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Sulfur - Guns (Modjam Edition) project artwork

CurseForge · Minecraft mod

Sulfur - Guns (Modjam Edition)

19 historical firearms, each with its own reload ritual: powder, ball, spark. Misfires, recoil and real ballistics — and illagers who load their guns exactly like you do. All in vanilla style.

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Quick answer

Which Sulfur - Guns (Modjam Edition) release should I use?

Updated 2 days ago
Latest stable file sulfur-1.0.3-fabric-26.1.2.jar
Game version 26.1.2
Loader Fabric

Sulfur - Guns (Modjam Edition) sulfur-1.0.3-fabric-26.1.2.jar targets 26.1.2 with Fabric. The project page does not say whether this file belongs on the client, dedicated server, or both. All 1 required mods have matching files.

Where it goes

Is Sulfur - Guns (Modjam Edition) 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 Fabric
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 Sulfur - Guns (Modjam Edition) sulfur-1.0.3-fabric-26.1.2.jar need?

sulfur-1.0.3-fabric-26.1.2.jar. Change the file and its required mods may change too.

All 1 required mods have matching files

Install Fabric API first. We found matching files for this game-version and loader setup.

Fabric API Needed by Sulfur - Guns (Modjam Edition) sulfur-1.0.3-fabric-26.1.2.jar
required
Matching file found Matched file: [26.1.2] Fabric API 0.155.2+26.1.2

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

Before you install it

Add Sulfur - Guns (Modjam Edition) without breaking your instance.

Built for Sulfur - Guns (Modjam Edition) sulfur-1.0.3-fabric-26.1.2.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use sulfur-1.0.3-fabric-26.1.2.jar. It targets 26.1.2 with Fabric; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Fabric API 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 sulfur-1.0.3-fabric-26.1.2.jar. It opens that exact file at the source.

About this project

What does Sulfur - Guns (Modjam Edition) add?

Sulfur

Four hundred years of firearms history, one loaded chamber at a time.

Sulfur adds 19 vanilla-styled historical firearms to Minecraft — from a wooden tube stuffed with powder and a rock, to a lever-action Winchester. No gun here is a reskin of another. Every single one has its own reload ritual, its own hammer, lever, gate or cylinder, its own misfire odds, its own recoil, and its own way of letting you down at the worst possible moment.

You don't "equip" a gun in Sulfur. You work it.


🔥 Four eras of ignition 🔥

The whole mod is a progression through how humans learned to set gunpowder on fire. Each era changes how you fight, not just how much damage you deal.

Era Ignition What it feels like
🪵 Hand cannons A torch or flint & steel, straight to the touch-hole Load powder, ram a stone or iron ball, then physically set it alight. Fires maybe half the time. Terrifying to everyone, including you.
🕯️ Matchlock A slow-burning serpentine match Strike a spark once and the match burns for two full minutes — then you fire on demand with a single click. Rain, water and bad luck snuff it out.
⚙️ Wheellock A spring-wound steel wheel No fuse, no ignition item — wind the wheel with a spanner and it's ready instantly. The lightest recoil in the mod, and the worst misfire odds.
🪨 Flintlock → 💥 Percussion A cocked hammer, a flint spark, then a percussion cap The classics. Cock the hammer on its own key, hold to aim, click to fire. Reliability climbs, damage climbs, misfires fall from 28% to 10%.
🧨 The cartridge age Self-contained metallic rounds Revolvers, breech-loaders and lever guns. Sealed brass doesn't care about the rain. Welcome to repeat fire.

📜 How to load a gun 📜

The universal rule: the gun goes in your main hand, what it needs goes in your off-hand, and you hold right-click to work each step in. Powder first, then the projectile, then ignition — the picture above is exactly that cycle.

Your very first shot, start to finish: gunpowder in the off-hand, hold RMB. An iron ball in the off-hand, hold RMB. A torch or flint & steel in the off-hand, right-click. Bang — or a puff of smoke and nothing at all.

Every weapon's tooltip tells you exactly which powder, which projectile and which ignition it wants, so you never have to guess. Hold SHIFT on any gun or round for the full stats.

Every keybind is rebindable in Settings → Controls. Defaults:

Input Action
LMB Fire
RMB (hold) Load the current reload step from your off-hand / aim down sights
Mouse 4 Cock or decock the hammer
R Work the action — lever down and up, swing the cylinder gate, open the breech
R (hold 1s) Secondary action — magazine gate, stock trap door, top-break latch

From there, every weapon builds its own cycle out of those five inputs — and learning each one is most of the fun.


