Which version of MC should I focus on? The 1.8.9 version is my current focus. I'll start working on the 1.7.10 version, since it won the previous poll. I'll be rewritting most of the mod so it will take some time before I release it.
The Meaning of Life, the Universe, and Everything.
Join Date:
9/25/2014
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Just to be certain, how do you disable mobs of a certain type from spawning? I frankly wouldn't mind disabling the spawn of things that explode or burn down all my crops. Especially trees. Is it '0' disabled? If so, why do I keep seeing roboghasts? Is it 200? If so, why would HHH keep spawning so infrequently at '12'?
Just to be certain, how do you disable mobs of a certain type from spawning? I frankly wouldn't mind disabling the spawn of things that explode or burn down all my crops. Especially trees. Is it '0' disabled? If so, why do I keep seeing roboghasts? Is it 200? If so, why would HHH keep spawning so infrequently at '12'?
Mobs can't be disabled. Editing their frequency doesn't do anything for some reason. I fixed this (probably) in the next update. I changed it to make their minimum and maximum spawn amounts editable. These seem to work better. Sorry for the problems.
Rollback Post to RevisionRollBack
I got a mod...go check it out. Its got guns and hats and other stuff.
Update #22! Forum Page has also been updated. Final update for this year. Fixed some things, changed others. The important/(things you have to worry about) are the new robots mobs I added. Keep them enabled (in the Config) if you want a challenge. Have fun, don't die, and Merry Smissmas.
Rollback Post to RevisionRollBack
I got a mod...go check it out. Its got guns and hats and other stuff.
Could you update intells,payload bombs, control points, tanks, and Saxton Hale?
Sure for Tanks and Saxton Hale. As for gamemode related stuff, maybe in a much later update. I have to catch up with all the weapons first and fix/change some stuff.
Rollback Post to RevisionRollBack
I got a mod...go check it out. Its got guns and hats and other stuff.
Update #23! Forum Page has also been updated. Added upgrades, fixed some things, ect/look in the README. Just setting up stuff for the next big update. Let me know if there are any issues.
Rollback Post to RevisionRollBack
I got a mod...go check it out. Its got guns and hats and other stuff.
Update #23 has an issue involving the player taking damage, for example getting hit by a spider will crash the game. So either avoid taking damage or stay away from combat until the next update. It'll be ready sometime next week. If you backup your saves often this shouldn't be an issue and simply revert to 1.7.9 version of the mod. If not oh well.
Rollback Post to RevisionRollBack
I got a mod...go check it out. Its got guns and hats and other stuff.
Update #25! Forum Page has also been updated. Improved Medi Guns so they can heal. Added some armor, achievements, ect. Fixed some issues. Check the readme for more changes.
Rollback Post to RevisionRollBack
I got a mod...go check it out. Its got guns and hats and other stuff.
Started updating to 1.8 today. Due to the sheer amount of changes in 1.8 it will take a good while, probably a few weeks, to update the mod to 1.8. Any suggestions or if you want to lend me some hands (for modelling/ideas/voice acting/stuff), leave a comment. In the meantime, stick to 1.7.10.
Rollback Post to RevisionRollBack
I got a mod...go check it out. Its got guns and hats and other stuff.
Hi there, just passing by to thank you a lot for this mod, which I find incredibly entertaining to use and play with, and just suggest a few things about balance, albeit I apologize in advance if these are already being addressed in the 1.8 version of this mod.
While I do enjoy the challenge, with the mobs being quite hard to defeat even with a full diamond armor, I wonder if they aren't a slight bit overpowered; Bots like the Demoknight type 1, which has around 25 health, have enough regeneration to fully withstand any hit with a not enhanced diamond sword, and even most of the actual tf2 weapons do not help that much. Sure enough, enhancing them helps a ton, but with them around the place it's quite hard to come out of your spawn/base and survive long enough to get the materials to prepare an enhancement table, like leather and the likes.
My suggestion would be simple : grant, for at least the weapons that have such upgrade in the actual TF2 MVM mode, a good damage upgrade; Nothing too much, of course, but something that at least can outdo the regeneration of a robot;
Also, I've noticed that weapons like the scottish resistance have a very low damage against any bot, at least in it's not upgraded form : around 2-3 damage for what I've seen [albeit I might be completely wrong and I apologize].
