MrCrayfish's Gun Mod
A popular gun mod that adds various modern firearms and an attachment system.
📖 Introduction
MrCrayfish's Gun Mod (often abbreviated CGM) is a modern firearms mod for Minecraft first released by MrCrayfish in 2019. It's not a texture-swap or bow reskin — recoil, accuracy, ballistics, reloading, and attachments are all implemented as separate systems, making it a properly built shooter mod.
**Five core systems** — distinct weapon classes (pistols, rifles, shotguns, snipers, SMGs), modular **attachment** system covering scopes, barrels, grips, and magazines, **caliber-based damage and penetration** differences across 9mm / 7.62mm / .50, ADS with right-click and proper recoil patterns, and a workbench gun-crafting flow that combines parts. The shooting mechanic is complete enough to feel like its own progression track separate from other mods.
**What sets it apart** from other gun mods is that 'it's not just weapon variety — the system itself is the shooter.' Other mods like Timeless and Classics or Vic's Modern Warfare have larger weapon rosters, but CGM has the most polished feel for firing, recoil patterns, and attachment effects. The textures and modeling stay vanilla-friendly, so it slots into not just zombie-apocalypse setups but also sci-fi and adventure packs.
Licensed as 'All Rights Reserved' (source closed) but free for redistribution in modpacks. Supports both Forge and NeoForge across Minecraft 1.12.2 through 1.21.1. Treated as the de facto main weapon system in zombie-apocalypse packs like DeceasedCraft and Cursed Walking, and pairs with Lost Cities urban generation to create proper street-by-street combat.
🕒 When to Use This Mod
Reach for it whenever you're going modern — zombie apocalypse, post-collapse survival, that sort of campaign. The natural moment is when sword-and-bow combat against endless zombie hordes starts feeling clunky, or when a PvP server wants distance-based combat with actual weapon variety. Outside those contexts, it can clash with the medieval feel of most modpacks.
📦 Where It Matters Most
In DeceasedCraft and Cursed Walking it's effectively the main weapon system — every meaningful fight involves a gun. Pair it with Lost Cities-style urban generation and the campaign turns into floor-by-floor building clears, with ammo scarcity creating the kind of organic resource pressure that makes a modpack actually tense instead of just busy.
🎮 How It Changes Your Playthrough
Combat ranges shift completely. Spotting a zombie now triggers a distance check and a stance shift before you ever pull the trigger, and running out of ammo turns into a genuine crisis moment. Minecraft suddenly plays more like a shooter sim than a survival game — the weight of recoil and the rhythm of reloading land in a way that's surprisingly hard to put down.
🚀 Getting Started — First 30 Minutes
MrCrayfish's Gun Mod's progression flows by weapon class. Pistol → rifle → shotgun → sniper, in roughly that order, with the natural milestone being a working pistol + some ammo within your first 30 minutes.
Step 1 — Workbench and your first pistol (10 min)
First priority: build the Workbench. Iron + crafting table makes it, and every gun and part recipe runs through this block.
- Gather 5–6 iron ingots
- Craft the Workbench
- First weapon: a Pistol — needs 3–4 parts (iron, slide, grip, etc.)
- First ammo: 9mm Ammo — crafts 16 rounds at a time
The pistol does low damage but uses few parts, so it's the fastest path to a working firearm. Honestly, the first thirty minutes after entering are the most dangerous — even a single pistol lets you handle 1–2 zombies at range, and survival rates jump noticeably from that point.
Step 2 — Get a feel for shooting (10 min)
CGM's central mechanic is right-click ADS (Aim Down Sights). Just clicking left-click hipfires with a wide spread from the crosshair — you barely hit anything.
- Right-click to enter ADS → narrowed FOV + improved accuracy
- Left-click to fire while ADS
- Learn the recoil pattern — full-auto walks the gun upward
- Out of ammo? Press R to reload (uses one magazine worth)
For new players, build the habit of stop → ADS → tap-fire before trying anything fancy. If you're playing with an 11-year-old kid, I recommend setting up a 'shooting range' area with hay bale targets so they can practice the right-click-then-fire rhythm without combat pressure.
