I looked at this mod, and I've seen that it does get a lot of ideas from Balkon's Weapon Mod, and a little from Mine and Blade: Battlegear, but I wanna give you these ideas to make this mod cooler/better than both of those two mods:
Add these weapons
-Lance
-Wood Club
-Musket ( and/or bayonet. A bayonet is a knife at the end of the gun.)
-Blunderbuss ( An old pistol that sprays bullets. Like a shotgun.)
-Cannon
-Catapult
-Blowgun
-Boomerang
-Katana ( Swift but weak sword.)
-Javelin ( Different from spear because you can't throw spears but you can throw this.)
-Fire Rod ( One-use weapon, a stick with a torch at the end, it burns enemies.)
-Flail
-Halberd ( A spear with an axe on it.)
-Quarterstaff ( A big stick. Long-range but weak.)
-Trident
-Tomahawk ( Throwable axe.)
-Slingshot w/ Rocks ( Put cobblestone in crafting grid/table and you get 9 rocks, put 9 rocks in a crafting table and you get a cobblestone block. Also around the world, you'll find small rocks on the ground that you can pick up that you can throw or use as ammo for slingshot.)
Also add this stuff to make it a full WAR mod.
-Different shields
-A shield system for the durability, and how long you can use the shield at a time. Also, make it so if you hit a mob with the shield, it has KNOCKBACK! plz
-Dual wielding
-More hand-to-hand combat (punching and kicking.)
-Some kind of stamina/exhaustion system (for the additional combat.)
-A way to craft gunpowder- like with sulfur, charcoal, and saltpeter
-Make bricks throwable. ( Just fo teh lulz. :3)
-Can you make there be a way to craft chainmail armor with chain, or something like that?
-Also, please add a training dummy like in Balkon's Weapon Mod. I know it's copying but I liked the idea.
These are just suggestions, but if you used these stuff, your mod would probably be really popular. You don't have to use these stuff but I would like it. Also, since it has everything from Balkon's Weapon Mod, Battlegear, and MORE!- it would be nice.
Sorry that I have so many and such long suggestions, but I really like these weapon mods.
>It has everything from Balkon's Weapon Mod, Battlegear, and More!
No that is not a good idea. First off, do you know how many people would be whining about the similarities? Secondly, that would pretty much be openly stealing several mods, and putting it into one. Third the systems that you are talking about, such as Shields and Exhaustion bars and etc. Nerdboy, a more experienced modder (no offence Tuxcraft) is having difficulty coding it himself.
No List:
A Catapult is kinda meh, considering that it would basically be a more complicated cannon
Wood Club = Wooden Mace retexture
Quarterstaff = Wooden Spear without the throwing
Javelin = Spear that you can't hit with (what do you mean "You can't throw spears?")
Katana = Weaker sword retexture (Balkon added the speed differences. Tuxcraft didn't)
Trident = Tri-Spear (Is it really worth it?)
Slingshot/Rocks = Meh. A bit overdone and a bit OP. (They use the most common resources and you only end up using that, pretty much)
Cannon = An immobile version of a Fire Charge Cannon? Meh.
Fire Rod = Balkon's
Musket/Blunderbuss = Balkon's
Halberd = Balkon's and the recipe is already taken by a Harpoon
Flail = Balkon's
Blowgun = Balkon's
Craftable Chain Armor = Everyone and their Mother and their Brother have done that. If he adds it, it will just be an unnecessary incompatibility.
Throwable Bricks = Requires overwriting the vanilla Brick causing an unnecessary incompatibility.
Craftable Gunpowder = A lot of people have done that in that similar way, so again unnecessary incompatibility (is slaying Creepers really that bad?)
Possible List:
Tomahawk = A better, yet more expensive throwing knife. Maybe cool.
Lance = A spear you can't throw that has higher knockback and could knock people off mounts. Interesting.
Boomerang = A Throwable weapon that comes back to you at the expense of durability. If he could improve that, that'd be cool
Training Dummy = If you could find a way to improve that, like power it with Redstone and it will fight back or something, than more power too ya.
Hand-to-Hand Combat = Hmm. That actually sounds cool. If he could get that done, I would actually like to see that.
You said that he gets a lot of his ideas from Balkon? Why would you want him to get more? Think of original ideas for weapons. By the looks of it, he's not too stuck in the medieval times, like Balkon, so that opens up more weapondry suggestsons. (Just not too futuristic)
Personally, I think TuxCraft should add whatever he wants to add, regardless if Balkon's or any other mod has done something similar. Give the player the option to disable individual items, then if they want to use Balkon's and TuxCraft together, they can disable any overlaps. Players who prefer to use just TuxCraft can then also have access to all the other weapons that would otherwise be left out, and without the need to download and run multiple mods of the same idea.
