NTM adds a variety of firearms with a modular ammunition system. Each gun supports multiple ammo types with different ballistic properties and special effects.
Use this file to discover all available pages before exploring further.
HBM’s Nuclear Tech Mod includes a comprehensive firearms system built around the SEDNA weapon framework — a modular gun engine that handles fire rates, recoil, animations, magazine management, weapon mods, and per-bullet ballistic calculations. Every gun in NTM is an instance of ItemGunBaseNT, assembled from a GunConfig that describes its durability, crosshair, animation sequences, and attached Receiver objects. Receivers define the actual firing behaviour — rate of fire, bullet count, spread, damage, and which ammo types the gun accepts. This architecture means a single gun item can behave very differently depending on what magazine is loaded and what weapon mods are installed. The result is a weapon system with significantly more depth than vanilla Minecraft combat, rewarding players who choose the right ammunition for the right situation.
Lightweight, fast to draw, suitable for emergencies. Typically chamber 9mm or .357 rounds and support FMJ, JHP, and AP ammo types. Limited magazine capacity.
Mid- to long-range weapons. Larger calibres (5.56mm, 7.62mm) with good armour penetration on AP and DU rounds. Support scope mods and silencer attachments.
Close-range, high-pellet-count weapons. Accept buckshot, slug, and flechette rounds. Some models support a sawed-off mod (WeapnModG3SawedOff, WeaponModSawedOff) for extreme close-quarters use.
Rocket launchers, grenade launchers, miniguns, and specialist weapons. Accept explosive, incendiary, demo, HEAT, WP, and exotic ammunition. High damage but cause rapid gun wear. The Fatman launcher fires muke mini-nuke rounds.
All standard ammunition is accessed via hbm:item.ammo_standard with metadata variants. Rounds are crafted at the Ammo Press. The type of round loaded dramatically affects combat performance.
FMJ rounds do not deform on impact with soft targets, delivering slightly lower raw damage than expanding bullets. However their rigid construction provides consistent armour-piercing properties. All FMJ variants have some AP capability, and higher-calibre FMJs also negate a portion of the target’s damage threshold — the flat damage reduction that heavily armoured enemies possess. A reliable all-purpose round.
JHP — Jacketed Hollow Point
JHPs expand on impact, dumping more energy into soft tissue than soft-point bullets. They deal significantly more damage to unarmoured or lightly armoured targets and grant a notable bonus on headshots. The trade-off is poor performance against armour — the soft lead core collapses against hard surfaces rather than penetrating.
Due to being expanding projectiles, jacketed hollow points are prohibited for use in warfare under the Hague Conventions of 1899.
AP — Armour Piercing
AP rounds use a hardened steel jacket and higher powder load compared to FMJ. They deal more raw damage, pierce armour more effectively, and can penetrate through their initial target to hit entities behind it. The go-to round against heavily armoured opponents or when shooting through cover.
DU — Depleted Uranium
The heaviest standard round. The dense uranium core and elevated powder load give DU even better armour penetration than AP, along with target-penetrating capability. DU rounds do not carry chemical toxicity penalties under the Hague Conventions — their damage mechanism is kinetic energy, not poison — though irradiating the environment is a side effect worth considering in enclosed spaces.
Standard shotgun load. Fires a spread of small pellets with considerable angular dispersion. Individual pellets deal modest damage, but the combined hit from multiple pellets at close range adds up quickly. Effective against unarmoured targets in tight spaces.
Buckshot Magnum, Flechettes, Slug
Buckshot Magnum — heavier charge, more pellets, tighter pattern than standard buckshot.
Flechettes — steel darts with excellent penetration against armour. Narrow spread but armour-shredding on direct hits.
Slug — single large projectile. Minimal spread, maximum single-hit damage. Behaves more like a rifle round at close range.
Rounds with embedded explosive fillers. On impact they detonate, dealing splash damage to nearby entities and terrain in a small radius. Total damage is noticeably higher than the gun’s base damage, but the explosive stress causes the weapon to degrade significantly faster — factor in repair costs when choosing HE for sustained fire.
Use of explosive projectiles with a weight of less than 400 grams is prohibited by the Saint Petersburg Declaration of 1868.
HEAT — Shaped Charge Rounds
High-Explosive Anti-Tank rounds. The shaped charge liner focuses the detonation into a penetrating jet rather than a wide blast — splash radius is smaller than HE, but the direct-hit bonus damage is massive. Ideal against single armoured targets where collateral damage is less important than maximum focused lethality.
Incendiary Munitions
Incendiary rounds leave burning fire at the impact point. The afterburn ignites struck targets and lingers for a short duration. Water extinguishes the flames permanently. Useful for area denial or forcing enemies out of cover.
Use of incendiary weapons against or near civilians is forbidden by the Geneva Conventions.
WP — White Phosphorus Munitions
White phosphorus ignites spontaneously and is extremely difficult to extinguish. WP munitions inflict significantly longer-lasting afterburn than conventional incendiary rounds, and water does not permanently extinguish the burning — the phosphorus re-ignites once dry. Extraordinarily effective area-denial ammunition with serious environmental consequences.
Use of incendiary weapons against or near civilians is forbidden by the Geneva Conventions.
Demo — Demolition Explosives
Similar to HE but with a larger blast radius, slightly reduced entity damage, and crucially: block destruction. Demo rounds clear terrain, open passages, and destroy machine cover. Not recommended for indoor combat or any area you want to remain intact.
High-Explosives (Grenade/Rocket)
Standard ammunition for grenade launchers and rocket launchers. Moderate splash damage in a decent radius. The entry-level explosive round for launcher-class weapons.
Muke — High-Yield Mini Nuke
A miniaturised nuclear device fitted into a projectile for the Fatman-style launcher. The resulting detonation is an actual small nuclear explosion with blast, radiation, and terrain destruction effects. Handle accordingly.
Guns support modular attachments managed by XWeaponModManager. Mods are installed at the Weapon Table (BlockWeaponTable) and implement the IWeaponMod interface (typically by extending WeaponModBase). Available mod types include:
Mods installed on a gun are saved to the item’s NBT data. The GunConfig specifies which mod slots are available (recognizedMods list) and the Receiver class applies the mod’s stat modifiers when building the bullet configuration.
Bullets are not found in the world — they must be fabricated. The Ammo Press takes:
A brass/steel/alloy casing component
A primer and powder charge
A projectile appropriate to the round type (lead core for FMJ/JHP, hardened steel for AP, uranium ingot for DU, explosive compound for HE/HEAT/Demo, etc.)
Output quantities and material costs scale with calibre. High-calibre rounds like 20mm or 40mm grenade require substantially more materials per shot.
Shader Compatibility Warning: NTM’s gun rendering pipeline uses custom first-person view models that are incompatible with some shader packs. If weapons become invisible or cause rendering artifacts when shaders are active, install the Shader Fixer companion mod, which patches the render pass ordering to restore compatibility.
Against unarmoured mobs, JHP maximises damage per shot. Against armoured targets (or other players in metal armour), switch to AP or DU. Against large groups in open space, HE or incendiary rounds deliver more total damage than any single-target round.
Watch gun durability
Explosive and high-energy rounds (HE, HEAT, Demo, DU) accelerate weapon wear significantly. Keep a repair kit or spare weapon on hand during extended engagements. The GunConfig.F_DURABILITY field governs the base durability; mods like WeaponModGenericDurability extend service life.
Use Demo rounds for base raids
Standard explosive rounds (he) damage entities in a radius but leave blocks mostly intact. Demo rounds specifically destroy blocks, making them the correct choice for breaching fortifications or clearing a path through the environment.