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GBG V1.26.4

Fixed GBG Incompatibility Message Persisting

  • The message informing the player that GBG and GC are incompatible wouldn't go away, even after GBG was removed
  • This was a bug primarily with Gun Core, but requires changes to Gamingbarn's Guns as well to properly fix

GBG V1.26.3

Updated to Minecraft 1.21.9/10

  • Datapack now works on the latest version of Minecraft

Buffed C4 Remote Range

  • Range has been increased from 50 to 80

Reduced Turret Shoot Sound Volume

  • The turret's shoot sound's audible range has been reduced from 64 to 32

GBG V1.26.2

Fixed Incorrect Ammo Tags

  • The ammo tags on all guns and ammo were not updated properly
  • Now, GBG guns and ammo will work properly with Modern Guns and Ammo
  • Keep in mind, all old guns and ammo will be able to work with themselves

Fixed Gun Names not Appearing in Death Message

  • When explosive projectiles were used, the gun name wouldn't show up in the death message properly

Fixed Spelling Issue in First Player Dialog

  • 'verirfy' to 'verify'

GBG V1.26.1

Made Endermen teleport away from gun fire

  • Endermen, much like when shot with an arrow, will teleport to avoid bullets or lasers
  • Endermen can still be damaged by fire and explosive projectiles

Tweaked Ammunition Recipes

  • Tweaked to match the new ammo recipes from MG V1.7.1
  • When both packs are played together, the ammo will be interchangeable

Fixed Broken Bazooka give function

  • The Bazooka wouldn't work properly when obtained through the give function

Fixed missing Ray Gun distant sound

  • The distant sound for the Ray Gun was absent from the recipe and give function

Fixed missing distant sounds on gun recipes

  • The distant sounds weren't present in the custom data for the guns when crafted

Fixed missing default values for distant shoot sounds

  • Guns without distant shoot sounds declared would have all their gun sounds broken
  • Now all guns, even ones without some sounds, will play their listed sounds properly

Fixed Explosive Weapons having much larger explosions

  • Explosion sizes for explosive weapons were much larger than specified

Fixed debug message being sent when mobs were damaged

  • Whenever a mob took damage from the bullet_standard damage type, a debug message would be sent in chat

Updated License

  • Added Curseforge to the list of official downloads

Fixed medical items being used instantly

  • All medical items would be used instantly

V1.26 Mod

by Gamingbarn on Sep 15, 2025
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GBG V1.26

Added Laser Shield MK1 and Laser Shield MK2

  • The Laser Shield has been replaced with the Laser Shield MK1 and Laser Shield MK2
  • The Laser Shield MK1 is weaker, but much cheaper than the OG Laser Shield
  • The Laser Shield MK2 is stronger, but slightly more expensive than the OG Laser Shield
  • Any remaining OG Laser Shield items will still exist and function as before, but they will no longer be obtainable

Made Protection Enchantments Reduce Gun Damage

  • Projectile Protection now reduces damage of all Bullet and Laser damage types
  • Fire Protection reduces damage of all Flame damage types
  • Blast Protection reduces damage of all Explosion damage types
  • The regular Protection enchantment does not reduce any gun damage
  • Flame damage types still ignore armor points

Added Distant Gun Sounds

  • All guns now have different sounds depending on your distance from the source
  • The audible range for gun sounds is no longer relative to the range of the gun
  • The normal shoot sound of the gun can be heard from up to 26 blocks away
  • Laser Guns and Ray Guns cannot be heard from as far away as Bullet-based guns

Normalized Gun Sounds

  • All gun sounds have had their overall volume normalized to more closely match Minecraft's volume
  • All loud gun sounds have been made quieter and all quiet sounds have been made louder

Added Restart Check and Warning Message

  • If the user has added the datapack to the world without fully restarting, an error message will be sent
  • If the user adds the datapack properly, no error message is sent

Added shoot_sound_far Stat

  • The additional shoot sounds are stored in the shoot_sound_far stat
  • This stat is a list of strings of sounds, it can hold up to 3 different sounds
  • shoot_sound_far[0] can be heard from 26-60 blocks away, shoot_sound_far[1] from 60-128 blocks, and shoot_sound_far[2] from 128-256 blocks
  • If you wish to not use a sound for a given range, simply replace it with a nonexistent sound, (e.g. no:sound or minecraft:empty)
  • The shoot_sound_pitch stat affects the pitch of all four shoot sounds

Optimized Gun Shooting

  • Gun shooting now performs far fewer item nbt checks, resulting in smoother overall performance

Fixed Broken Headshot Detection

  • All projectiles except for bullet wouldn't detect headshots properly

Fixed Headshot Stat not Transfering in Shoot Types

  • The headshot_damage stat wouldn't transfer properly when shoot types were cycled

Fixed Minigun Having a 1-Tick Fire Rate

  • The Minigun's Rate of Fire was incorrectly set to 1-ticks instead of the intended 2-ticks

Fixed Medical Item Quick-Use

  • Medical items could be used instantly if a throwable has been readied but not yet thrown

Fixed Inconsistent Medical Item Use Time

  • If the player swapped to another medical item while using a medical item it would use the cooldown from the first item but the effects from the second item

Fixed Actionbar Indicator Breaking

  • The item use actionbar indicator would break if a medical item was used right after a throwable was thrown

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

Project members

Gamingbarn

Owner

Details

Published 2 years ago
Updated 11 days ago