Data Packs Item

Black powder weapons

  • 5k views 1 today
  • save_alt 668 downloads
Compatibility
Minecraft 1.16
to version
Minecraft 1.20
Changes include
  • Functions
  • Loot Tables
  • 22
  • 21
  • 69
Required Resource Pack
Firlyx
Lvl 22Expert Procrastinator Procrastinator
5
Multiplayer compatible

The downloadable .zip file contains the original 1.16 version and a port to 1.20.
(misode.github.io/upgrader/ has been used to assist in porting, but much was done by hand.)

The datapack adds a total of 16 weapons alongside the ammunition and some related materials.
All of them can be crafted at the new gunsmithing table.
The gunsmithing table can be obtained by dropping 16 gunpowder on a smithing table.
Some can also be found in structures. Propably.

The /function powder:give/(item) command can also be used to give yourself any weapon, as well as ammo and the gunsmithing table.


By using /tag you can activate various effects.

moregun - guns do not empty themselves.

hevyguy - no slowdown from heavy weaponary.

bigiron - revolver fires a 2400 damage 100 pierce projectile.

keepemcomin - weapons that have a magazines do not consume ammunition from them.

About items:

     Tier 1


Flintlock:

Damage = ~ 19

Penetration = 1

Range = ~30

Ammunition: gunpowder/powder charges and iron nuggets



Can be fired one handed.

Very cheap.

Easier to load than other muzzleloaders.

Can be fired from the offhand.

Benefits from offensive magic when wielded together with an enchanted melee weapon.

Sharpness -> More damage (~24)

Smite -> Instant health on bullets

Bane of anthropods -> Debuffs

Knockback -> Brief levitation

Fire aspect -> Burn enemies

Sweeping edge -> Extra bullets fired (can't hit same target)

Impaling -> Extra penetration

Blunderbuss:
(Stats listed for basic iron load)
Damage (Per projectile. A target can only be hit once) = ~22
Penetration = 0
Range = ~30

Ammunition: gunpowder/powder charges and ammo items

Can use 5 different ammo items to produce various effects.
Iron ingot -> Basic 5 projectile spread.
Blaze powder -> Low range incendiary effect.
Obsydian -> Cloud of withering shrapnel.
TNT - Slow moving grenade, explodes on block impact.
Iron block - Massive cannonball, slow but high damage and penetration.

Musket:
Damage = ~30
Penetration = 2
Range = ~75

Ammunition: gunpowder/powder charges and iron nuggets

Aiming down sights grants night vision and inflicts slowness to change FOV.

Heavy double musket:
Damage = ~32 (~20 for pellets, note that damage will not add if multiple projectiles hit)
Penetration = 3 (0 for pellets)
Range = ~75


Ammunition: gunpowder/powder charges and iron nuggets

Extra powerful musket with an extra shot, fires 3 small pellets too.
Aiming down sights grants night vision and inflicts slowness to change FOV.
Constant slowness 1 while carrying.

    Tier 2

Revolver:
Damage = ~24
Penetration = 0
Range = ~45

Capacity = 6
1 step between shots.
Ammunition: percussion cartridges

Can be operated one handed.

Double barrel shotgun:
Damage (per pellet, enemy can only take damage from one) = ~22
Penetration = 1 for middle pellet, 0 for others
Range = ~75

Capacity = 2
Projectiles = 7
Ammunition: shotgun shells

More horizontal spread.


Breach loaded rifle:

Damage = ~28

Penetration = 1

Range = ~180


Ammunition: paper cartridges


Aiming down sights grants night vision and disables movement to change FOV.

Projectiles are not affected by gravity.

Heavy launcher:
No standard stats

Ammunition: blank cartridges and ammo items
Can launch a variety of payloads:
TNT -> powerful shell, explodes on impact with entity or block.
Dragon's Breath bottle -> war crime round, sets area on fire, creates cobwebs, inflicts debuffs and blocks view with smoke.
Chorus fruit -> High velocity ender pearl.
Sensitive powder(added in the datapack) -> 7 projectiles that scramble redstone and gain a anti-air proximity fuse after ~15 blocks. Neat flare gun.

Constant slowness 2 while carrying.

    Tier 3
Lever action pistol
Damage = ~18.5 + 0.5/s for 3s (wither effect)

Penetration = 0

Range = ~25


Capacity = 7 + 1(chamber)
2 steps between shots.
Ammunition: Rocketballs

Rocketballs require less gunpowder.

Pump action shotgun
Damage (per pellet, enemy can only take damage from one) = ~22
Penetration = 1 for middle pellet, 0 for others
Range = ~75

Capacity = 5 + 1(chamber)
Projectiles = 7
2 steps between shots (1 when slamfiring).
Ammunition: shotgun shells

Less convenient spread.
Operating while sneaking activates slamfire, allowing for faster shooting.

Lever action rifle
Damage = ~26
Penetration = 1
Range = ~100

Capacity = 10 + 1(chamber)
2 steps between shots .
Ammunition: rifle rounds

Aiming down sights grants night vision and inflicts slowness to change FOV.

Gatling gun:

Damage = ~26 (~22 per pellet when using shotgun shells, enemy can only take damage from one pellet)
Penetration = 1 (0 when using shotgun shells)
Range = ~75

Projectiles = 1 (7 when using shotgun shells)
Ammunition: rifle rounds/shotgun shells

High fire rate
Constant slowness 3 while carrying.

 Tier 4
Automatic Pistol
Damage = ~22

Penetration = 0

Range = ~45


Capacity = 6 + 1(chamber)
Ammunition: Pistol rounds fed from detachable magazines

Pistol rounds require less gunpowder.