A bug I've also noticed is that for weapons like the Eyelander, the heart count doesn't seem to update as it should : I had both an eyelander with at least four hearts and a Battalion's backup, but depending on which I placed first into my inventory I had less or more hearts. I guess you would have liked to know such thing. Also, once you teleport through portals, unless you pick your weapons again it seems that all buffs/debuffs disappear? Might have just be me in this case, though.
A more complicated suggestion, which I don't know if it would be even feasible in coding term, would be to actually be able to craft a upgrade station of sorts, where you use tot amount of money to get specific weapon upgrades. Like Enhancing, but specific for the tf2 weapons. Again, I don't know if it is feasible, but it would be cool.
About the robot version of the actual Minecraft mobs, one thing I've noticed is that they seems to spawn more than normal mobs, which makes getting certain materials [Strings, Zombie meat, bones etc], a bit harder. Not downright impossible, but couldn't those versions drop something akin to their normal counterparts? I admit in advance that it might also be just my luck, so if in your case both kind of mobs spawn normally, feel free to ignore.
Following that, another thing is a question : is there a way for me to make so that bots only aggro me and not villagers? I've been using the Millenaire mod, but I had to often turn the game into pacific mode or, in the end, remove the Millenaire mod altogether as the villagers kept getting wrecked by the bots, which they couldn't fend off as they didn't had a full set of diamonds + good weapons to fight them off. If there's a config file I've to touch, I would be glad to know it.
These things aside, the mod is great and I'm liking it very much, and l love the sheer amount of weapons and miscs. Sure, I would like to wear the hats, but as I saw you say, these aren't the something you're focusing on right now and I am ok with it; In a sense, it's actually fun to uncrate and just sigh as you get an hat, while normally in the actual game you would be delighted of it. Metagaming at it's finest! Thought I kinda wish the paint buckets could also dye something else, rather than only hats.
I apologize for the wall of text, ahah, but I thought you might like some feedback. Keep the good job up, good sir!
Yes robots are difficult to defeat, even I have trouble with them especially Samurai Demos. I'm planning on adding something in the Config to be able to change whether robots can upgrade or not and time it takes to upgrade. TF2 weapons are upgradable but they must be at maximum durability to be upgraded. Simply add 8 credits (Small for level 2, medium for level 3, large for level 4) with an item. The upgrades must be done in order, so Small credits then Medium then Large. Melee weapons get faster attack speed, health-on-kill, some Demo or Spy melee weapons receive increase damage and crits-on-kill. I'll keep this "upgrading system" until I can figure out how to create an actual upgrade station.
I always keep a fully upgraded Ubersaw and Kritzkrieg to give myself easy crits, then switch to an item like a fully upgraded Eyelander or Headtaker for easy kills. The mentioned weapons deal 20 damage and with crits deal 60, enough to one-hit kill most mobs. There are other strategies you could try out like putting Fire Aspect on the Axtinguisher, Sun-on-a-Stick, or Postal Pummeler to deal critical damage each hit. Also get a full set or even a single piece of Australium Armor, it will greatly help you deal with any mobs.
I rarely use any guns so I don't know how they perform in actual gameplay, so I'll use them more often to see if I can improve anything.
Health increases/decreases from items do not stack, I originally planned on having them stack but I ran into some issues so they will remain that way. Whatever item is first placed in the inventory does determine what health increase/decrease is applied. As for buffs/debuffs disappearing when teleporting, they should remain despite what you see onscreen, I'll look into this some more.
I will be setting Minecraft Robot mobs to drop whatever their Non-Robot versions originally dropped but more of them. I had the same issue getting certain materials. Both kinds of mobs should have the same chance to spawn but I'll double check to be sure. I'll add something in the Config to change whether mobs attack vilagers or not.
No problem I enjoy reading feedback on my mod. Thanks. I recommend looking through the 1st forum post for any new info I might have added. If I missed anything let me know.
Rollback Post to RevisionRollBack
I got a mod...go check it out. Its got guns and hats and other stuff.
I haven't touch anything related to hats since I added them, so they are the farthest possible from being wearable. But don't worry once I finish adding the remaining weapons, mobs, and other useful stuff, I'll work on making hats wearable.
