I loved Hellsing, and very much enjoyed the gun. Though I would really enjoy different kind of bullets with ''Effects'', or the ability to enchant the pistol with something like ''Disjunction'' . Imagine aiming to a creeper and blowing its head off like in the amputation mod. That would be neat! (Sorry for bad grammar/spelling English is not my first lenguage)
Yes, glad you're familiar with the internals of minecraft. It does, in fact, max out saturation, which might be OP. Open to suggestion on that (most people don't know that hunger and hunger saturation are separate, but they must have noticed that sometimes full hunger "doesn't last as long" as other times)
I'm glad you like the jokes, and I'm sorry that the gun stands against all reason on the "magic" portion of the mod. It's very understandable. It's kind of a cameo for Hellsing, castlevania (aria, specifically) and other mods where tech and magic collide.
If it does bug people to have the gun in it.. I'm seriously considering changing it to a crossbow.
It's debatable, and I enjoy having it as a "gun" just because of the inspiration that it came from, but it's highly irrelevant what form it takes.
I can add a config option, no problem. What do you guys think?
I had completely missed this post but it would be wonderful if I could change the gun with a config option, a crossbow would be nice, or just disabling the gun if that's too much work. Not that I have a problem with a gun in a standalone point, but it kind of clashes with the theme on my current mods for my server >.>
Really? No one else can't drink their elixirs? Aww man, now i don't know how to resolve my issue and can't experience the full magical swag
I've had someone report that they couldn't drink elixirs while at full hunger. I tested but I wasn't able to reproduce the issue. Maybe with a bit more experimentation you can help me figure out exactly when/why you can't drink them. I've never had an issue with them in testing but I believe you when you say they're not working.
Sorry for the belated development - I went on a hiatus~
Mostly work related. I've got some.. ideas. A lot of them actually. Let's use bullet points. Everyone loves those.
Improving stuff.
Player swings when using the Sojourner's Staff (suggestion, do want)
New Activation/Use sound effects for items that don't have them (just a thought, I want them to be unique though)
Bullet/Potion/Cloak overlay (this is just a desire to use less itemsprites in the sheet, make it more like EE3's bags)
3D Model for handgun (MrHazard was nice enough to make one and I haven't even used it yet)
Improved sprite for handgun (goes hand in hand with above - a 3D model allows me to use a better sprite)
Config option for disabling handgun (I said I was gonna do this eons ago)
Actually, config options for all kinds of stuff that needs to be configurable. Taking suggestions.
Forgot this in my first post of this list - the Touchstone of Midas repairs WAY too slow.
New stuff.
New Blunderbuss! (Part of the deal for a 3D model ;D) - Option to disable it is implied.
Haven't wrapped my head around how I want it to work yet.
New Hand Crossbow! (Not a change/conversion of handgun. Just a new item)
New Autocrossbow! (Ever played FF6? Edgar FTW)
New Potion.. Sprayer? No, seriously, I'm making some potions this would go good with.
We'll call it a Bio-Blaster, because Edgar. It'll use vials of splash serum without breaking vials.
Each vial will give you a number of seconds of "spray" before depleting.
New Potion.. Injector? No, seriously. Shut up. It'll be great.
It'll allow you to "stimpack" beneficial potions, at the cost of a half a heart, but the use of the potion will be instant.
Custom Enchantments?
Forgot this was one of the things requested I happened to like.
"Tenability" for Gold Items was a suggestion to allow Gold Tools to affect higher levels of ore/blocks without acting like they're made of meat.
Enchantments for the gun/crossbow/blunderbaws/autocrossbow. One issue I have with this is that there's no durability bar on any of those things. That may some day change. If I do add a durability bar to those items, it's going to be ridiculously high. Like 32000 high.
"Superstacking"
I'd make shells pile up a lot higher than 64 through itemstack data. Just because.
I'd make each type of bullets stack up a lot higher than 64 through itemstack data. Just because.
I'd make each type of magazine stack up to 16, and allow it to hold partially emptied clips.
In case you missed that, partially emptied clips don't exist yet. See below.
Hotkeys. (I said I wasn't gonna do these, but if I'm gonna do one, I might as well do a few)
Enabling/Disabling the Coin of Fortune without holding it. (I'm thinking shift + <F>) and allow you to change the F.
Hotkey for switching ammo types for your gun/crossbow/potionthingy. I'm thinking <C> and Shift + <C> while armed.
Hotkey for reloading, mostly specific to Handgun, maybe the future-intended crossbow. <R> while armed seems ok.
More stuff about guns.
