TaczAttributeAdd
ModA mod that provides dynamic player attributes for Tacz.
Type
Mod
Modrinth Downloads
39,504
Modrinth ID
FL4iBpQn
Last Updated
Apr 26, 2026
Description
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):
- MAX Mode (Default)
- Formula: Math.max(base_damage, specific_damage)
- Selects higher value between base and firearm-specific damage
- ADDITIVE Mode
- Formula: base_damage + specific_damage - 1.0
- Combines values while preserving base damage
- 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
- Event trigger during firearm attribute processing
- Firearm type identification via Tacz API
- Context setup in GunTypeContext
- Mode-based calculation execution
- Cache update with new values
- 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
Compatibility
Mod Loaders
Game Versions
Screenshots
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