Update 1.6: Spring Update

Hello all,

As spring approaches, GunColony’s weaponry has gotten yet more diverse! This update aims to continue our efforts to return weapons in a rebalanced state while adding caliber-specific ammo modifications.

We have also cleaned up some bugs from January’s update.



Honey Badger

An integrally suppressed weapon firing subsonic .300 BLK ammunition. It is significantly less powerful than the AS Val, but is cheaper and has a larger magazine and greater hipfire accuracy. It can be modified to fire supersonic ammunition instead, or equip two new unique ammo modifications for the .300 BLK caliber.


A unique rifle with a 3-round hyperburst functionality. It has a high magazine size and additional backup ammo thanks to its lightweight caseless ammunition. Low rate of fire hinders effectiveness at close ranges. It has no special ammo modifications.

Nylon 66

A sporting rifle firing .22 Long Rifle. It is very weak but has a very low recoil. As a Hardcore weapon, it costs very low Supply and gives bonus XP on kill!


Submachine gun firing the 9x39mm subsonic caliber. It is more effective against armored opponents than other SMGs, but has a relatively high supply cost and recoil. It can now be modified with four new unique ammo types.

M1915 CSRG

A light machine gun used by France during World War I. It has been designed for “marching fire”, resulting in a high hipfire accuracy. It has a low rate of fire of 240 RPM, but can defeat enemies in one headshot. It can now also be converted to the 7.65x53mm caliber.


A powerful sniper rifle firing the .338 Lapua Magnum round, similarly to the AWM. It has a slow bolting speed and high sway but aims down sight the fastest out of all heavy sniper rifles, as well as having the best mobility.

Double Barrel

A short double-barrel shotgun that can be equipped in the secondary slot. It is a very effective close-quarters weapon but is severely limited in effective range. It does not provide any bonus kill award, unlike other shotguns.


New ammo modifications have been added to many calibers.

.357 SIG

  • Meme Ammo

.300 BLK Subsonic (Honey Badger)

  • .300 Whisper
  • Hornady HP Ammo

9x39mm (AS Val, SR-3M)

  • 7N12 Ammo
  • SPP Sniper Ammo
  • SP-5UZ +P Ammo
  • 7N9 AP Ammo

.300 Winchester Magnum (WA2000)

  • Factory Light Ammo
  • Mk.248 MOD1 HP Ammo
  • M2 AP Ammo

.338 Lapua Magnum (AWM, M24A3)

  • Lapua Scenar Ammo
  • MatchKing HP Ammo

.408 CheyTac (CheyTac M200)

  • Factory Heavy Ammo
  • CheyCorey AP Ammo

8x50mm Lebel (M1915 CSRG)

  • 7.65x53mm Mauser Conversion


We have decided to slightly nerf some “meta” weapons to give other weapons some love in the game. In particular, several 5.45x39mm weapons have received a supply cost increase to reflect their deadliness in battle. You may need to reconfigure your PVP loadouts due to this change!

  • AK-74M: increased price $2400 -> $2600
  • AN-94: increased price $2800 -> $3200
  • AKS-74u: increased price $2200 -> $2400; reduced movement speed 98% -> 96%
  • Mk18 CQBR: reduced ADS speed 150ms -> 175ms; increased idle sway 1.1 -> 1.2; increased movement speed 94% -> 95%
  • TMP: increased hipfire spread 1.85 -> 2.25
  • SPAS-12: decreased reload speed per bullet 0.45s -> 0.5s
  • M40A1: increased damage range; decreased reload speed per bullet 0.55s -> 0.7s
  • M1911: decreased spread per shot 1.3 -> 1.1


  • Heavy Ammo: now increases Damage Range by 20% instead of 15%
  • Supersonic Ammo (Honey Badger): added penalty to Recoil Control and Recoil Stabilization by 20%; now increases Damage Range by 25% instead of 10%
  • 7N10 AP Ammo (5.45x39mm): now penalizes Recoil Control by 20% instead of 15%; now penalizes Recoil Stabilization by 25% instead of 20%
  • 7N24 AP Ammo (5.45x39mm): now penalizes Recoil Control by 30% instead of 20%
  • 7.62x51mm NATO Conversion (AWM): now decreases damage by 25% instead of 10% (requires chest hit for one-shot-kill); now decreases recoil/flinch by 40% instead of 20%; now decreases weapon price by 1 Supply


You may need to reconfigure your PVP loadouts due to these perk price changes!

