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CurseForge · Minecraft mod

Techguns [Unofficial Port]

Bring the legendary Techguns experience to Minecraft 1.20.1! This complete port introduces a massive arsenal of firearms, advanced tactical armor, deadly turrets, and intricate machinery to revolutionize your combat and survival gameplay.

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Quick answer

Which Techguns [Unofficial Port] release should I use?

Updated yesterday
Latest stable file techguns-1.1.4.jar
Game version 1.20.1
Loader Forge

Techguns [Unofficial Port] techguns-1.1.4.jar targets 1.20.1 with Forge. 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 Techguns [Unofficial Port] 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 Techguns [Unofficial Port] techguns-1.1.4.jar need?

techguns-1.1.4.jar. Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

2 listed on this file 2 pulled in by those mods
Just Enough Items (JEI) Optional for Techguns [Unofficial Port] techguns-1.1.4.jar
optional
Matching file found Matched file: 15.74.0.234 for Forge 1.20.1
Patchouli Optional for Techguns [Unofficial Port] techguns-1.1.4.jar
optional
Matching file found Matched file: Patchouli-1.20.1-85-FORGE.jar
MezzConfigGUI Needed by Just Enough Items (JEI)
pulled in
Matching file found Matched file: MezzConfig GUI mc1.20.1-0.5.11 for Forge
MezzConfig Needed by Just Enough Items (JEI)
pulled in
Matching file found Matched file: MezzConfig 0.7.1 for Forge 1.20.1

2 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add Techguns [Unofficial Port] without breaking your instance.

Built for Techguns [Unofficial Port] techguns-1.1.4.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use techguns-1.1.4.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

    This file does not list any required mods. Do not add a library just because a different file uses it.

  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 techguns-1.1.4.jar. It opens that exact file at the source.

About this project

What does Techguns [Unofficial Port] add?

🛠️ Techguns — Unofficial Port for 1.20.1

Welcome to the unofficial port of the legendary Techguns mod for Minecraft 1.20.1 (Forge)!

Get ready to turn your world into a tech-heavy warzone. From conventional firearms to futuristic energy weapons, power armors, machines, defense turrets and world-generated military structures guarded by fully armed NPCs — the complete Techguns experience is back on modern Minecraft.

This is not a "guns only" remake: the goal of this port is to bring back the whole mod, faithfully, with its original mechanics, stats, models and effects.


⚠️ Disclaimer & Permission

  • This project is an UNOFFICIAL port. It is not affiliated with nor supported by the original Techguns authors.
  • It is published with the explicit permission of the original creator, pWn3d_1337.
  • Please do not contact the original creator about bugs or support for this version. Use the Discord server instead.
  • Original mod: Techguns on CurseForge.
  • Developed with the assistance of AI tools.

✅ Project Status: Release

Every feature of the original mod has been ported and tested in game, and the mod is now a stable release. Bug fix updates keep coming: report anything strange on the Discord, and as with any big mod, back up your worlds before updating.

What changed in each version: see the Changelog of each file in the Files tab.


🔫 Features

Weapons

  • 44 guns + grenades with the original stats: pistols, revolvers, SMGs, assault rifles, shotguns, sniper rifles, LMGs, miniguns, rocket and grenade launchers…
  • Energy & exotic weapons: lasers, blasters, gauss rifle, tesla gun, flamethrower, bio gun, sonic shotgun, Nuclear Death Ray, the mighty TFG 10K…
  • Melee & mining tools: chainsaw, power hammer, mining drill (upgradable mining heads), combat knife, crowbar.
  • Many ammo types: magazines, energy cells, fuel tanks, rockets, incendiary and explosive ammo, nuclear rockets…
  • Reloading, aiming/zoom, scopes, muzzle flashes, impact effects, gore and special death effects.
  • Shoot and Aim keys (Controls > Techguns): change them freely, even with swapped mouse buttons.
  • Creative mode never consumes ammo.

Armors

  • 57 armor pieces + 3 shields: combat armors, hazmat suit, steam armor, exoskeleton, T3 & T4 power armors with their 3D models…
  • The Techguns damage system: specific protections (bullet, explosion, energy, fire, poison, radiation…), armor bonuses (speed, jump, step assist, night vision, oxygen…), camo variants.
  • Powered armors with batteries and charging.