I'm always on the lookout for more medieval weaponry, as there doesn't really seem to be that much to chose from as far as mods go in that department. Balkon's is nice, but due to my server set up, it's mostly useless to us.
Also, if you can actually manage to make a working catapult, that should definitely be in the list of things to add. Cannons, muskets, longswords, those types of things are exactly what I'm on the lookout for, so those (and anything long the same lines as far as "medieval" goes) get my vote, too.
New in 0.2 - Added a redstone EMP grenade.
- Added poison bolts, loaded the same way as normal bolts.
- Added support for ThaumCraft 3 and Metallurgy 3.
- Fixed the harpoon and changed it to a one time use grappling hook.
- Added creative mode only frying pan to one shot any mob.
- Added alternate crafting recipes, enable or disable in the config.
- Added a bunch of new mod support options.
- Hammer now swings slower then a normal weapon.
I'll get around to adding screenshots and recipes later today. Thanks everyone for being so supportive of TuxWeapons, I'm really amazed by how many downloads, and comments I have gotten so far. You guys are the best!
Personally, I think TuxCraft should add whatever he wants to add, regardless if Balkon's or any other mod has done something similar. Give the player the option to disable individual items, then if they want to use Balkon's and TuxCraft together, they can disable any overlaps. Players who prefer to use just TuxCraft can then also have access to all the other weapons that would otherwise be left out, and without the need to download and run multiple mods of the same idea.
This, don't bind yourself based on what other mod's have done. Do what you think the mod needs.
The thing I find funny is that people think that Battleaxes, Hammers, and Spears and such are unique to certain mods and not, you know, basic medieval and older weaponry.
New in 0.2 - Added a redstone EMP grenade.
- Added poison bolts, loaded the same way as normal bolts.
- Added support for ThaumCraft 3 and Metallurgy 3.
- Changed harpoon to one time use grappling hook.
- Added creative mode only frying pan to one shot any mob.
- Added alternate crafting recipes, enable or disable in the config.
- Added a bunch of new mod support options.
- Hammer now swings slower then a normal weapon.
I'll get around to adding screenshots later today. Thanks everyone for being so supportive of TuxWeapons, I'm really amazed by how many downloads, and comments I have gotten so far. You guys are the best!
Yay! Glad to see the support!
Rollback Post to RevisionRollBack
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
The thing I find funny is that people think that Battleaxes, Hammers, and Spears and such are unique to certain mods and not, you know, basic medieval and older weaponry.
Okay, so I've loaded up TuxWeapons and Metallurgy 3 on Forge 738.
I'm missing textures for the following:
- Wooden Battleaxe
- Wooden Spear
- Wooden Hammer
- Wooden Knife
- Wooden Mace
- Wooden Grappling Hook
- Stone Battleaxe
- Stone Spear
- Stone Hammer
- Stone Knife
- Stone Mace
- Stone Grappling Hook
I'm also not sure exactly what the Metallurgy 3 support entails, though that's less of a concern and really more just a thought out loud.
Yeah, looking into the chat log it seems that the texture paths he is calling for are a little weird. You could fix the problem yourself, but that would take lots of time...
Okay, so I've loaded up TuxWeapons and Metallurgy 3 on Forge 738.
I'm missing textures for the following:
- Wooden Battleaxe
- Wooden Spear
- Wooden Hammer
- Wooden Knife
- Wooden Mace
- Wooden Grappling Hook
- Stone Battleaxe
- Stone Spear
- Stone Hammer
- Stone Knife
- Stone Mace
- Stone Grappling Hook
I'm also not sure exactly what the Metallurgy 3 support entails, though that's less of a concern and really more just a thought out loud.
Yes, this happens when you don't unzip the folder. I'm running on a mac and its weird about zipping files so until I find a workaround it has to be unzipped.
Yeah, looking into the chat log it seems that the texture paths he is calling for are a little weird. You could fix the problem yourself, but that would take lots of time...
The way I have set up the textures is there are two textures for each weapon type, the handle and the blade. They are both in black and white. Then in my code depending on what the weapon material is it assigns a different color. This was how I was able to add support for a massive mod like metallurgy without adding a single texture (However in the future I am willing to work with ShadowClaimer to make unique textures for the mod). So forge still looks for the texture it thinks I want to use and when it doesn't find it it says so in the log. I'm not sure if I can fix that though, it is not an actual error it is only forge being confused about what I'm doing.
The reason why the stone and wood textures don't appear in particular is because they have alternate textures because if you look closely the color around a stone sword is a little softer then one around an iron sword. So to match that theme I made alternate textures and yet again for some reason minecraft throws a fit when it's in the mac zip form. I do have a windows computer at my disposal so I will probably send the files over and zip it there.
