I'M LOOKING FOR HELP WITH THE FOLLOWING, YOU CAN SUBMIT YOUR OWN IF YOU WOULD LIKE THEM TO POTENTIALLY BE INCLUDED IN THE MOD:
LOW RESOLUTION TEXTURES (64x or below)
WORLD GENERATION STRUCTURES
MOB MODELS
THIS MOD SHOULD NOW BE SERVER COMPATIBLE. I HAVEN'T DONE EXTENSIVE TESTING BUT IT SHOULD BE WORKING.
UPON UPDATING TO A NEW VERSION I CANNOT GUARANTEE THE INTEGRITY OF THE GAME, THE GAME MAY CRASH OR YOUR OLD WORLDS MAY BECOME CORRUPTED. YOU HAVE BEEN WARNED.
The Fallout Mod, by Blfngl
Hello! Today I present to you my Fallout mod. It's been a while, I know, but I've finally garnered some free time and can begin to work on it again! I'll continue to post updates about the content and stuff here, but for now it'll just be a simple thread.
Content:
Pip-Boy 3000:
- Big updates to the pipboy recently. Instead of acting only as a backpack, you can now view your skills and general health in the "stats" tab. The data tab doesn't do anything right now. Right click to open the inventory. Multiple pipboys can exist at the same time and ARE NOT player specific. This means, on a server, if you place something in your pipboy and give it to someone else, they will receive those items. I might make it so you can only hold one pipboy in your inventory at a time in the future.
Just a warning, sometimes if you're moving armor from your player to the pipboy inventory within the pipboy, it might glitch out and not move.
Here are some pics of the GUI:
Misc:
Empty Syringe:
- The empty syringe is used to craft many of the chems found in this mod.
Bottle Cap:
- The currency of the Fallout universe. However, no merchants will accept these as of right now. There is no recipe for these, however they are dropped by ghouls.
Leather Belt:
- Currently only used in the super stimpak recipe.
Sensor Module:
Jet Inhaler:
Gun Barrel:
Gun Slide:
Wood Gun Stock:
Plastic Scrap:
Plastic Piping:
Saturnite Alloy:
Chems/Food:
Stimpaks:
- There are two types of Stimpaks, the standard Stimpak and the Super Stimpak. They both will restore an amount of health, displayed on the item, to the user instantly. The heal scales off of your medicine skill as well. Stimpaks can be crafted into Auto-Inject Stimpaks, which will, when the user falls below 50% health, will activate immediately.
Med-X and Psycho:
- Med-X will increase your resistance to all forms of damage, while psycho gives you a bonus to all damage that you output.
RadAway and RadX:
- Now that radiation is *kind of* in the game, you need to be careful what you eat and drink. RadAway will remove an amount of radiation, amount displayed on the item, and Rad-X will increase your radiation resistance for two minutes.
Antivenom:
- Cures poison, confusion and weakness.
Auto-Inject Stimpak/Super Stimpak:
PEOPLE DONT GET WHAT AUTO MEANS. THIS AUTOMATICALLY INJECTS WHEN YOU'RE HURT. STOP TRYING TO USE IT.
Healing Powder/Poultice:
- Grants regeneration potion effect.
Hydra:
- Grants moar regeneration.
Nuka Cola:
- Provides a small amount of hunger, will not be like this later.
Slasher:
- This is like med-X and psycho in one stim.
Guns:
9mm Pistol:
10mm Pistol:
.44 Magnum Revolver:
.45 Auto:
.357 Magnum Revolver:
5.56mm Pistol:
Ammo:
BBs:
Missiles:
Case .44:
Case .45:
Case .357:
Player Status:
Thirst: You'll now get thirsty (on difficulties easy and above)! Drink water out of glass bottles to remove your thirst level.
Radiation: You'll now get raddy (on difficulties normal and hard)! Use radaway to remove it.
All Fallout: New Vegas pistols and rifles, with their sounds, have been added. Simply right click to fire and press 'r' to reload. The missile launcher as well as the frag grenade have been added. To turn off terrain damaging explosions go into the cfg file for this mod and set the value to false.
