1.8.9
1.8
1.7.10
Mobs
Blocks
Items
Weapons
[1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}
Poll: Which version to Update/Prioritize?
Ended Jul 5, 2021
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