Back to mods
DoxAmmo (TaCZ) project artwork

CurseForge · Minecraft mod

DoxAmmo (TaCZ)

TACZ ammo types, custom magazines, body armor, and per-part gun damage.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which DoxAmmo (TaCZ) release should I use?

Updated 12 days ago
Latest stable file doxammo-1.3.0.jar
Game version 1.20.1
Loader Forge

DoxAmmo (TaCZ) doxammo-1.3.0.jar targets 1.20.1 with Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. All 4 required mods have matching files.

Where it goes

Is DoxAmmo (TaCZ) required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release Forge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does DoxAmmo (TaCZ) doxammo-1.3.0.jar need?

doxammo-1.3.0.jar. Change the file and its required mods may change too.

All 4 required mods have matching files

Install GeckoLib, [TaCZ] Timeless and Classics Zero Guns, DoxEffect (TaCZ Recommendation), DoxCore first. We found matching files for this game-version and loader setup.

GeckoLib Needed by DoxAmmo (TaCZ) doxammo-1.3.0.jar
required
Matching file found Matched file: geckolib-forge-1.20.1-4.8.4.jar
DoxCore Needed by DoxAmmo (TaCZ) doxammo-1.3.0.jar
required
Matching file found Matched file: doxcore-1.0.1.jar

We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add DoxAmmo (TaCZ) without breaking your instance.

Built for DoxAmmo (TaCZ) doxammo-1.3.0.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use doxammo-1.3.0.jar. It targets 1.20.1 with Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install GeckoLib, [TaCZ] Timeless and Classics Zero Guns, DoxEffect (TaCZ Recommendation), DoxCore first. We found matching files for this game-version and loader setup.

  3. 03

    Put it on the correct side

    The project page does not say whether this file belongs on the client, dedicated server, or both.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside doxammo-1.3.0.jar. It opens that exact file at the source.

About this project

What does DoxAmmo (TaCZ) add?

Short description

A **TACZ gun extension**: ammo types with distinct **damage / armor-penetration / incendiary** profiles (FMJ, HP, AP, incendiary, shotgun pellets…), **custom magazines** that hold an ordered queue of rounds (load by right-click, eject to recover), **bullet-resistant armor** (vests & helmets), and a **per-part gun-hit pipeline** (headshot & limb multipliers, armor penetration, effect application). With **DoxHitbox** installed, hits resolve to precise body parts; with **DoxPartHealth**, damage is routed to per-limb HP. Weapon-arm blackout debuffs (spread/recoil/tremor) read through **DoxEffect**.

Features

  • **Ammo types** (ammo_config.json, hot-editable) — per-caliber base damage × per-type multiplier, armor pen, fire ticks.

  • **Custom magazines** — queue-based load/eject, GeckoLib magazine models/animations, ext-mag capacity indicator.

  • **Body armor** — vests/helmets with reduction + durability, integrated with the gun-damage pipeline.

  • **Per-part gun damage** — headshot/limb multipliers via DoxHitbox (falls back to 1.0 without it), routes to DoxPartHealth when present.

  • **Favor-the-shooter** OBB bullet resolution (client-simulated claim), TACZ reload/consume hooks, gun-pose → hitbox bridge.

  • **Hit markers** — an on-screen marker when your shot connects (server-confirmed).

  • **Rebuilt gun tooltips** *(2.x)* — type, description and stats on separate lines, and every stat draws a bar, so you read how much before you read the number. Attachments show what they change, in place; TACZ's own +/- attachment lines are removed.

  • **Magazine panel** *(2.x)* — the loaded magazine is its own panel beside the tooltip instead of a line inside it. Guns that do not take magazines — pump shotguns, bolt actions — show the shells.

  • **No invulnerability frames for attacker damage** *(2.x)* — bullets, melee and mob attacks all land. Environmental damage (falling, suffocation, fire) keeps its frames.

  • **Translated into 20 languages** — every in-game string, magazine names included, goes through translation keys, so a resource pack can override any of it.

Minecraft versions

This mod ships two lines, and they are not interchangeable:

  • **1.x** — Minecraft 1.20.1, Forge

  • **2.x** — Minecraft 1.21.1, NeoForge

Both are maintained. Pick the file whose major version matches your loader; a 1.x file will simply not load on 1.21.1, and vice versa. Dependencies follow the same rule — 2.x mods require 2.x of the Dox mods they depend on.

Requirements

  • **2.x (1.21.1 / NeoForge)** — DoxCore, DoxEffect, **TACZ**, GeckoLib.

  • **1.x (1.20.1 / Forge)** — DoxCore, DoxEffect, **TACZ**, GeckoLib, LrTactical, PlayerAnimator.

  • Optional (both lines): DoxHitbox (precise per-part hits), DoxPartHealth (per-limb HP), DoxLean, DoxBreath.

FAQ

**How do you craft bullets?**

At the **TACZ gun smith table**. Every round, every magazine and every vest/helmet has a recipe as of **1.1.0** — 320 in total. Rounds take copper (casings) and gunpowder, scaled by cartridge size: a pistol round costs less per shot than a .50 BMG. AP rounds additionally need iron for the penetrator, incendiary rounds need blaze powder, and both yield about half as many. Magazines take iron and copper scaled by capacity. Body armour is made at a **normal crafting table**, so it works even without TACZ installed.

The 5.56 recipe deliberately matches TACZ's own (15 copper + 3 gunpowder → 45 rounds), so the economy lines up with the base gun pack instead of competing with it.

If the gun smith table shows none of these recipes, update — they were being filed under tabs that do not exist, so they were craftable but invisible.

> Modpack authors: every gun-table recipe is wrapped in a mod-loaded condition on tacz, so without TACZ they are skipped silently rather than spamming your log. Override or remove them with a datapack or KubeJS as usual.

**Do I still need MultiHitboxLib?**

No — as of **1.1.0** it is gone entirely. Part detection is handled by DoxHitbox, so the library had nothing left to do. Do not install it for this mod.

**Does armor stop bullets?**

Yes, and as of **1.1.0** *any* armor does. Armor value and toughness are converted into a ballistic reduction (capped at 70%), so vanilla and other mods' armor all protect according to their tier. This mod's dedicated vests/helmets still use their own (higher) values.

Project description from CurseForge.

Pick your setup

DoxAmmo (TaCZ) by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

2 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

DoxAmmo (TaCZ) versions and loaders

7 of 7 releases match

Looking for an older file? The official CurseForge project page is in Resources.