
Techguns-CE
A continuation of one of the most popular gun and tech mods, Techguns. It also adds armors, dungeons and many more things.
Screenshots






Über diese Mod

A continuation of one of the most popular 1.12 gun mods, Techguns.
Since this fork is considered to be unofficial, the credit goes to the original author!
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This mod is a modernized version of original discontinued 1.12 Techguns mod, aiming to look more modern and finished than ever. The initial purpose was to fix old various bugs and finish some things left there in the mod by pwn3d. Then this edition continued to change significantly, having its code slowly refactored, thus it turned into Community Edition we know today.
You're welcome to check the Gallery tab to see all the changes made by this fork!
Changes made by this edition:
- Added missing crafts along with new parts for: MK2 armor; Nether Combat armor; UV Emitter
- Supermutants now spawn in the End; they are required for UV Emitter craft because of UV element they drop now!
- Changed the progression slightly: Steam Armor is more expensive to craft and maintain, making other armors a viable option; Cyberdemons don't drop Cybernetic parts anymore - they drop only Cyberdemon Flesh, becoming a gateway for Fabricator; for Reaction Chamber you need a blueprint which you can find in Nether Fortress!
- Fixed the old Upgrade Stack dupe via Metal Press
- Fixed various CT issues; for example, you can set multiple items in Metal Press instead of singular ones (for example, 2 copper plates and 5 steel ones to craft a soul sand block!); also now you can properly set .nbt-tagged items as output in the Fabricator (for example, you can make MK2 armor craft there, already charged)
- Fixed Minecraft crashing when entering the Nether
- Ghastlings now do actually spawn, also they shoot rockets instead of small fireballs
- Reworked most of GUI's, including: Ammo Press, Metal Press, Chemical Laboratory, Grinder, Fabricator and Reaction Chamber; reworked the ammo HUD (which is changeable in the configs!)
- Simplified the Reaction Chamber - now it doesn't need strict amount restrictions for fluid to work properly!
- Added 9 new dungeons: 3 for Overworld (Depot, Train and Big Factory House), 3 for Nether (Nether Medium Cluster, Nether Building, Nether Submarine) and 3 for End (End Cluster, End Building, End Floating Ship)
- Adjusted dungeon spawn values - now Nether dungeons are much more frequent!
- Reworked Worldgen Testing Tool for those, who want to properly test out dungeons. You have to add your dungeon (which should be an instance of WorldgenStructure) in 'structures' LinkedHashMap from StructureRegistry. Then it will be available for debug in the tool!
- Fixed Minecraft crashing when trying to apply radiation in multiplayer
- Fixed nuclear microreactors not having any craft
- Buffed Ore Clusters: now they consume only 80% of their previous energy multiplier and give 2x of previous ore multiplier!
- Most mobs became smarter and/or harder, especially living ones; they can open doors by themselves, they stopped friendly-firing themselves, they can hear and they stopped falling so much in mob farms willingly!
- Fixed Psycho steve dropping 2 or even 3 chainsaws from one kill
- Radiation system balanced to be more dangerous + fixed typos restricting the uranium to be actually radioactive -> radiation system is turned on by default from now on
- Helicopters are much more dangerous - they are more durable and shoot much more rockets
- Added new camouflages for different armor!
- In general - Ready-to-use Techguns mod with Completion Update and more!
Important note: the mod is not fully polished; there may be some minor bugs. You can report them in the Techguns CE issue tracker on GitHub!
Verfügbare Versionen
Techguns-CE auf dem Server installieren
Server bestellen
Bestelle einen Minecraft Java Server mit mindestens 3 GB RAM (4 GB empfohlen).
forge Loader setzen
Wähle im Panel unter "Egg" den forge-Loader und die passende Minecraft-Version (1.12.2).
Mod installieren
Öffne den Mod-Browser im Dashboard und suche nach "Techguns-CE". Klicke "Installieren" – fertig! Alternativ: Lade die .jar via SFTP in den /mods Ordner.
Kompatibilität
Mod-Loader
Minecraft-Versionen
1.12.2
Server-seitig
✓ ErforderlichEmpfohlener RAM
4 GB(min. 3 GB)Häufige Fragen
Techguns-CE Server crasht beim Start – was tun?
Häufigste Ursache: falsche forge-Version oder zu wenig RAM. Prüfe im Server-Log (latest.log), ob ein "OutOfMemoryError" oder "Mixin"-Fehler auftritt. Bei Mado Hosting: Stelle sicher, dass mindestens 3 GB RAM zugewiesen sind und der Loader zur Mod-Version passt (1.12.2). Über das Panel kannst du den Loader mit einem Klick wechseln.
Ist Techguns-CE mit forge kompatibel?
Techguns-CE unterstützt offiziell forge für Minecraft 1.12.2. Im Mado Dashboard werden inkompatible Loader-Kombinationen automatisch erkannt.
Server laggt mit Techguns-CE – wie optimiere ich die Performance?
Empfohlener RAM: 4 GB (+1 GB pro 8 Spieler). Prüfe mit /spark profiler, ob Techguns-CE den meisten Tick-Time verbraucht. Häufige Fixes: Server-View-Distance auf 8-10 reduzieren, bei Forge "performant" oder "starlight" als Zusatz-Mod installieren. Bei Mado Hosting läuft dein Server auf NVMe-SSDs mit dedizierten CPU-Kernen für minimale Latenz.
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Modded Server mieten
Installiere Techguns-CE mit nur einem Klick auf deinem Server.