Rollback Post to RevisionRollBack
I got a mod...go check it out. Its got guns and hats and other stuff.
I will eventually add them all. Just be patient.
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
The Music Box drops discs that contain the soundtrack for TF2. They can be played in a jukebox.
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
Mobs can't be disabled. Editing their frequency doesn't do anything for some reason. I fixed this (probably) in the next update. I changed it to make their minimum and maximum spawn amounts editable. These seem to work better. Sorry for the problems.
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
Sure for Tanks and Saxton Hale. As for gamemode related stuff, maybe in a much later update. I have to catch up with all the weapons first and fix/change some stuff.
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
A few weeks probably.
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
BONK!
Use the Ring Luke, he who controls the Ring controls the raptors~ Dumbledore
v Scroll down for great GIFs! V
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
Any specific textures in mind or all of them? As for classes I'll work on them after I add the remaining weapons and some other things.
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
Update #24! Forum Page has also been updated. Added some Sniper and Spy weapons. Fixed some stuff. Nothing too big.
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
Update #25! Forum Page has also been updated. Improved Medi Guns so they can heal. Added some armor, achievements, ect. Fixed some issues. Check the readme for more changes.
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
Started updating to 1.8 today. Due to the sheer amount of changes in 1.8 it will take a good while, probably a few weeks, to update the mod to 1.8. Any suggestions or if you want to lend me some hands (for modelling/ideas/voice acting/stuff), leave a comment. In the meantime, stick to 1.7.10.
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
Yes robots are difficult to defeat, even I have trouble with them especially Samurai Demos. I'm planning on adding something in the Config to be able to change whether robots can upgrade or not and time it takes to upgrade. TF2 weapons are upgradable but they must be at maximum durability to be upgraded. Simply add 8 credits (Small for level 2, medium for level 3, large for level 4) with an item. The upgrades must be done in order, so Small credits then Medium then Large. Melee weapons get faster attack speed, health-on-kill, some Demo or Spy melee weapons receive increase damage and crits-on-kill. I'll keep this "upgrading system" until I can figure out how to create an actual upgrade station.
I always keep a fully upgraded Ubersaw and Kritzkrieg to give myself easy crits, then switch to an item like a fully upgraded Eyelander or Headtaker for easy kills. The mentioned weapons deal 20 damage and with crits deal 60, enough to one-hit kill most mobs. There are other strategies you could try out like putting Fire Aspect on the Axtinguisher, Sun-on-a-Stick, or Postal Pummeler to deal critical damage each hit. Also get a full set or even a single piece of Australium Armor, it will greatly help you deal with any mobs.
I rarely use any guns so I don't know how they perform in actual gameplay, so I'll use them more often to see if I can improve anything.
Health increases/decreases from items do not stack, I originally planned on having them stack but I ran into some issues so they will remain that way. Whatever item is first placed in the inventory does determine what health increase/decrease is applied. As for buffs/debuffs disappearing when teleporting, they should remain despite what you see onscreen, I'll look into this some more.
I will be setting Minecraft Robot mobs to drop whatever their Non-Robot versions originally dropped but more of them. I had the same issue getting certain materials. Both kinds of mobs should have the same chance to spawn but I'll double check to be sure. I'll add something in the Config to change whether mobs attack vilagers or not.
No problem I enjoy reading feedback on my mod. Thanks. I recommend looking through the 1st forum post for any new info I might have added. If I missed anything let me know.
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
how close are hats to being wearable?
My CTM Maps
http://www.minecraftforum.net/forums/mapping-and-modding/maps/2406326-ctm-collection-thelegominers-ctm-maps
(I'm a miner, deal with it.)
I haven't touch anything related to hats since I added them, so they are the farthest possible from being wearable. But don't worry once I finish adding the remaining weapons, mobs, and other useful stuff, I'll work on making hats wearable.
I got a mod...go check it out. Its got guns and hats and other stuff.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291464-1-8-1-7-10-team-fortress-2-mod-v2-0-0-v1-8-6
Awesome mod, good work.
But, can you please do a 1.7.2 version of the 1.8.3? Or tell me if the 1.8.3 also works with 1.7.2