Techguns Inventory & Gear

  • The Techguns inventory tab with extra slots: face, back, hands, ammo slots (used when reloading) and food slots (auto-feeding).
  • Jetpack, jump pack, glider, antigrav pack, scuba tanks, gas mask, tactical mask, night vision goggles, oxygen mask, working gloves — all rendered on the player.

Machines

  • Ammo Press, Metal Press, Chemistry Laboratory, Charging Station, Blast Furnace, Grinder, Camo Bench, Repair Bench, Upgrade Bench.
  • Multiblocks: Fabricator, Reaction Chamber and Ore Drill (3x3 up to 9x9, mines the ore clusters found in the world).
  • Defense turrets using the gun, ammo and armor you give them.
  • Explosive charges, 3x3 hangar doors, bunker doors.
  • Powered by Forge Energy (FE), compatible with energy mods (a config option lets machines run without power).
  • All the original crafting recipes and machine recipes, plus recipes for the items that were creative only in the original mod (Alien Blaster, Scatter Beam Rifle, Power Armor Mk2, Nether Combat armor, Reaction Chamber UV Emitter).

Radiation (optional)

  • Disabled by default, like in the original mod: set WIP_disableRadiationSystem = false in techguns-common.toml to enable it.
  • Radioactive materials, radiation sickness, RAD counter and geiger sounds.
  • Protection from the hazmat suit and gas mask, RadAway and Rad pills, radiation potions.
  • Nuclear rockets leave a radioactive zone.

World

  • New ores: copper, tin, lead, titanium, uranium.
  • Armed NPCs: army soldiers, bandits, commandos, stormtroopers, zombie soldiers and miners, super mutants, cyberdemons, alien bugs, attack helicopters…
  • Generated structures: gas stations, police stations, small mines, survivor hideouts, military bases, castles, aircraft carriers, alien bug nests, Nether altars and more — with loot chests and NPC spawners. They level the ground under them, with the blocks of the terrain around.
  • Dungeons and ore cluster structures for the Ore Drill (desert oil clusters with a mod adding oil).
  • Military crates, camo blocks, lamps, sandbags, camo nets and lots of decoration blocks.

Integrations & Languages

  • JEI (optional): recipe pages for every machine.
  • Patchouli (optional): the Techguns manual.
  • Languages: English, French, German, Russian.

⚙️ Technical Information

  • Minecraft version: 1.20.1
  • Mod loader: Forge (47.x)
  • Required on: client and server
  • Optional: JEI, Patchouli
  • Configuration: config/techguns-common.toml and techguns-client.toml (radiation, NPC spawns, structures, ore generation, machine power, effects quality…)

🎨 Shaders & Performance

  • Shaders: works with Oculus + Embeddium: projectiles, beams, muzzle flashes and particles are visible with shader packs. OptiFine is not tested.
  • Performance: gun, armor and machine models and particles have been optimized for modern Minecraft (much faster inventories and JEI full of guns, lighter firefights).
  • Low-end PCs: lower EffectsQuality in techguns-client.toml (0.0 to 1.0) to reduce the amount of particles, and disable EnableGoreDeathEffect if needed.

🐞 Known Issues

  • With the Bliss shader pack, effects look pixelated.
  • Muzzle light pulses do not light up the surroundings (no dynamic lights in 1.20.1).
  • In Controls, the Shoot and Aim keys are shown in red because they share the mouse buttons with Attack and Use: this is intended, both work.
  • Features that were disabled in the original mod (cities, camp flag) are not included.
  • Integrations with other mods from the original (Thermal, FTB teams, CraftTweaker…) are not included.

💬 Support & Bug Reports

Bugs, suggestions, questions: join the Discord server. When reporting a bug, please include your crash report or log and the list of your other mods.


💖 Credits & Acknowledgments

  • pWn3d_1337 — creator of the original Techguns mod. A huge thank you for making one of the most iconic combat and technology mods in Minecraft history, and for granting permission to bring it to 1.20.1!
  • Numek — 1.20.1 port.

All original Techguns code, models, textures and sounds belong to their original authors.

Project description from CurseForge.

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Techguns [Unofficial Port] by Minecraft version and loader

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

1 available setups

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Recent files

Techguns [Unofficial Port] versions and loaders

8 of 8 releases match

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