Some chems have been added as well, to use them right click. For some stat boosting chems, like psycho, there will be a varying percent chance that you become addicted. To remove addiction, use the chem Fixer, which unfortunately is unobtainable right now. Antivenom behaves a little differently than the other chems, for some reason it can only be consumed in non-creative game modes. It will remove the potion effects of poison, confusion and weakness.
More options to control how this mod behaves are available in the cfg file.
I've begun to add some recipes for some items. Pictures will come up eventually, but the easiest way to find out is with NEI.
Some plants have been added, to get them you can break tall grass and they might drop. Mutfruit has a 10% channce to be obtained by breaking tree leaves.
More pictures and recipes coming soon!
Downloads:
The Fallout Mod is complete and sole intellectual and physical property of me, Blfngl. To use this mod in a modpack or to distribute it on another website besides where I host it you require special permission from me. The code of The Fallout Mod, this mod, in source or binary is intellectual property of me, Blfngl. You may not redistribute or edit it. By downloading, you as a user agree to these terms and conditions and if violated I am allowed to take complete and thorough action reprimanding the guilty party. You are not allowed to use my code in another mod of the same category or one that competes with mine. As in you can't use code from my Fallout mod to make a Fallout mod of your own.
These files, sounds and sprites, were taken from the video game Fallout: New Vegas using Fallout Mod Manager or from websites created, owned or related to Fallout New Vegas or Bethesda Softworks, the copyright of which is held by Bethesda Softworks. All trademarks and registered trademarks present in the image are proprietary to Bethesda Softworks. The use of images and sound to enhance this mod concerning the subject of the images and sound in question is believed to qualify as fair use under United States copyright law, as such display does not impede the right of the copyright holder to sell the copyrighted material and is not being used to generate profit in this context.
That's all for now! Here's a download link to the stable version of the mod, for minecraft 1.8 or 1.7.10. To install, make sure you have make sure you have the newest version of minecraftforge 1.8/1.7.10 installed, and then drop the correct jar into your mods folder.
v0.2.2
- Corrected pewpew damage
- Corrected gauss weapon reload time display
- Corrected grenade launcher type weapons ammo capacity and spread
- Decreased missile launcher reload speed
- Added heavy weapons
- Added MFBreeder weapons
- Fixed guns returning microfusion cells on a failed reload
v0.2.1
- *IMPORTANT* Fixed guns spazzing out after firing
- Fixed grenades crashing game
- Added plasma projectile render
- Added energy rifles
- Fixed plasma setting things on fire
- Fixed transparent textures with some items
- Added the rest of the shotguns
- Fixed most weapons not rendering in 3d
- Fixed shotguns not displaying max damage output in tooltip
- Corrected SMG clip sizes
- Corrected energy pistol clip sizes
- Corrected plasma pistol/defender not firing plasma
- Corrected plasma pistol/defender, pewpew and pulse gun not consuming correct amount of ammo
- Disabled pulse gun
- Added/corrected some sounds
- Fixed weapons not reloading if they're at a negative ammo value
- Corrected weapon item HP
- Grenade max stack size now 1
- Fixed gauss rifle not reloading properly
- Added firebomb type grenades
- Fixed plasma weapons scaling off of guns skill
- Corrected reload time display
- Fixed two-step goodbye always landing a critical
- Removed two-step goodbye spawning TNT
- Lowered antenna damage
- Increased inversal axe damage
- Lowered radiation accumulation
- Fixed chamber not appearing in creative
- Reimplented workbench, used to craft some fallout gear (not mandatory right now)
- Added legion recruit armor textures
- Added all of the ammo casings along with recipes
- Added more recipes
v0.2.0
- *IMPORTANT* You will now accumulate thirst over time on difficulties easy and above