  • Ninja (Perk 2): Supply cost decreased from 4 to 3
  • Dragonskin (Perk 2): Supply cost decreased from 5 to 4
  • Point Shooting (Perk 2): Supply cost increased from 3 to 5


  • The maximum player count of Villa KOTH has been increased from 8 to 10


  • Significantly improved the performance of the BlockStore
    • The usage of HashMap has been eliminated in favor of nested arrays for storing loaded chunks in the world
    • Getting a chunk in the BlockStore now only requires up to 3 array accesses, rather than a HashMap call (getting a block’s data requires up to 5 array accesses in total)
    • The optimization leads to much faster anti-xray and somewhat faster gun projectile calculations


  • Fixed an exploit that allowed wolves to equip guns in Zombie Siege
  • Fixed an exploit that allowed wolves to leave the arena and join again to become a human
  • Mini-Nuke will no longer be dropped upon death with the Grenadier perk
    • You can still drop infinite airstrikes because it’s funny
    • Please use in moderation
  • Fixed a bug where people could grief the spawn of certain MobArena maps
    • Also fixed damage already in the Shoots map (please tell me in Discord if I missed any other maps)
  • Fixed a bug where people could edit item frames, containers, and armor stands in PVP maps (outside Mine-Spades)
    • Players can still use buttons, levers, pressure plates, note blocks, and a few other blocks
  • Fixed a bug where weapons that reload individually could fire and reload at the same time, leading to higher rate of fire than intended
  • Fixed a bug where the 5.56mm NATO Conversion for the SC-2010 unintentionally increased armor penetration

Update 1.5.5: Wetwork

Hello all,

Happy February! Today, we have added a new map, Wetwork, to the server. Since the 2022 New Year update, builders can now configure the spawns and objectives in maps, so we will start individually adding maps in the form of minor updates.

Wetwork is a fairly large map from COD4 that takes place on a transport ship. It is available on Team Deathmatch and King of the Hill. You can choose to fight between the sprawling shipping containers in the middle of the map or stay back for a sniper war against the other team.

The map is built by CrishTheCreator, with help from pale1.



Update 1.5.4: Heavy Firepower

Hello all,

In this update we are adding ammo modifications to the heavy .30-06 Springfield caliber, as well as the modern 5.45x39mm, and bringing back three weapons that feature these calibers. We have also added performance improvements following profiling that should significantly lower the CPU usage of the server once again.



A heavy tripod-mounted machine gun firing .30-06 Springfield. It is both powerful and accurate, giving the user a huge advantage over the opponent if properly positioned, and allowing for effective suppressing fire. However, due to the tripod, the ADS speed and movement speed of this weapon is very slow and makes the user an easy target when caught off guard. It also has a high supply cost.


A long-range assault rifle chambered in 5.45x39mm. It has a two-round hyperburst feature that can deliver accurate bursts down range at a cyclic rate of 1800 RPM in-game. It also has low recoil and excellent accuracy in full-auto, especially for the first few shots. However, it has a slightly lower rate of fire, lower mobility, and higher supply cost than the AK-74M.


A prototype AK-12 fitted with long barrel and 60-round casket magazine to serve in a machine gun mode. It features a three-round burst that has higher rate of fire than the normal full-auto mode for quickly dispatching an enemy at closer ranges. Otherwise, it is best suited to longer ranges. Like the L86 LSW, its stats are midway between LMGs and assault rifles.

To obtain this weapon, link your Minecraft account with the Discord server.