Less twitchy reload mechanics. (The handgun reloading animation always bugged me.)
POSSIBLY a spawn packet for bullets. (The way I handle spawning projectiles is lazy and dumb.)
GUI for the frigging projectile weapons is a high-priority goal. I want to see ammo counts and the type on the HUD.
New recipes for bullets that takes more potions into account because I'm about to go crazy with bullet types.
Because...
More stuff about potions...
3 new splash potions which are neither "new" nor original:
Incendiary Vial, Explosive Vial and Sickness Vial
Oh, I want superstacking vials. I'm going to do something with those:
The ruination serum is kinda weird. I want you to be able to mix and match all kinds of bad status effects into one.
I'm pretty sure I can accomplish a sort of "Custom Concoction" mixture system by using itemstack data.
Trust me, it'll be great.
Oh. It's spelled "Elixir". I need to fix that.
New Satchel-y stuff
Satchel changes, additions and stuff:
Allow items with a reagent type to pull from satchels of that type.
3 specialized satchels:
Gunslinger's satchel - holds all your mags, whatever. This goes hand in hand with an ammo-switch key.
Using this with guns allows them to pull/push from/to the bag. Casings, empty mags and bullets still pile up though.
Apothecary's satchel - holds splash vials, elixirs of whatever. This also goes hand in hand with an ammo-switch key.
Using this with an auto-injector or potion launcher allows them to blah blah blah.
The auto-injector will switch between good potions and the Bio-Blaster will switch between "bad" ones.
Satchel of Sorcery - holds all the other crap this mod uses in large quantities.
The ammo-switch key will allow you to change item-type-mode so you can dump the stuff you want if you need to.
Types currently planned: Glowstone dust, torches, snowballs, ender pearls. That's all for now, I think.
I don't have a timeline for any of this stuff, but I thought I'd jot them down while the ideas were fresh. Feel free to ping suggestions off the list, or new ones. I'm still trying to hold fast to a GUI-less system (when I say GUI-less, I mean item menus). The stuff on the HUD is still a do-want for me, but others might disagree. I'll start picking up the pace as my schedule allows.
If you do hotkeys please make them configurable since <C> is used by everyone and the blind dog, and <R> is used by everyone except for the blind dog.
A suggestion how about Tab+key for your hotkeys afaik no-one uses tab (it's list players by default so not something that is critical) P,B,F,C,X,Z,V,B,~,G,M,T, Alt, Shift, Cntrl are all used by various mods (some of them multiple times) and frankly I'm running out of keys.
I used to play a Warlock in WoW and didn't have this much trouble hotkeying everything (this was from vanilla to wrath so there were a lot of spells\abilities to hotkey).
The new stuff sounds good, I'm still loving your mod it is just plain good.
nice to see that youre planning all that stuff.
if you need crossbowsprites,then i have a bunch of them(made some for my tc2 addon idea)
also, i have a suggestion for the blunderbuss!
The blunderbuss should be a shotgun, it can use gravel and other kinds of pellets/shards as ammo,but the really cool thing about it is this:
FIREWORKS! hehe, fireworks can be combined with a splash serum to create long range splash rockets,they will explode like fireworks on impact,but they also act like spash serums.
enchants you might like:
The curse ( I ) "rumors say that one enchant is able to infuse a shadow into your weapon,but not without a downside" This enchant adds a second gun bound to the handgun,you dual wield it, its dark and looks like a very evil gun.
the gun is a curse, it drains some of your lifeforce everytime you shoot,but this lifeforce is used to create a bullet that damages and steals some health from living mobs you shoot.(not undead)
both guns shoot at once and theres no way to remove the curse or stop it .
the gun will shoot whenever your normal handgun shoots,so theres no way to cancel the curse, if the handguns mag is empty you'll be unable to use the shadowgun.
a potion of regeneration is recommended when the cursed gun is in use.
maybe it should be a new handgun? i would gladly make some textures that fit them (and models)
one gun will be dark and one gun will be white and light just like other games did with their dual's.
Duplication ( I-II)
This enchant has a 20% chance of spawning magic bullets when you fire the handgun, the bullets do less damage than normal bullets,but slows the target. level 1 adds 1 extra bullet and level 2 adds 2 extra,so its very effective.
when used on a cursed gun the extra bullets will make the curse drain more hp ,but you'll end up with 2-3 healing bullets(depends on level) and 2 magic bullets + the bullet in the clip.
Power (I-V) adds a small damagebonus,but it also adds annoying recoil. lv 5 will be very hard to shoot rapidly with.