- *IMPORTANT* You will now accumulate radiation over time on difficulties normal and above
- *IMPORTANT* This will kill you if you let it get to a high level
- *IMPORTANT* SHOULD BE 100% SERVER COMPATIBLE
- HUGE code optimization
- Completely recoded weapon reload/fire code
- Corrected doctor's bag texture
- Moved extra item info behind "shift wall"
- Changed knockdown chance to 5%
- Firing a weapon now lowers it's durability
- Beginning to implement H2O bar
- Nuka cola doesn't provide hunger anymore
- Added rifle barrel texture
- Fixed energy pistol damage
- Nerfed ghouls by a lot
- Added legion recruits and NCR troopers
- Added textures for legion recruit, ncr ranger combat, recon and sierra madre armor
- Fixed ghoul movespeed
- Changed recipe of missile and rocket
- Removed heavy weapon tab
- Shotgun pellets die off after traveling a certain distance
- Lasers now travel extremely fast (does have render glitches)
- Fixed stealthboy typo
v0.1.7
- Fixed lasers always setting things on fire
- Fixed antivenom creating a negative stack on use
- Added hydra addiction chance
- Corrected hydra recipe
- Corrected psycho duration
- Fixed psycho not buffing gun/laser/plasma damage
- Weapon tooltips display increased damage when affected by strength
- Fixed dixon's jet not displaying correct addiction chance
- Changed frag grenade recipe (leather -> quartz)
- Moved rad bar to pipboy gui
- Added stats/items/data tabs to pipboy
- Fixed weird inventory render bug
- Increased pipboy size
- Reorganized creative tabs
- Fixed missile disappearing in creative tabs
- Added one handed energy weapons
- Added extra description to certain items
- Adjusted auto inject stimpak health threshold (1/2 -> 1/3)
- Removed bottle cap recipe
- Added more gun parts
- Reorganized creative tabs
- Corrected .357 magnum texture
- Added recipes for: .357 pistol, .44 pistol, .45 pistol, 5.56mm pistol, 9mm pistol, 10mm pistol, varmint rifle
- Fixed rad bar not showing up
- Added nuka cola recipe
- Rescaled T45 armor rating
- Added recon armor (no skin)
- Added radiation suit
- Readded T51 armor
- Added armor tooltips
- Added gecko hide
- Readded cave fungus
- Cleaned up some misc item code
- Added some skin info
- Removed gun parts tab
- Tweaked chem tooltips
- Added cloud kiss texture
- Added proper sounds for energy weapons
- Tweaked fire rates for some weapons
v0.1.5
- *IMPORTANT* Fixed ghouls crashing game (corrupted worlds are recoverable)
- *IMPORTANT* Cleaned up some packet code, may have broken some worlds, unknown
- Changed ghouls to feral ghouls
- Added ghoul sounds
- Fixed auto-inject stimpak duplicate glitch (max stack size is one now)
- Added ghoul roamers and reavers (visually indistinguishable from "normal" feral ghouls)
v0.1.4
- *IMPORTANT* REALIZED ALL GUNS WERE DOING HALF THE DAMAGE I WANTED, FIXED GUN DAMAGE
- *IMPORTANT* This mod is not working properly on servers right now, trying to fix
- *IMPORTANT* Fixed melee damage penetrating all forms of armor
- Added a gun parts tab
- Beginning to add gun parts
- Added workbench and reloading bench (wip)
- Ghouls will now spawn in desert biomes
- Removed broc flower block
- Added T-45 power armor
- Re-did T-45 armor texture
- Added heavy armor and light armor differences
- Cleaned up reloading code
- Fixed reloading not delaying the timer
- Corrected most reload times for guns
- Added a guns skill
- Added reload times to gun tooltips
- Made gun tooltip more readable
- Added melee weapon base class
- Fixed typo in radiation coding
- Reordered sound code so you can't spam it while reloading
- Fixed bug where players in survival can't shoot on servers
- Tweaked reload times
- Added all skills that made sense: energy weapons, explosives, melee, repair, survival and unarmed
- Added all skills to commands
- Added more melee weapons
- Can only hold 1 melee weapon in a stack now
- Added a "knockdown" effect for weapons such as Oh Baby! and Blade of the East
- Added crit chance to melee weapons
- Crit chance is actual value * 10
- Blocking with melee weapons can only be done while sneaking
- Perform a power attack by right clicking with a melee weapon (cooldown of 8 seconds)
- Power attack bugged, won't do any damage
- Added custom melee weapon sounds
- Removed music tab