The way I have set up the textures is there are two textures for each weapon type, the handle and the blade. They are both in black and white. Then in my code depending on what the weapon material is it assigns a different color. This was how I was able to add support for a massive mod like metallurgy without adding a single texture (However in the future I am willing to work with ShadowClaimer to make unique textures for the mod). So forge still looks for the texture it thinks I want to use and when it doesn't find it it says so in the log. I'm not sure if I can fix that though, it is not an actual error it is only forge being confused about what I'm doing.
The reason why the stone and wood textures don't appear in particular is because they have alternate textures because if you look closely the color around a stone sword is a little softer then one around an iron sword. So to match that theme I made alternate textures and yet again for some reason minecraft throws a fit when it's in the mac zip form. I do have a windows computer at my disposal so I will probably send the files over and zip it there.
Good to know; how would I craft and use these tools using Metallurgy metals as I cannot seem to do so...
No, I didn't change anything, the item ids vary from 26500 to 28555 or something like that.
What is your Metallurgy version? Mine is Metallurgy 3.0.0.0.10.2. If you don't have that try changing the name of the metallurgy jar to that. The way I have it right now is really precarious because it uses the jar/zip name as well as the item ids, but that's the only way I know how to do it as of now.
What is your Metallurgy version? Mine is Metallurgy 3.0.0.0.10.2. If you don't have that try changing the name of the metallurgy jar to that. The way I have it right now is really precarious because it uses the jar/zip name as well as the item ids, but that's the only way I know how to do it as of now.
Testing right now...
Edit: Using a copy of Metallurgy 3.0.0.0.10.2, I was not able to use any of the tools. I had let Metallurgy generate fresh configs for that version.
I know that another person has requested that the mod be compatible with Tinkers' Construct, but what about only adding compatibility to some of the unique ores it adds, such as Ardite, Cobalt. and the its new alloys? I love Tinkers' Construct, and it would be greatly appreciated to have this kind of compatibility! I think that those are the only ores necessary, since aluminum, is, well, aluminum, and copper compatibility is added with the Metallurgy.
Nice mod but i noticed for all the grappling hooks and every single wooden and stone item but shield has no texture im not sure if you made the texture or its just a bug also the grappling hooks do nothing and the fire charges shot from the fire charge cannon only blows up and dosent make fire other than that good mod
Bugs:
Some missing textures
Redstone EMP Does nothing?
Dynamite is as strong as TNT (Odd)
Dynamite creates invisible blocks that regenerate when you relog, or place blocks on top of them
Grappling hooks don't seem to work for me.
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.
I noticed you said that dual wield is not available yet in the shield section and was curious if you are planning to allow shields to be wielded with another weapon or to keep them as is?
>It has everything from Balkon's Weapon Mod, Battlegear, and More!
No that is not a good idea. First off, do you know how many people would be whining about the similarities? Secondly, that would pretty much be openly stealing several mods, and putting it into one. Third the systems that you are talking about, such as Shields and Exhaustion bars and etc. Nerdboy, a more experienced modder (no offence Tuxcraft) is having difficulty coding it himself.
No List:
A Catapult is kinda meh, considering that it would basically be a more complicated cannon
Wood Club = Wooden Mace retexture
Quarterstaff = Wooden Spear without the throwing
Javelin = Spear that you can't hit with (what do you mean "You can't throw spears?")
Katana = Weaker sword retexture (Balkon added the speed differences. Tuxcraft didn't)
Trident = Tri-Spear (Is it really worth it?)
Slingshot/Rocks = Meh. A bit overdone and a bit OP. (They use the most common resources and you only end up using that, pretty much)
Cannon = An immobile version of a Fire Charge Cannon? Meh.
Fire Rod = Balkon's
Musket/Blunderbuss = Balkon's
Halberd = Balkon's and the recipe is already taken by a Harpoon
Flail = Balkon's
Blowgun = Balkon's
Craftable Chain Armor = Everyone and their Mother and their Brother have done that. If he adds it, it will just be an unnecessary incompatibility.
Throwable Bricks = Requires overwriting the vanilla Brick causing an unnecessary incompatibility.
Craftable Gunpowder = A lot of people have done that in that similar way, so again unnecessary incompatibility (is slaying Creepers really that bad?)
Possible List:
Tomahawk = A better, yet more expensive throwing knife. Maybe cool.
Lance = A spear you can't throw that has higher knockback and could knock people off mounts. Interesting.
Boomerang = A Throwable weapon that comes back to you at the expense of durability. If he could improve that, that'd be cool
Training Dummy = If you could find a way to improve that, like power it with Redstone and it will fight back or something, than more power too ya.