Reload (I-V) reloads faster,but you drop the mags
Rapid fire (I-V) shoots faster,but creates more spread
Loving most all of the new ideas, with maybe the exception of enchants on the gun. Just seems like too much complexity to keep track of in one item, plus I really like that the gun doesn't break and just needs ammo. Maybe make a new block/item that adds the ability to craft some much more powerful bullets at the cost of XP levels?
Another route to go would be that enchants on it are not permanent, and wear off after some period of time/uses. Though how the coding would work with enchant data plus ammo data I have no idea.
I'm especially fond of the satchels. I've currently got all the ammo-related things set up to fit in a Forestry adventurer's backpack, and use void pouches to hold all the empty shells and magazines. Maybe include an option to dump only the empty shells/magazines into an inventory on right-click?
I love your idea of pouches for holding stuff useful stuff, though I don't mind shell casings piling up in my inventory, as I normally convert them to nuggets after a shoot-out. Am I doing something wrong with the Wraith's Eye? I used a lot of valuable materials on it, I just wanted a Salamander's Eye upgrade. However, all it is on my server is a faster, more limited Linkbook.
The Meaning of Life, the Universe, and Everything.
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Oswald The Catfish
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I have a suggestion for the coin of fortune. If you hold shift and right click with the coin in your hand, it will open a GUI were you can select what items you want it to pick up and what items you don't.
Good gun stats: Deals the same amount of damage a handgun would deal,but it has powerfull knockback and heals the player
it uses ammo,just like a normal handgun
Evil gun stats: Deals the same amount of damage a NORMAL bullet fired from the handgun deals,but uses your health as ammo and it turns its victims into monsters
Gatling gun
its a rapid fire weapon that uses handgunbullets, its capable of emptying its magazine within seconds.
The magazine used for this gun is made out of 8 full magazines and an gold ingot and it holds 64 bullets,but whe this magazine is depleted it will break into 8 magazines and 6 goldnuggets.(it breaks because theres no known craftingtable with 65 slots for each bullet and the magazine)
The gatlinggun will require musclepower,so you might want to bring some food(it consumes hunger when used since its a manual spinnup)
for those who only like crossbows there will be a gatlinggun that uses arrows and gunpowder instead of bullets,but this also means theres no magazine like the gatlinggun has.(the barrels are the magazine)
this is the kind of gatling gun i speak of:
its gonna be more wooden and its going to have a round box of bullets as its mag
Also, i bring good news, i am working on the dual handguns,the gatling gun/bow and the handcrossbows ad the autocrossbow in techne.
i do not expect you to implement the gatlinggun and the dual's, i just do all this for fun.
I have a suggestion for the coin of fortune. If you hold shift and right click with the coin in your hand, it will open a GUI were you can select what items you want it to pick up and what items you don't.
Quote from x3n0ph0b3 »
I'm still trying to hold fast to a GUI-less system (when I say GUI-less, I mean item menus). The stuff on the HUD is still a do-want for me, but others might disagree. I'll start picking up the pace as my schedule allows.
d95, that Reload enchant would be completely negated by the Coin.
x3n0, just give us an option to disable any item we want, could be useful for server mods who don't want players stealing drops by shift+holding RMB with the Coin, next to a player [you can even do this hidden, since you'd be holding shift the whole time], for example.
Gotta agree with WTFFFS, only C and R is gonna conflict with half a dozen mods. I'd make everything shift+something. Also, is it possible to add an identifier to the hotkey config text? What I mean is, there's always some hotkeys in there that I have NO idea which mod they're from. So just something like "Reload (XR)" would help a lot.
Oh boy, this IS gonna turn into an weapons mod... oh well, then... I WANT A SNIPER RIFLE! /jk
d95, that Reload enchant would be completely negated by the Coin.
x3n0, just give us an option to disable any item we want, could be useful for server mods who don't want players stealing drops by shift+holding RMB with the Coin, next to a player [you can even do this hidden, since you'd be holding shift the whole time], for example.
Gotta agree with WTFFFS, only C and R is gonna conflict with half a dozen mods. I'd make everything shift+something. Also, is it possible to add an identifier to the hotkey config text? What I mean is, there's always some hotkeys in there that I have NO idea which mod they're from. So just something like "Reload (XR)" would help a lot.
Oh boy, this IS gonna turn into an weapons mod... oh well, then... I WANT A SNIPER RIFLE! /jk
Just this for now, since I have to go.