- Added a bunch more recipes
- Added a bunch more sounds
- Made entities more friendly to other mod entities
v0.1.3
- Rendered and modeled ghouls (non-hostile)
- Added ghoul spawn egg
- Added more chems to dungeon chests
- Removed plastic bottles and replaced them with soda bottles and glass bottles
- Edited jet dispenser recipe
- Added bottle cap recipe
- Added bb recipe
- Added missile recipe
- Added pipboy recipe
- Added functioning radiation bar to the top right of the screen, radiation slowly being implemented
- Changed rad bar texture, using a modified version of coolAlias' mana bar texture
- Added radaway
- Some foods will give you radiation now
- Added stages of radiation and radiation poisoning effects
- Changed addiction to NBT (used to effect everyone if one was addicted)
- Cleaned up some pipboy stuff
- Moved unused tabs to the end of the creative menu
- Updated plants tab icon
- Radiation resistance potion will now actually reduce radiation intake (viewable in the console)
- Cleaned up maximum radiation cap code
- Added medicine skill
- Added a command to show your skill values
- Some chems will show you your medicine skill value
- Medicine now affects how much healing is done by chems
- Added a set skills command (must be in creative to use)
- Added scaling rad reduction based on medicine level
- Added a command to view rad levels
- Added a command to check version of the mod
- Removed cloud kiss from creative menu
- Removed plants tab
- Mutfruit now has a 10% chance to drop from leaves (down from 20%)
v0.1.2
- Added jet, dixon's jet and ultrajet
- Added jet inhaler and recipe
- Changed chems to give a return item 30% of the time
- Added empty syringe recipe
- Added jet recipe
- Added broc flower and xander root
- Added healing powder and stimpak recipe
- Broc flower and xander root have a chance to drop from tall grass like seeds, temporary until I learn how to make farmable crops
- Added a plants creative tab
- Added mutfruit
- Mutfruit has a 20% chance to drop from tree leaves
- Added leather belt and recipe
- Added soda bottle and recipe
- Added nuka cola
- Added super stimpak recipe
- Added weapon repair kit (doesn't do anything yet)
- Added nevada agave and barrel cactus fruits
- Added home brewed nuka cola and recipe
- Added chest/dungeon/stronghold item generation hooks
- Added agave and barrel cactus to grass seed drops
- Added pipboy to bonus chest
- Added bottle cap
- Chems have a chance to spawn in dungeons
- The 10mm Pistol has a small SMALL chance to spawn in dungeons
- Added sensor module and recipe
- Added auto-inject stimpak and super stimpak recipes
- Added banana yucca to grass drops
- Added slasher and recipe
- Added addiction chance to chem description
- Added an icon for rad resist potion effect but it doesnt display *derp*
- Added an early version for weapon poisons
- Added the fallout death music (can be turned on and off in config)
- Started to work on achievements
- Started work on entities
- Fixed Pipboy, it holds and saves your items now
- Added nightstalker blood and radscorpion poison gland (unobtainable as of now)
- Added antivenom recipe
- Added dixons jet recipe
- Added healing poultice recipe
- Added hydra recipe
- Changed food tab item picture to mutfruit
v0.1.1
- Added all new vegas rifles, sounds and textures
- Fixed option menu bug
- Named keybindings
- Added auto injecting stimpaks
- Added an addiction sound
- Added a becoming addicted and removing addiction sound effect
- Added a addiction potion effect
- Fixed chem bug on using chem entire stack is used
- Fixed stimpak not being consumed on use
- Added a way to change fallout potion effect id values
- Slightly fixed reloading not delaying guns (still broken but works half the time)
- Added a fire rate text to guns
- Pulled records temporarily
- Rebalanced some fire rates and damage in pistols/rifles
- Added in-game item descriptions for most chems
- Added a toggleable chat notification for when an automatic stimapk is used
- Added snakebite tourniquet
- Added stealthboy and stealthboy sound
- Cleaned up sound files
- Removed inactive chems (buffout, doctors bag) from creative menu
- Removed throwing spear from creative menu
- Added cateye
v0.1
- Introduced to the world!