Hand-to-Hand Combat = Hmm. That actually sounds cool. If he could get that done, I would actually like to see that.
You said that he gets a lot of his ideas from Balkon? Why would you want him to get more? Think of original ideas for weapons. By the looks of it, he's not too stuck in the medieval times, like Balkon, so that opens up more weapondry suggestsons. (Just not too futuristic)
I'm always on the lookout for more medieval weaponry, as there doesn't really seem to be that much to chose from as far as mods go in that department. Balkon's is nice, but due to my server set up, it's mostly useless to us.
Also, if you can actually manage to make a working catapult, that should definitely be in the list of things to add. Cannons, muskets, longswords, those types of things are exactly what I'm on the lookout for, so those (and anything long the same lines as far as "medieval" goes) get my vote, too.
New in 0.2
- Added a redstone EMP grenade.
- Added poison bolts, loaded the same way as normal bolts.
- Added support for ThaumCraft 3 and Metallurgy 3.
- Fixed the harpoon and changed it to a one time use grappling hook.
- Added creative mode only frying pan to one shot any mob.
- Added alternate crafting recipes, enable or disable in the config.
- Added a bunch of new mod support options.
- Hammer now swings slower then a normal weapon.
Download
I'll get around to adding screenshots and recipes later today. Thanks everyone for being so supportive of TuxWeapons, I'm really amazed by how many downloads, and comments I have gotten so far. You guys are the best!
Mod review out!
This, don't bind yourself based on what other mod's have done. Do what you think the mod needs.
The thing I find funny is that people think that Battleaxes, Hammers, and Spears and such are unique to certain mods and not, you know, basic medieval and older weaponry.
Yay! Glad to see the support!
Lead designer and artist of Team Metallurgy (Metallurgy, Aquaculture, and Atum)
Join me on Discord, watch me on Twitch (every night!), or support me on Patreon.
Awesome! I'll be downloading and checking this out as soon as I can.
My thoughts exactly.
I'm missing textures for the following:
- Wooden Battleaxe
- Wooden Spear
- Wooden Hammer
- Wooden Knife
- Wooden Mace
- Wooden Grappling Hook
- Stone Battleaxe
- Stone Spear
- Stone Hammer
- Stone Knife
- Stone Mace
- Stone Grappling Hook
I'm also not sure exactly what the Metallurgy 3 support entails, though that's less of a concern and really more just a thought out loud.
Yeah, looking into the chat log it seems that the texture paths he is calling for are a little weird. You could fix the problem yourself, but that would take lots of time...
Website: http://lightningpig333.com
Yes, this happens when you don't unzip the folder. I'm running on a mac and its weird about zipping files so until I find a workaround it has to be unzipped.
The way I have set up the textures is there are two textures for each weapon type, the handle and the blade. They are both in black and white. Then in my code depending on what the weapon material is it assigns a different color. This was how I was able to add support for a massive mod like metallurgy without adding a single texture (However in the future I am willing to work with ShadowClaimer to make unique textures for the mod). So forge still looks for the texture it thinks I want to use and when it doesn't find it it says so in the log. I'm not sure if I can fix that though, it is not an actual error it is only forge being confused about what I'm doing.
The reason why the stone and wood textures don't appear in particular is because they have alternate textures because if you look closely the color around a stone sword is a little softer then one around an iron sword. So to match that theme I made alternate textures and yet again for some reason minecraft throws a fit when it's in the mac zip form. I do have a windows computer at my disposal so I will probably send the files over and zip it there.
Good to know; how would I craft and use these tools using Metallurgy metals as I cannot seem to do so...
Website: http://lightningpig333.com
Works for me, did you change any of the metallurgy item ids?
No, I didn't change anything, the item ids vary from 26500 to 28555 or something like that.
Website: http://lightningpig333.com
What is your Metallurgy version? Mine is Metallurgy 3.0.0.0.10.2. If you don't have that try changing the name of the metallurgy jar to that. The way I have it right now is really precarious because it uses the jar/zip name as well as the item ids, but that's the only way I know how to do it as of now.
Testing right now...
Edit: Using a copy of Metallurgy 3.0.0.0.10.2, I was not able to use any of the tools. I had let Metallurgy generate fresh configs for that version.
Website: http://lightningpig333.com
Some missing textures
Redstone EMP Does nothing?
Dynamite is as strong as TNT (Odd)
Dynamite creates invisible blocks that regenerate when you relog, or place blocks on top of them
Grappling hooks don't seem to work for me.
All i found so far
Stop treating mod devs poorly. These people mod as a hobby or as a service to the community, they don't have to take your suggestion and you are not entitled to anything from them.