Techguns-CE

Techguns-CE

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

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90.4K Downloads
forgeequipmentmobstechnology
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Screenshots

"Parazite-infected" Steam Armor camo
"PMC Pokhuy" MK2 armor camo
New Fabricator GUI
New Reaction Chamber GUI
New Chemical Laboratory GUI
Fabricator Recipe Selector GUI

About this Mod

Techguns Community Edition

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!


Description

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!

Available Versions

Dungeons and some Fixesrelease
MC 1.12.2forge
February 4, 2026
2.1.2.0release
MC 1.12.2forge
January 16, 2026
2.1.1.2release
MC 1.12.2forge
January 6, 2026
2.1.1.1release
MC 1.12.2forge
January 4, 2026
2.1.1.0release
MC 1.12.2forge
January 2, 2026

How to Install Techguns-CE on Your Server

1

Order Server

Order a Minecraft Java server with at least 3 GB RAM (4 GB recommended).

2

Set forge Loader

In the panel under "Egg", select the forge loader and matching Minecraft version (1.12.2).

3

Install Mod

Open the mod browser in the dashboard and search for "Techguns-CE". Click "Install" – done! Alternatively, upload the .jar via SFTP to the /mods folder.

Compatibility

Mod Loaders

forge

Minecraft Versions

1.12.2

Server-side

Required

Recommended RAM

4 GB(min. 3 GB)

Frequently Asked Questions

Techguns-CE server crashes on startup – what to do?

Most common cause: wrong forge version or insufficient RAM. Check the server log (latest.log) for "OutOfMemoryError" or "Mixin" errors. With Mado Hosting: ensure at least 3 GB RAM is allocated and the loader matches the mod version (1.12.2). You can switch loaders with one click in the panel.

Is Techguns-CE compatible with forge?

Techguns-CE officially supports forge for Minecraft 1.12.2. The Mado dashboard automatically detects incompatible loader combinations.

Server lagging with Techguns-CE – how to optimize performance?

Recommended RAM: 4 GB (per 8 players). Use /spark profiler to check if Techguns-CE consumes the most tick time. Common fixes: reduce server view-distance to 8-10, install "performant" or "starlight" as supplementary mods on Forge. With Mado Hosting, your server runs on NVMe SSDs with dedicated CPU cores for minimal latency.

Rent Modded Server

Install Techguns-CE with just one click on your server.

Recommended RAM
4 GBab €8/mo
Min. 3 GB | +1 GB pro 8 Spieler
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NVMe SSD Storage
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Details

License
LicenseRef-Techguns-Mod-License
Server-side
Required

Supported Versions

1.12.2