Reload Indicator Refreshing When Gun was Shot

  • The reload progress bar would fill halfway if right click was held at the moment of the reload being over

Fixed Air Reload Type Not Working Sometimes

  • Occasionally, the gun would display "OUT OF AMMO" even if the reload type was set to air

GBG V1.24.10

Updated to Minecraft 1.21.6

  • Datapack now works on the latest version of Minecraft

Buffed Ray Guns Green, Blue, and Red

  • Their damage, range, and rate of fires have been vastly improved
  • Now, the Ray Guns are more on-par with the rest of the guns in power level

Fixed bandage sound not playing when Simple Bandage was used

  • The bandage sound didn't play when using the Simple Bandage

GBG V1.24.9

Deleted ray_gun_red (copy).json file

  • While it didn't cause any actual issues, it did send a warning message in the logs each time the datapack was loaded

Fixed Minigun Attribute Modifiers being visible in description

  • Only a visual problem, very minor

Fixed removing item name breaking death messages bug

  • If the player removed the custom name of any gun, it would break the death message completely
  • This bug could also occur on Gun Generator guns, or guns from addons that use item_name instead of the custom_name

Fixed removing gun name renames it to "Crossbow"

  • If the player removed the gun's name in an anvil, it would change the name to say "Crossbow"
  • Now, the gun's name will persist as expected

Fixed Minor Infection Cure killing zombie animals

  • Instead of curing them, the Minor Infection Cure would kill the zombie animal

Fixed Target Type resetting when turret entered damage stage

  • Instead of keeping the target type it was set to before it changed states, it's set to [Monsters]

Increased hitbox detection size for projectiles
All projectiles have had their hitbox detection radius increased from 0.05 to 0.3
This number is aligned much closer with the detection radius for vanilla arrows

Fixed Assault Rifle and Minigun not using the bullet_light projectile type
This projectile type was designed for automatic weapons, yet was not actually used by them

Fixed not being able to shoot through torches bug
All projectiles were unable to shoot through wall torches, but were able to shoot through ground torches

Added Air Reload Type
Allows for a gun to be reloaded like normal, but doesn't need an ammo item
This is similar to reloading any gun in creative mode The int for this reload type is 7

Fixed Ammo only working in inventory bug
Ammo items were only recognized if they were in the player's inventory Ammo items wouldn't be seen if in the offhand or hotbar

Fixed Projectiles not going through new Spring to Life blocks
All projectiles wouldn't pass through dry grass, leaf litter, bushes, firefly bushes, cactus flowers, or wildflowers

Updated to Minecraft 1.21.5
Datapack now works on the latest version of Minecraft

Removed "Projectile: [GBG Projectile]" part of gun description
This was previously an unavoidable side-effect of the gun system

Fixed Broken Pistol Model
The item model of the pistol was heavily deformed

Fixed C4 Remote not playing beep sound
When the C4 Remote was used, the beep sound effect wasn't played

Fixed syringe sound not playing
When any syringe item was used, the syringe sound wouldn't play

Fixed non-stacking syringes
When a syringe item was used, the syringe given to the player was technically different from the syringe obtained via crafting

Fixed extra space in gun description when crafted/given
The guns' description had an extra space after each stat, this issue would only exist before the gun was shot/reloaded


Project members

Gamingbarn

Owner

Details

Published 2 years ago
Updated 3 days ago