We’re almost done with rifles and can soon move into pistol calibers!

We have added 4 new ammo modifications to the 5.45x39mm caliber.

  • Tula Civilian Ammo: similar stats to the Tula Civilian Ammo for the 7.62x39mm caliber.
  • 7N10 AP Ammo: a basic AP ammo that allows 4-hit-kill chest shots to armored opponents at the cost of additional recoil.
  • 7T3M Ammo: a tracer round with a lightweight bullet that leads to higher velocity and accuracy at the cost of damage range.
  • 7N24 AP Ammo: so called “super-armor-piercing” ammo that uses a heavy bullet and tungsten penetrator for maximum armor and block penetration. Increases range and recoil, reduces base damage and velocity.

Another 4 ammo types were added to the .30-06 Springfield caliber.

  • M1906 Ammo: The original .30-06 ammo. Decreases cost by 2 Supply, hurts damage, velocity, and range.
  • M1922 AP Ammo: A heavy armor piercing ammo. Increases block penetration significantly and armor penetration slightly, with a small downside to velocity and recoil.
  • M1917 Ammo: Early expanding ammo that increases headshot damage at the cost of velocity and range.
  • M2 AP Ammo: High velocity armor piercing ammo that allows a 1-shot-kill to the chest of armored opponents at any range with the Szecsei, alongside other benefits, but comes at a hefty penalty to recoil and flinch.


  • AKS-74U: headshot multiplier decreased from 2.8 (semi)-2.1 (auto) to 2.7-2.05
    • This change matches the AK74M’s headshot multiplier, as the AKS-74U has a higher rate of fire than the AK74M. It has minimal effect on shots-to-kill. The AKS-74U should still be a strong PDW and worthy of its price.


  • Changed Trainee role color from green to yellow to not be confused with other players.


Yesterday, we reached an almost-full PVP lobby, yet the server was holding a stable 20 TPS with roughly 30 ms tick times. We are very proud of these performance results made possible by the changes in the Mob-Arena Tweaks Update.

Additionally, we have additionally taken advantage of the full lobby and done a profiling and optimization pass for the server. Today’s changes should eliminate remaining inefficiencies in the code and allow each game server to support significantly more than 24 players before any lag starts to appear, while increasing the number of servers that can be hosted on the same hardware.

  • Added a library for weak, referential-equality hash maps to further increase the performance of the weapon data caching system by eliminating the need to compare ItemStack data when getting the weapon data instance
  • Significantly improved performance of checking whether players have a specific Perk by using the same data caching system as weapons
  • Additionally improved performance of getting the type of the weapon in case no cached value is available
  • Added caching for the item in the player’s hand to ensure the same weapon data instance can be reused over multiple ticks, dramatically improving overall gun system performance once again
  • Enabled OpenJ9 string compression to improve performance and reduce memory usage for string operations
  • Enabled OpenJ9 concurrent garbage collection option for “gencon” collector
    • Pause times are now usually imperceptible and allows for the smoothest gameplay possible while avoiding the overhead of more complex garbage collectors
  • Fixed a bug that caused map loading to be much slower in Domination and KOTH modes


  • Tweaked the Mob-Arena ammo refill amount for Light Machine Guns to more closely match assault rifles of the same caliber
  • Changed ViaVersion configs to eliminate console spam from sound effects being converted back to older versions


  • Fixed a bug where the loadout sign and item in the Competitive lobby opened PVP loadouts instead
  • Disabled anti cheat for the first second after respawning to hopefully fix rubberbanding issues

Hotfix January 11th, 2022:

  • Possibly fixed a new memory leak caused by the weapon data caching system (it is probably a JVM bug so we can only try to find workarounds)
  • Decreased AN-94 burst rate of fire from 90% to 85% of full-auto rate of fire, and increased recoil very slightly
  • Decreases the backup ammo capacity of the RBB-451 in Zombie Siege from 400 to 125 (seriously, why was it that high before?)