Automatic shotgun
Damage (per pellet, enemy can only take damage from one) = ~22
Penetration = 0
Range = ~75

Capacity = 4 + 1(chamber)
Projectiles = 7
Ammunition: shotgun shells

Even less convenient spread.

Automatic Rifle
Damage = ~24

Penetration = 0

Range = ~75


Capacity = 20 (open bolt)
Ammunition: Improved rifle rounds fed from detachable magazines

Aiming down sights grants night vision and inflicts slowness to change FOV.
Produces less smoke
High fire rate

Autocannon:

Ammunition: large shells / improved large shells / explosive large shells

Damage = ~26 / ~30 / ~25 + explosion
Penetration = 1 / 2 / 2
Range = ~100

large shells: tracer effect
improved large shells: less smoke
explosive large shells: explode on impact, penetrator may keep going.

High fire rate
Constant slowness 6 while carrying.

more weapons will most likely not be added directly, though i may consider creating seperate addons. Suggestions welcome, but they should be functionally distinct from existing weapons

13 Update Logs

Update #10 - Absurd Arsenal : by Firlyx 04/18/2026 9:42:31 amApril 18 @ 1:42 pm UTC

This is likely the final major update. Tweaks, ports and retextures may come, but additional weapons are unlikely to be implemented. (maybe in separate packs)

Additions
  • Added the automatic rifle (and magazines for it)
  • Added the autocannon
  • Added improved rifle rounds, large cases and 3 variants of large shells
Changes
  • A technical change has been made, allowing automatic weapons to fire at their maximum firerate
  • Hence, the fire rate of the gatling gun has been increased
  • Halved the amount of sensitive powder required for percussion cartridges
  • The middle pellet of the automatic shotgun no longer penetrates
  • Updated give commands
  • Updated page
LOAD MORE LOGS

More like this

  Have something to say?

LGSC team
04/19/2026 7:44 am
Level 68 : High Grandmaster Modder
Ah yes, black powder BAR and M1911
2
Firlyx
04/19/2026 11:44 am
Level 22 : Expert Procrastinator Procrastinator
shhh, it's been two years since i named the pack, the moses browning extension was something i came up with much later
2
Lucifer6666
03/05/2026 9:16 am
Level 2 : Apprentice Miner
Well, really, why make machine guns and semi-automatic pistols in black powder weapons? The datapack itself is called a “black powder weapon.” so why are there machine guns here? It’s better to make a lot of different weapons on black, rather than modern ones. like one lever and a rifled musket? Well, that's really not enough. I would like to see more of everything.
2
Firlyx
03/05/2026 10:25 am
Level 22 : Expert Procrastinator Procrastinator
The problem with adding such a variety of weapons is that they're practically identical in functionality. I want each weapon to have a reason to use it, and that's difficult when you have three single-shot rifles that differ only in the ammunition they use.

They all function the same way: fire, click to open, load, close, and fire again. They're just different models and ammunition. This is very easy to add, but I think there are more interesting alternatives.


-Break for translation-


The Gatling gun was originally planned to be the last addition. But now you get four early 20th-century weapons. I won't be adding anything more advanced than these. I think that's preferable to not adding any weapons at all.


-Break for translation-


I'll add all 16 core weapons and make sure everything works as expected. After that, I might add a few more. So, suggest a pistol, a rifle, a shotgun, and a heavy weapon, and I'll see what I can do.
1
Lucifer6666
03/05/2026 9:13 am
Level 2 : Apprentice Miner
Why add smokeless powder weapons to black powder weapons? like, I can't understand the logic. If you do something historical on a black, smoky surface, then why do it on a smokeless one? It’s better to do it on black and more than a few. I really wouldn’t mind seeing Martini-Henry, or the same, for example, needle-shaped Dreyze, and not bazookas and machine guns with machine guns. this is of course my opinion. but still... there was a good datapack that I played with. It is better to do the latest update with such black powder guns. but not with the machines of the 20-21st century
2
Lucifer6666
02/26/2026 7:41 am
Level 2 : Apprentice Miner
please make me a martini henry
2
Firlyx
03/01/2026 11:51 am
Level 22 : Expert Procrastinator Procrastinator
what can the martini henry do that existing weapons cant
1
Lucifer6666
03/02/2026 4:18 pm
Level 2 : Apprentice Miner
Martin-Henry rifle under cartridge metal. Faster than any of your musket, suitable for long-range volley shooting, powerful. There is a rifle now that is like a musket, and Martin-Henry is even better and more powerful, it is not gunpowder and bullet separately, but a fully rifle cartridge and huge rate of fire and good damage.
2
Lucifer6666
03/02/2026 4:20 pm
Level 2 : Apprentice Miner
The Martin-Henry is perfect between a modern rifle and a musket. You don't need to separate the charge and gunpowder. Just pull the lever, insert the cartridge, close the lever, and fire.
2
Firlyx
03/03/2026 2:23 am
Level 22 : Expert Procrastinator Procrastinator
There is already a breech-loading rifle that uses composite ammunition, is quick to reload, and is accurate at long ranges.

The loading process is almost identical.

"
Breach loaded rifle:

Damage = ~28

Penetration = 1

Range = ~180

Ammunition: paper cartridges

Aiming down sights grants night vision and disables movement to change FOV.

Projectiles are not affected by gravity.
"
1
Lucifer6666
03/04/2026 4:38 am
Level 2 : Apprentice Miner
these are two different types of weapons. The Martini-Henry uses iron cartridges. As an option, you can add an even longer-range version than the existing one, as I described. This data pack can be used in reenactments of the American Civil War or the Colonial Wars.
2

Welcome