• • 4/18/26 9:42 am • 13 logs
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- Compatibility
- Minecraft 1.16
- to version
- Minecraft 1.20
- Changes include
- Functions
- Loot Tables
- 22
- 21
- 69
Required Resource Pack
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
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
Additions
- Added the automatic rifle (and magazines for it)
- Added the autocannon
- Added improved rifle rounds, large cases and 3 variants of large shells
- 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
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Have something to say?
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.
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.
"