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TaczAttributeAdd project artwork

CurseForge · Minecraft mod

TaczAttributeAdd

A mod that provides dynamic player attributes for Tacz.

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

Quick answer

Which TaczAttributeAdd release should I use?

Updated today
Latest stable file taa-1.3.9+1.20.1.jar
Game version 1.21.1, 1.20.1
Loader NeoForge, Forge

TaczAttributeAdd taa-1.3.9+1.20.1.jar targets 1.21.1, 1.20.1 with NeoForge, Forge. The project page does not say whether this file belongs on the client, dedicated server, or both. 1 required mod needs a matching file.

Where it goes

Is TaczAttributeAdd 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 NeoForge, 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 TaczAttributeAdd taa-1.3.9+1.20.1.jar need?

taa-1.3.9+1.20.1.jar. Change the file and its required mods may change too.

1 required mod needs a matching file

Install [TaCZ] Timeless and Classics Zero Guns, [UNOFFICIAL] TaCZ NeoForge Port first, but 1 required mod has no matching file for this setup. Do not mix loader builds to force a match.

[UNOFFICIAL] TaCZ NeoForge Port Needed by TaczAttributeAdd taa-1.3.9+1.20.1.jar
required
Matching file found Matched file: [TaCZ] Timeless & Classics Guns: Zero 1.1.8-hotfix-r6

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

Before you install it

Add TaczAttributeAdd without breaking your instance.

Built for TaczAttributeAdd taa-1.3.9+1.20.1.jar. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use taa-1.3.9+1.20.1.jar. It targets 1.21.1, 1.20.1 with NeoForge, Forge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install [TaCZ] Timeless and Classics Zero Guns, [UNOFFICIAL] TaCZ NeoForge Port first, but 1 required mod has no matching file for this setup. Do not mix loader builds to force a match.

  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 taa-1.3.9+1.20.1.jar. It opens that exact file at the source.

About this project

What does TaczAttributeAdd add?

TAA Mod - Tacz Attribute Enhancement Mod

Attribute System

Damage Attributes

  • Universal Firearm Damage: taa:bullet_gundamage - Base damage bonus for all firearms

Firearm-Specific Damage Attributes

  • Pistol: taa:bullet_gundamage_pistol - Pistol-specific damage bonus
  • Rifle: taa:bullet_gundamage_rifle - Rifle-specific damage bonus
  • Shotgun: taa:bullet_gundamage_shotgun - Shotgun-specific damage bonus
  • Sniper Rifle: taa:bullet_gundamage_sniper - Sniper rifle-specific damage bonus
  • SMG: taa:bullet_gundamage_smg - Submachine gun-specific damage bonus
  • LMG: taa:bullet_gundamage_lmg - Light machine gun-specific damage bonus
  • Launcher: taa:bullet_gundamage_launcher - Launcher-specific damage bonus (e.g., RPGs)

Core Firearm Attributes (20 Total)

  • ADS Time: taa:ads_time - Aim speed bonus (lower = faster)
  • Ammo Speed: taa:ammo_speed - Bullet velocity bonus
  • Armor Penetration: taa:armor_ignore - Armor penetration capability
  • Effective Range: taa:effective_range - Maximum effective shooting distance
  • Mobility Penalty: taa:move_speed - Firearm movement speed reduction
  • Headshot Multiplier: taa:headshot_multiplier - Headshot damage multiplier
  • Knockback: taa:knockback - Bullet knockback force
  • Penetration Count: taa:pierce - Bullet entity penetration count
  • Firing Rate: taa:rounds_per_minute - Rounds per minute rate
  • Recoil: taa:recoil - Firearm recoil reduction
  • Inaccuracy: taa:inaccuracy - Bullet spread reduction (lower = better)
  • Weight: taa:weight - Firearm weight reduction (lower = better)
  • Magazine Capacity: taa:magazine_capacity - Magazine size bonus
  • Reload Time: taa:reload_time - Reload speed bonus
  • Melee Damage: taa:melee_damage - Melee attack power bonus
  • Melee Range: taa:melee_distance - Melee attack range bonus
  • Bullet Count: taa:bullet_count - Projectiles per shot bonus

Special Effects

  • Silencing: taa:silence - Silencing effectiveness (<1.0 activates passive silencing)
  • Ignite: taa:ignitefire - Bullet fire ignition chance

Explosive System

  • Explosion Radius: taa:explosion_radius - Blast radius bonus
  • Explosion Damage: taa:explosion_damage - Blast damage bonus
  • Explosion Knockback: taa:explosion_knockbacknew - Blast knockback
  • Block Destruction: taa:explosion_destroy_blocknew - Block destruction capability
  • Explosion Delay: taa:explosion_delay - Blast delay time

Accessory Modifier System

  • Melee Damage: melee_damage - Melee attack damage
  • Melee Range: melee_distance - Melee effective range
  • Magazine Capacity: magazine_capacity - Magazine capacity
  • Reload Time: reload_time - Reload time
  • Bullet Count: bullet_count - Projectiles per shot

Attribute Value Specifications

  • Base Value: 1.0 (100% effect)
  • Bonus Values:
  • Example: 0.5 = 50% increase (final multiplier = 1.0 + 0.5 = 1.5x)
  • 1.0 = 100% increase (no additional effect)
  • Boolean Attributes: 0.0 = false, 1.0 = true
  • Passive Activation: Attributes like silencing automatically trigger conditions (<1.0)

Damage Calculation Modes

Configurable Modes (via taa-attributes.toml):

  1. MAX Mode (Default)
  • Formula: Math.max(base_damage, specific_damage)
  • Selects higher value between base and firearm-specific damage
  1. ADDITIVE Mode
  • Formula: base_damage + specific_damage - 1.0
  • Combines values while preserving base damage
  1. MULTIPLICATIVE Mode
  • Formula: base_damage * specific_damage
  • Multiplies base and firearm-specific damage

Technical Implementation

Core Components

  • PropertyCalculator: Handles all attribute calculations
  • PlayerAttributeHelper: Retrieves player attributes
  • PropertyCacheUpdater: Updates calculated values in attachment cache
  • GunPropertiesInitializer: Dynamically initializes firearm properties
  • AttributeConfig: Manages configuration settings
  • GunTypeContext: Tracks current firearm type context

Client/Server Architecture

  • Client Safety:

  • UI methods annotated with @OnlyIn(Dist.CLIENT)

  • Client-side mixins configured in taa.mixins.json

  • No server-side client code execution

  • Data Consistency:

  • Modifiers fully compatible with TACZ accessory system

  • Calculations performed server-side

  • Attribute updates via standard AttachmentPropertyManager

Calculation Workflow

  1. Event trigger during firearm attribute processing
  2. Firearm type identification via Tacz API
  3. Context setup in GunTypeContext
  4. Mode-based calculation execution
  5. Cache update with new values
  6. TACZ system applies final attributes

Compatibility & Configuration

Accessory System

  • 5 new modifier types compatible with TACZ accessories:
  • Melee damage
  • Melee range
  • Magazine capacity
  • Reload time
  • Bullet count
  • Standardized implementation for cross-mod compatibility

Project description from CurseForge.

Pick your setup

TaczAttributeAdd by Minecraft version and loader

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

4 available setups

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

Recent files

TaczAttributeAdd versions and loaders

31 of 31 releases match

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