Step 3 — Attachments and rifle upgrade (15 min)
Once you're comfortable with the pistol, move up to rifles.
- Craft Assault Rifle or Rifle — requires 7.62mm ammo
- Craft a Scope and attach it to the rifle → ADS now applies zoom
- Extended Magazine boosts capacity
- Silencer — crucial for keeping zombie aggro down
Attachments install via Workbench → right-click gun → drag into attachment slot. Searching 'CGM' in JEI brings up every recipe at once.
Where to go next — past the 30-minute mark
- Shotgun: Strong against close-range zombie hordes. Uses 12-gauge ammo
- Sniper Rifle: .50 BMG ammo + high-zoom scope. Boss-tier single-target work
- Automated ammo production: Pairs well with mods like Engineer's Workshop to build an ammo-crafting line
Once you've tried this mod, going back to swinging swords feels weird — you really can't take it back out after the first session.
💡 Gameplay Tips
- Each gun uses its own ammo type. Make sure to check which ammo you need.
- Attaching a scope lets you aim down sights with right-click.
- Gunfire can be heard from far away. Be careful as it can attract zombies.
- Scope zoom doesn't kick in automatically — you have to right-click to ADS before the view changes, and hipfire just follows the crosshair without much real accuracy. Treat your first thirty minutes as range practice rather than combat; once the rhythm of right-click-then-shoot becomes muscle memory, the rest of the mod opens up.
⚠️ Common Confusing Points
- • It's easy to mix up ammo and guns. Check carefully in JEI.
❓ FAQ
Is this safe to play with an 11-year-old kid?
Gun mods can feel like a weird call as a parent, but CGM keeps things visually restrained — no blood splatter, no detailed wound effects, just gun sounds and recoil. The bigger issue is 'PvP servers' where kids might shoot each other, so for younger players I'd stick to singleplayer or zombie-focused packs (DeceasedCraft, etc.). We played it together as a zombie-defense scenario, and framing it as 'learning to handle a tool responsibly' actually worked well.
How do I survive the first night?
CGM itself doesn't add zombies, so first-night difficulty depends on whatever else you have installed (DeceasedCraft's zombies, for example). Since gun crafting needs iron, day 1 is still a sword-and-bow night. Honestly, you should treat 'before you have a pistol' as normal Minecraft — cave base, torches, doors — and plan to build the Workbench on day 2 morning. That's the realistic flow.
Compatible with other weapon mods (Spartan Weaponry, etc.)?
Yes, no conflicts. They actually pair really well — CGM handles ranged 'keep distance' combat while Spartan Weaponry covers melee variety, so the roles split cleanly. There's a natural rhythm of 'switch to halberd when ammo runs dry,' and the combo shines hardest in RPG-style zombie survival packs (some DeceasedCraft addons run this stack).
Which gun should I prioritize crafting?
**Pistol → Shotgun → Rifle** is the smoothest path. Pistol uses few parts as your first weapon, with cheap 9mm ammo. Shotgun next — it's heavy against zombie hordes and great for base defense. Then rifle for mid-range. Save the sniper rifle for late game since the parts and .50 BMG ammo get expensive.
Gunfire keeps pulling every zombie in the area to me.
CGM intentionally makes gunshots audible from very far away (about 50–80 blocks) — zombies pouring in from the noise is working as designed. The fix is the **Silencer** attachment. With one equipped, aggro range drops to roughly a third, which makes urban combat noticeably safer. From experience, going loud without a silencer is borderline suicidal.
📦 Modpacks With This Mod
DeceasedCraft - Urban Zombie Apocalypse
A zombie apocalypse modpack set in a ruined urban world. Scavenge, survive, fight with firearms, and hold out against endless waves of the undead.
🎯 Best for Best for players who enjoy a heavy modern-apocalypse system layer (temperature, thirst, vehicles).
Cursed Walking - A Modern Zombie Apocalypse
A full-scale zombie apocalypse survival modpack. Zombie hordes, mutant zombies, infection, firearms, city looting, blood moons, and custom dimensions — the complete zombie experience.
🎯 Best for A fit if you enjoy zombie-movie atmosphere — base building and city looting on a survival loop.