CurseForge · Minecraft mod
TAOV Weapons
The physical-body weapon extension mod for TAOV-X mod series
Quick answer
Which TAOV Weapons release should I use?
TAOV Weapons taov_weapons-0.1.1.jar targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.
Where it goes
Is TAOV Weapons required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does TAOV Weapons taov_weapons-0.1.1.jar need?
taov_weapons-0.1.1.jar. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add TAOV Weapons without breaking your instance.
Built for TAOV Weapons taov_weapons-0.1.1.jar. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use taov_weapons-0.1.1.jar. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside taov_weapons-0.1.1.jar. It opens that exact file at the source.
About this project
What does TAOV Weapons add?
Taov Weapons
Summary
Taov Weapons is the combat systems module of Taovmod II. It adds the weapon blocks, fire-control devices, guided munitions, HUD integrations, and Sable blueprint compatibility needed to arm large physics vehicles.
In the Taov series, Taov Weapons sits above Taov Core and integrates with Create Big Cannons, CBC Military Supplement, Shaolib Munitions, Synaxis, and the Sable physics ecosystem. It is designed for ships, aircraft, armored vehicles, and other player-built machines that need more than vanilla weapon handling.
Features
- Vehicle weapon blocks such as machine guns, control-seat machine guns, rocket pods, rocket racks, smoke launchers, Hellfire racks, TAU racks, cannon scopes, tactical maps, and naval fire-control devices.
- Create Big Cannons integration, including player cannon control, automatic secondary cannon control, cannon mount HUD support, and ballistics resolution for cannon projectiles.
- Shaolib Munitions integration for high-performance projectile and munition behavior.
- Guided and configurable munitions, including Hellfire missiles, TAU missiles, rockets, bombs, smoke shells, autocannon rounds, machine-gun bullets, torpedoes, and APHE-style payloads.
- Creative Munition tooling for quickly configuring munition category, type, fuze, tracer, delay, radius, and timing.
- Weapon HUD linking, seat-bound weapon events, overheat feedback, lock-state feedback, and information-display warnings.
- Scope and rangefinder systems for vehicle seats and cannon view providers.
- Tactical-map marker controls and display-entry configuration.
- Create mechanical-arm interaction points for weapon racks and ammunition interfaces.
- Sable blueprint mapping so linked weapon blocks, seats, scopes, racks, and HUD bindings can survive deployment workflows.
For Players
Taov Weapons is for building and fighting with armed physics vehicles. It focuses on multi-block vehicle combat rather than handheld-only combat: link weapons to seats, aim and fire mounted systems, configure munitions, use scopes and HUD feedback, and combine Create Big Cannons with guided missiles or smaller secondary weapons.
For Developers
Mod ID: taov_weapons
Taov Weapons exposes combat-facing systems for Taovmod II addons: weapon HUD sources and events, targeting activity handlers, payload reaction listeners, dynamic munition resolution, air-projectile processors, cannon ballistics integration, and Sable blueprint mappers for linked weapon block entities.
The module depends on Taov Core for shared contracts and uses Synaxis, Shaolib Munitions, Create Big Cannons, CBC Military Supplement, LDLib2, and Sable Schematic API for runtime behavior. If you are adding new weapons, munitions, or vehicle combat integrations, prefer extending the existing weapon HUD, targeting profile, projectile processor, and blueprint mapping systems instead of duplicating those services.
Project description from CurseForge.
Pick your setup
TAOV Weapons by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
TAOV Weapons versions and loaders
taov_weapons-0.1.1.jar
25 Aug 2026
Looking for an older file? The official CurseForge project page is in Resources.