Special Thanks:
Max_FF - My first and only partner, I miss ya dude.
broadcast3r - Whose public skins have become the armor for this mod.
Joey_Can_Pwn - My first artist! I wish you never went to college
Wow, that was a fast spotlight lol, thank you! And also thank you for stating that it's extremely early development
Would you mind doing another one once this is finished?
v0.1.2
- Added jet, dixon's jet and ultrajet
- Added jet inhaler and recipe
- Changed chems to give a return item 30% of the time
- Added empty syringe recipe
- Added jet recipe
- Added broc flower and xander root
- Added healing powder and stimpak recipe
- Broc flower and xander root have a chance to drop from tall grass like seeds, temporary until I learn how to make farmable crops
- Added a plants creative tab
- Added mutfruit
- Mutfruit has a 20% chance to drop from tree leaves
- Added leather belt and recipe
- Added soda bottle and recipe
- Added nuka cola
- Added super stimpak recipe
- Added weapon repair kit (doesn't do anything yet)
- Added nevada agave and barrel cactus fruits
- Added home brewed nuka cola and recipe
- Added chest/dungeon/stronghold item generation hooks
- Added agave and barrel cactus to grass seed drops
- Added pipboy to bonus chest
- Added bottle cap
- Chems have a chance to spawn in dungeons
- The 10mm Pistol has a small SMALL chance to spawn in dungeons
- Added sensor module and recipe
- Added auto-inject stimpak and super stimpak recipes
- Added banana yucca to grass drops
- Added slasher and recipe
- Added addiction chance to chem description
- Added an icon for rad resist potion effect but it doesnt display *derp*
- Added an early version for weapon poisons
- Added the fallout death music (can be turned on and off in config)
- Started to work on achievements
- Started work on entities
- Fixed Pipboy, it holds and saves your items now
- Added nightstalker blood and radscorpion poison gland (unobtainable as of now)
- Added antivenom recipe
- Added dixons jet recipe
- Added healing poultice recipe
- Added hydra recipe
- Changed food tab item picture to mutfruit
v0.1.3
- Rendered and modeled ghouls (non-hostile)
- Added ghoul spawn egg
- Added more chems to dungeon chests
- Removed plastic bottles and replaced them with soda bottles and glass bottles
- Edited jet dispenser recipe
- Added bottle cap recipe
- Added bb recipe
- Added missile recipe
- Added pipboy recipe
- Added functioning radiation bar to the top right of the screen, radiation slowly being implemented
- Changed rad bar texture, using a modified version of coolAlias' mana bar texture
- Added radaway
- Some foods will give you radiation now
- Added stages of radiation and radiation poisoning effects
- Changed addiction to NBT (used to effect everyone if one was addicted)
- Cleaned up some pipboy stuff
- Moved unused tabs to the end of the creative menu
- Updated plants tab icon
- Radiation resistance potion will now actually reduce radiation intake (viewable in the console)
- Cleaned up maximum radiation cap code
- Added medicine skill
- Added a command to show your skill values
- Some chems will show you your medicine skill value
- Medicine now affects how much healing is done by chems
- Added a set skills command (must be in creative to use)
- Added scaling rad reduction based on medicine level
- Added a command to view rad levels
- Added a command to check version of the mod
- Removed cloud kiss from creative menu
- Removed plants tab
- Mutfruit now has a 10% chance to drop from leaves (down from 20%)
i've been using this mod since the version was still 1.6.2
i love this mod, but it crashes T_T
here is the crash report
---- Minecraft Crash Report ----
// My bad.