🔫 Every gun is a different machine 🔫

  • Wooden Cannon — powder, a stone ball, a torch. Misfires 75% of the time and throws the ball hard enough to smash straight through planks and dirt. Also burns as furnace fuel, which is honestly its most reliable feature.
  • Hand Cannon & Arquebus — the first real firearms. Load, prime, light, pray.
  • Matchlock & Flintlock Muskets — long, slow, brutal. Load times measured in seconds, damage measured in dead pillagers.
  • Musketoons (blunderbusses) — feed them up to 8 loose nuggets, one at a time, in any mix of iron and copper, then unload the entire volley into someone's chest across an 18° cone. The percussion version fires buckshot instead — 3 shells, 4 pellets each, 12 projectiles in one blast.
  • Wheellock & Flintlock Pistols — one-handed, and dual-wieldable. Load both beforehand, take one in each hand, and the trigger alternates between them automatically. Cocking readies both at once.
  • Colt Revolver — a genuinely detachable 6-chamber cylinder. Swing the gate open and load chamber by chamber, or pull the whole cylinder into your off-hand and load it separately as its own item. Every shot rotates the cylinder, so an empty chamber is just a harmless dry click. And every discharge carries a 6% chance of chain-firing into a neighbouring loaded chamber — and burning your own hand.
  • Smith Revolver 1 & 3 — sealed cartridges instead of loose powder and ball. The Model 3 is a top-break with a star extractor: crack it open and every chamber empties at once, spent casings and live rounds alike.
  • Sharps Rifle — a single-shot falling-block breech and the hardest-hitting round in the mod (30 damage, 48% armour penetration). Open the breech, seat a paper cartridge, close it, cock, fire, extract the case. Pull a live round back out instead and it tears — you get the paper casing back, not your cartridge.
  • Henry Rifle & Winchester 187315-round tube magazines. Work the lever down to eject, back up to chamber and cock in one stroke. Hold R to swing the loading gate and feed rounds in one at a time.
  • Spencer Rifle — a 7-round tube inside the buttstock, loaded through a trap door in the rear. The lever doesn't cock the hammer here: lever down, lever up, then cock. Three deliberate motions for every shot.

🎯 Ballistics that actually simulate something 🎯

  • Real projectiles, not hitscan — they fly, they drop, they take time to arrive. Lead your targets.
  • Damage falls off with velocity. A bullet that has bled off speed downrange hits softer, and one wallowing through water hits for almost nothing at all.
  • A dynamic crosshair. The four bars open and close in real time with your actual shot cone. Sprinting quadruples your spread. Hip-firing doubles it. Aiming down sights closes it — but only once you hold still: precision eases in over 1–3 seconds, so a shot fired the instant you stop running still flies wide. Short guns settle onto target faster than long ones.
  • Aiming costs you. Holding sights drops you to roughly 45% movement speed on a long two-hander.
  • Recoil punches the camera and physically shoves you, scaled per weapon.
  • Armour penetration from 5% on a Wooden Cannon up to 48% on a Sharps.
  • Shields only stop 80% of a bullet. The rest goes straight through — and the shield takes the durability hit anyway.
  • Bullets punch through soft cover — leaves, glass, thin blocks — on a hardness budget, then leave a bullet hole on whatever finally stops them.
  • Muzzle flashes emit real light, brightening the world around you for a quarter of a second. A Wooden Cannon lights up an entire room; a Smith Revolver barely flickers.
  • Weather matters. Loose powder and exposed pans misfire 1.5× more often in the rain, and are a guaranteed dud underwater. Sealed metallic cartridges don't care. Every gun wears out twice as fast when fired submerged.
  • Guns break. Durability runs from 16 uses (Wooden Cannon) to 340 (Percussion Musket).
  • Spent brass drops as deformed casings you can smelt back into nuggets, and Sharps paper cases craft back into paper. Nothing is truly wasted.

💀 The Gunner 💀

The illagers got guns too.

The Gunner is a full member of the illager cast — it joins raids from wave 3 onwards, and rare Gunner-only patrols roam the world with a leader and followers, exactly like a pillager patrol.

What makes it genuinely different: it uses your weapons, under your rules. A Gunner doesn't play a reload animation — it runs the actual reload of whatever it's holding, step by step, on the same real timings you do. It pours powder. It seats a ball. It cocks the hammer. A revolver-armed Gunner swings the gate, pulls the cylinder out into its off hand, loads it chamber by chamber, reseats it, and snaps the gate shut. And it does all of this before it has ever seen you — Gunners keep themselves topped off, then wait for a target before cocking and firing.

  • Spawns with one of 10 different weapons, from a flintlock pistol to a hand cannon
  • 30% chance to be loading copper ammunition instead of iron
  • 10% chance to be carrying 1–5 pre-loaded spare cylinders — when its revolver runs dry, it just slams a fresh one in
  • Engagement range scales with its weapon: 32 blocks with a musketoon, 64 blocks with a musket — considerably further than anything else in vanilla can reach you
  • Reads as a real illager — braces the weapon two-handed while reloading, drops to one hand once it's ready, and dodges the Creaking like everyone else

⚒️ Progression ⚒️

Every gun is craftable in survival, and the tech tree is the history of the technology:

Rough Barrel → Iron Barrel → Rifled Barrel
Matchlock → Wheel Lock → Flintlock → Percussion Lock → Cartridge Mechanism

Combine a lock, a barrel and a stock and you have a weapon. Upgrade the lock, and the same gun becomes a fundamentally better one. Ammunition comes in iron (heavy, hard-hitting) and copper (lighter, faster, flatter) versions of every round, so even loading a shot is a decision.

Everything is sorted into three creative tabs: Weapons, Ammo, Materials.


📌 About this release 📌

This version was built specifically for Modjam, and is a complete, finished product for Minecraft 26.2.

A full-scale version of Sulfur is on the way — designed as an add-on for Create, with more weapons, modern firearms, complex multi-stage factory production for every part and every round, and compatibility with other mods.

Modrinth

Load carefully. Aim slowly. It will still misfire.

Project description from CurseForge.

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Sulfur - Guns (Modjam Edition) by Minecraft version and loader

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Recent files

Sulfur - Guns (Modjam Edition) versions and loaders

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