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Just Enough Guns New(unofficial port)
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Just Enough Guns New(unofficial port)

Java mod listed for Minecraft 1.21. File opened and checked on 24 Sep 2026; downloads from the MC Java Mods app on Android.

by maoruiq · on CurseForge

Which build do you need?

This mod ships a separate file for every mod loader and every version of the game. Pick both, then download — the wrong build installs fine and then does nothing in the game.

Mod loader

Minecraft version

⬇ Download for 1.21.11 · NeoForge⬇ Download for 1.21.10 · NeoForge⬇ Download for 1.21.9 · NeoForge⬇ Download for 1.21.8 · NeoForge⬇ Download for 1.21.2–1.21.4 · NeoForge⬇ Download for 1.21.1 · NeoForge⬇ Download for 1.21.11 · Fabric⬇ Download for 1.21.2–1.21.4 · Fabric⬇ Download for 1.21.1 · Fabric
I don't know my version or loader
Open the Minecraft launcher and look at the profile you play on — it names both, like fabric-loader-1.21.4. The version also shows in the bottom-right corner of the game's main menu.
No loader in the profile name? Then it's plain Minecraft, and these mods won't run — you need Fabric or NeoForge installed first.

Just Enough Guns New

A modern fork and unofficial port of the Forge 1.20.1 mod Just Enough Guns, bringing vanilla-styled firearms, hostile gunners, faction raids, vehicles, and late-game aerial threats to newer Minecraft versions.

Terminal Guidance — 1.8.0 special equipment

Just Enough Guns New is based on the original Just Enough Guns project for Forge 1.20.1. This fork unofficially ports and continues that gameplay work on modern Fabric and NeoForge versions while keeping the Minecraft-friendly visual style. Weapons use survival crafting progression, magazines, attachments, recoil, spread, overheating, ammo HUD feedback, and server-side combat logic. The current 1.8.0 builds add SuperbWarfare-style special equipment — FPV drones, C4 / claymore / C4 vest, Javelin and Igla guided launchers, smoke denial, and vehicle missile lock UI — plus kill-credit fixes and a vehicle / missile / rocket combat balance pass across all four maintained loaders.

Screenshots

Walkürenritt vehicle update

Light machine gun combat HUD

End Ship Armada structure

Highlights

Latest Release Notes

Version 1.8.0 is the current release line. Interim local labels 1.8.1 / 1.8.2 were never separate public releases; their work is included here.

Highlights

Added

Changed / Fixed

Supported Versions

Loader Minecraft Java Mod Version Required Dependencies
Fabric 1.21.1 Java 21 1.8.0 Fabric API, GeckoLib 4.8.3
NeoForge 1.21.1-1.21.4 Java 21 1.8.0 NeoForge 21.1.x, GeckoLib 4.8.3
Fabric 26.2 Java 25 1.8.0 Fabric API, GeckoLib 5.5+
NeoForge 26.2 Java 25 1.8.0 NeoForge 26.2.x, GeckoLib 5.5.1

The older Fabric 26.1 and NeoForge 26.1 branches are legacy lines after the 26.2 unofficial port. Use 26.2 for the maintained Java 25 release line unless you specifically need a 26.1 legacy build.

Install the Just Enough Guns New file that matches your loader and Minecraft version. Do not mix Fabric and NeoForge builds.

How To Play

For version 1.3.0 and newer, gun controls use the modern input layout:

Action Default Input
Shoot Left Click
Aim down sights Right Click
Reload R
Inspect animated gun Y
Gun melee / flashlight toggle, where supported V
Sneak behavior, where supported Shift

Older builds before 1.3.0 used right-click shooting, F reload, and Shift aiming. If you are updating from an old version, check your keybinds after launch.

Vehicles in the Walkürenritt update are built through vehicle assembly progression, then deployed and driven directly in-world. Most vehicles use normal Minecraft movement inputs once mounted:

Vehicle Action Default Input
Enter vehicle / interact with vehicle Right Click
Steer and throttle land vehicles, boats, helicopters, and aircraft W / A / S / D
Brake, reverse, or slow down S
Look / aim turret, cannon, or mounted weapon Mouse movement
Fire the active vehicle weapon Left Click
Aim, lock, zoom, or use the secondary vehicle function where supported Right Click
Reload the active vehicle weapon where supported R
Dismount Shift

Vehicle behavior depends on the vehicle type and seat. Driver seats control movement, while weapon seats or co-pilot seats may control turrets, missiles, target locks, or defensive tools. Keep ammunition, repair tools, and charged support items in the vehicle inventory when the vehicle expects them, and watch the vehicle HUD for weapon state, reload timing, lock warnings, and damage feedback.

Gameplay Notes

Most guns need the correct ammo or magazine type. Magazine-fed weapons use loaded magazines, while manual and single-item weapons use their matching ammunition directly. Attachments, stocks, grips, sights, skins, badges, and special ammo types are part of the normal progression.

Some world and combat systems are intentionally dangerous when enabled. Gunner mobs, patrols, raids, explosive mobs, vehicles, vehicle weapons, and Terror Phantom events can heavily change survival balance. Server owners should review the generated config files before running the mod in a public world.

Ballistic Armor Interception

Bulletproof helmets and vests use a ballistic interception model for gun damage instead of vanilla Projectile Protection. Each shot resolves an effective armor-piercing value from the ammo type and the gun multiplier:

effectiveAP = ammoArmorPiercing * gunArmorPiercingMultiplier

On a protected hit, headshots use the bulletproof helmet first. Other protected body hits use the bulletproof vest. If no matching bulletproof armor piece is equipped, gun damage is unchanged.

For the selected armor piece, the damage multiplier depends on whether the shot undermatches or overmatches the armor rating:

apRatio = effectiveAP / armorRating

if effectiveAP < armorRating:
    damageMultiplier = undermatchMultiplier * (0.55 + apRatio * 0.45)
else:
    damageMultiplier = overmatchMultiplier * min(1.25, 0.85 + (apRatio - 1.0) * 0.18)
    damageMultiplier = min(damageMultiplier, 0.95)

finalDamage = rawDamage * damageMultiplier

Armor durability loss scales with raw damage and AP pressure. Under-matching shots still wear armor down, while over-matching shots punish armor more heavily:

pressure = effectiveAP / armorRating

if effectiveAP < armorRating:
    durabilityDamage = rawDamage * (0.65 + pressure * 0.35)
else:
    durabilityDamage = rawDamage * (1.00 + min(1.50, pressure - 1.0) * 0.85)

The result is then scaled by the armor slot and armor tier durability multipliers and capped before being applied to the armor item.

Donation

PayPal: https://www.paypal.com/paypalme/RuiMao65

Commands And Config

The mod exposes in-game configuration commands for common server tuning. Availability depends on loader/version branch, but recent builds include controls for areas such as:

Config changes should be tested on a copy of the world before using them on a long-running server.

Credits And License

Just Enough Guns New is a fork and modern Fabric/NeoForge unofficial port of the original Just Enough Guns project by MigaMi, which targets Forge 1.20.1: https://www.curseforge.com/minecraft/mc-mods/just-enough-guns

Suggestions and bug reports are welcome. Clear reproduction steps, Minecraft version, loader, mod version, dependency versions, and crash logs help much more than vague reports.

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

File checked by MCModsHub

These come from our own check of the pack file, not from the source page.

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