Well, for one thing, C, R, V and G were all hotkeys in Equivalent Exchange, and I personally don't care if anyone else uses them, but I don't really feel like putting them halfway across the keyboard just cos another mod has "dibs" on it.
In EE, the hotkeys only worked when you were holding the item that those hotkeys affected. Not sure how many other mods have hotkeys that just dominate the mapping completely. There's got to be some good way of sharing hotkeys between mods that don't have global effects when a hotkey is pressed - having conflicting hotkeys that will NEVER actually conflict is just stupid. There's no reason not to share a hotkey between two mods if it only ever affects items while they're being held.
Is the Wraith Eye not working as a Salamander's Eye a known issue, or am I doing something wrong?
Are you holding it in your hand while trying to use it. If yes, what mods do you have installed. A problem without a crash/crash report can only be assumed to be an user error.
I have as yet to determine which is more frightening; the possibility that there may be other life in the universe or the possibility that we are entirely alone.~Bill Watterson through Calvin
Are you holding it in your hand while trying to use it. If yes, what mods do you have installed. A problem without a crash/crash report can only be assumed to be an user error.
Hmm. We use the standard Direwolf20 mod loadout, the only difference is that we have Advanced Solars, with a modified config to match. What might be causing the error?
And yes, I do hold the waste of tears in my hand when I try to deflect ghast and blaze fireballs in futility.
BTW, I love everything else in this mod. Especially how all the anti-undead stuff makes fighting a Wither a snap.
Hmm. We use the standard Direwolf20 mod loadout, the only difference is that we have Advanced Solars, with a modified config to match. What might be causing the error?
And yes, I do hold the waste of tears in my hand when I try to deflect ghast and blaze fireballs in futility.
BTW, I love everything else in this mod. Especially how all the anti-undead stuff makes fighting a Wither a snap.
Ok today being the first day i am able to test it my self I am finding that even with the default dw20 pack this does happen where the Wraith's Eye does not have any of the capabilities of the salamander's eye and the op clearly states "The Wraith's Eye retains the powers of the Salamander's Eye, as well."
It seems Xeno forgot to enable all its powers in the code somewhere or I missed a post that he said he was removing the powers one of the two either way you were right.
Rollback Post to RevisionRollBack
I have as yet to determine which is more frightening; the possibility that there may be other life in the universe or the possibility that we are entirely alone.~Bill Watterson through Calvin
That's... already in the mod.
I had completely missed this post but it would be wonderful if I could change the gun with a config option, a crossbow would be nice, or just disabling the gun if that's too much work. Not that I have a problem with a gun in a standalone point, but it kind of clashes with the theme on my current mods for my server >.>
I've had someone report that they couldn't drink elixirs while at full hunger. I tested but I wasn't able to reproduce the issue. Maybe with a bit more experimentation you can help me figure out exactly when/why you can't drink them. I've never had an issue with them in testing but I believe you when you say they're not working.
Sorry for the belated development - I went on a hiatus~
Mostly work related. I've got some.. ideas. A lot of them actually. Let's use bullet points. Everyone loves those.
Improving stuff.
A suggestion how about Tab+key for your hotkeys afaik no-one uses tab (it's list players by default so not something that is critical) P,B,F,C,X,Z,V,B,~,G,M,T, Alt, Shift, Cntrl are all used by various mods (some of them multiple times) and frankly I'm running out of keys.
I used to play a Warlock in WoW and didn't have this much trouble hotkeying everything (this was from vanilla to wrath so there were a lot of spells\abilities to hotkey).
The new stuff sounds good, I'm still loving your mod it is just plain good.
if you need crossbowsprites,then i have a bunch of them(made some for my tc2 addon idea)
also, i have a suggestion for the blunderbuss!
The blunderbuss should be a shotgun, it can use gravel and other kinds of pellets/shards as ammo,but the really cool thing about it is this:
FIREWORKS! hehe, fireworks can be combined with a splash serum to create long range splash rockets,they will explode like fireworks on impact,but they also act like spash serums.
enchants you might like:
The curse ( I ) "rumors say that one enchant is able to infuse a shadow into your weapon,but not without a downside" This enchant adds a second gun bound to the handgun,you dual wield it, its dark and looks like a very evil gun.
the gun is a curse, it drains some of your lifeforce everytime you shoot,but this lifeforce is used to create a bullet that damages and steals some health from living mobs you shoot.(not undead)
both guns shoot at once and theres no way to remove the curse or stop it .
the gun will shoot whenever your normal handgun shoots,so theres no way to cancel the curse, if the handguns mag is empty you'll be unable to use the shadowgun.
a potion of regeneration is recommended when the cursed gun is in use.
maybe it should be a new handgun? i would gladly make some textures that fit them (and models)
one gun will be dark and one gun will be white and light just like other games did with their dual's.
Duplication ( I-II)
This enchant has a 20% chance of spawning magic bullets when you fire the handgun, the bullets do less damage than normal bullets,but slows the target. level 1 adds 1 extra bullet and level 2 adds 2 extra,so its very effective.
when used on a cursed gun the extra bullets will make the curse drain more hp ,but you'll end up with 2-3 healing bullets(depends on level) and 2 magic bullets + the bullet in the clip.
Power (I-V) adds a small damagebonus,but it also adds annoying recoil. lv 5 will be very hard to shoot rapidly with.
Reload (I-V) reloads faster,but you drop the mags
Rapid fire (I-V) shoots faster,but creates more spread
Another route to go would be that enchants on it are not permanent, and wear off after some period of time/uses. Though how the coding would work with enchant data plus ammo data I have no idea.
I'm especially fond of the satchels. I've currently got all the ammo-related things set up to fit in a Forestry adventurer's backpack, and use void pouches to hold all the empty shells and magazines. Maybe include an option to dump only the empty shells/magazines into an inventory on right-click?
Dual handguns/crossbows
Good gun stats: Deals the same amount of damage a handgun would deal,but it has powerfull knockback and heals the player
it uses ammo,just like a normal handgun
Evil gun stats: Deals the same amount of damage a NORMAL bullet fired from the handgun deals,but uses your health as ammo and it turns its victims into monsters
Gatling gun
its a rapid fire weapon that uses handgunbullets, its capable of emptying its magazine within seconds.
The magazine used for this gun is made out of 8 full magazines and an gold ingot and it holds 64 bullets,but whe this magazine is depleted it will break into 8 magazines and 6 goldnuggets.(it breaks because theres no known craftingtable with 65 slots for each bullet and the magazine)
The gatlinggun will require musclepower,so you might want to bring some food(it consumes hunger when used since its a manual spinnup)
for those who only like crossbows there will be a gatlinggun that uses arrows and gunpowder instead of bullets,but this also means theres no magazine like the gatlinggun has.(the barrels are the magazine)
this is the kind of gatling gun i speak of:
its gonna be more wooden and its going to have a round box of bullets as its mag
Also, i bring good news, i am working on the dual handguns,the gatling gun/bow and the handcrossbows ad the autocrossbow in techne.
i do not expect you to implement the gatlinggun and the dual's, i just do all this for fun.
d95, that Reload enchant would be completely negated by the Coin.
x3n0, just give us an option to disable any item we want, could be useful for server mods who don't want players stealing drops by shift+holding RMB with the Coin, next to a player [you can even do this hidden, since you'd be holding shift the whole time], for example.
Gotta agree with WTFFFS, only C and R is gonna conflict with half a dozen mods. I'd make everything shift+something. Also, is it possible to add an identifier to the hotkey config text? What I mean is, there's always some hotkeys in there that I have NO idea which mod they're from. So just something like "Reload (XR)" would help a lot.
Oh boy, this IS gonna turn into an weapons mod... oh well, then... I WANT A SNIPER RIFLE! /jk
Just this for now, since I have to go.
Well, for one thing, C, R, V and G were all hotkeys in Equivalent Exchange, and I personally don't care if anyone else uses them, but I don't really feel like putting them halfway across the keyboard just cos another mod has "dibs" on it.
In EE, the hotkeys only worked when you were holding the item that those hotkeys affected. Not sure how many other mods have hotkeys that just dominate the mapping completely. There's got to be some good way of sharing hotkeys between mods that don't have global effects when a hotkey is pressed - having conflicting hotkeys that will NEVER actually conflict is just stupid. There's no reason not to share a hotkey between two mods if it only ever affects items while they're being held.
This mod is awesome! Glad to see it included in Feed The Beast.
And how much damage a ender bullet does? It kills my friend instantly when he is without armor
Hmm. We use the standard Direwolf20 mod loadout, the only difference is that we have Advanced Solars, with a modified config to match. What might be causing the error?
And yes, I do hold the waste of tears in my hand when I try to deflect ghast and blaze fireballs in futility.
BTW, I love everything else in this mod. Especially how all the anti-undead stuff makes fighting a Wither a snap.
"The Wraith's Eye retains the powers of the Salamander's Eye, as well."
It seems Xeno forgot to enable all its powers in the code somewhere or I missed a post that he said he was removing the powers one of the two either way you were right.