Time: 12/12/14 21:18
Description: Initializing game
java.lang.IllegalArgumentException: ID is already registered: 5
at net.minecraft.entity.EntityList.func_75618_a(EntityList.java:93)
at net.minecraft.entity.EntityList.func_75614_a(EntityList.java:107)
at cpw.mods.fml.common.registry.EntityRegistry.registerGlobalEntityID(EntityRegistry.java:251)
at EmeraldMod.EmeraldMod.preInit(EmeraldMod.java:141)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.entity.EntityList.func_75618_a(EntityList.java:93)
at net.minecraft.entity.EntityList.func_75614_a(EntityList.java:107)
at cpw.mods.fml.common.registry.EntityRegistry.registerGlobalEntityID(EntityRegistry.java:251)
at EmeraldMod.EmeraldMod.preInit(EmeraldMod.java:141)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
i've been using this mod since the version was still 1.6.2
i love this mod, but it crashes T_T
here is the crash report
---- Minecraft Crash Report ----
// My bad.
Time: 12/12/14 21:18
Description: Initializing game
java.lang.IllegalArgumentException: ID is already registered: 5
at net.minecraft.entity.EntityList.func_75618_a(EntityList.java:93)
at net.minecraft.entity.EntityList.func_75614_a(EntityList.java:107)
at cpw.mods.fml.common.registry.EntityRegistry.registerGlobalEntityID(EntityRegistry.java:251)
at EmeraldMod.EmeraldMod.preInit(EmeraldMod.java:141)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.entity.EntityList.func_75618_a(EntityList.java:93)
at net.minecraft.entity.EntityList.func_75614_a(EntityList.java:107)
at cpw.mods.fml.common.registry.EntityRegistry.registerGlobalEntityID(EntityRegistry.java:251)
at EmeraldMod.EmeraldMod.preInit(EmeraldMod.java:141)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
can you fix this problem please , i wanna play with this mod so bad T_T
༼ つ ◕_◕ ༽つ Put the crash report in spoilers next time lol
The problem you're getting is that the mod with the id EmeraldMod or something similar has an entity id that conflicts with mine. will be fixed in the next update
Just pushed out the fourth update! Includes some major bug fixes
Changelog:
v0.1.4
- *IMPORTANT* REALIZED ALL GUNS WERE DOING HALF THE DAMAGE I WANTED, FIXED GUN DAMAGE
- *IMPORTANT* This mod is not working properly on servers right now, trying to fix
- *IMPORTANT* Fixed melee damage penetrating all forms of armor
- Added a gun parts tab
- Beginning to add gun parts
- Added workbench and reloading bench (wip)
- Ghouls will now spawn in desert biomes
- Removed broc flower block
- Added T-45 power armor
- Re-did T-45 armor texture
- Added heavy armor and light armor differences
- Cleaned up reloading code
- Fixed reloading not delaying the timer
- Corrected most reload times for guns
- Added a guns skill
- Added reload times to gun tooltips
- Made gun tooltip more readable
- Added melee weapon base class
- Fixed typo in radiation coding
- Reordered sound code so you can't spam it while reloading
- Tweaked reload times
- Added all skills that made sense: energy weapons, explosives, melee, repair, survival and unarmed
- Added all skills to commands
- Added more melee weapons
- Can only hold 1 melee weapon in a stack now
- Added a "knockdown" effect for weapons such as Oh Baby! and Blade of the East
- Added crit chance to melee weapons
- Crit chance is actual value * 10
- Blocking with melee weapons can only be done while sneaking
- Perform a power attack by right clicking with a melee weapon (cooldown of 8 seconds)
- Power attack bugged, won't do any damage
- Added custom melee weapon sounds
- Removed music tab
- Added a bunch more recipes
- Added a bunch more sounds
- Made entities more friendly to other mod entities
༼ つ ◕_◕ ༽つ Put the crash report in spoilers next time lol
The problem you're getting is that the mod with the id EmeraldMod or something similar has an entity id that conflicts with mine. will be fixed in the next update
Sowwy XD , i dont even know how to Spoiler , my bad XD
it still crashes for me , but i already tried to cut all my mods i have and try the fallout mod,
it looks good, i love the HD texture, all the guns but not all, it looks so cool you know
but there still need to be fixed and added
first, the reloading sound isnt like... in the fallout games, second, the bullets shot from any guns , it needs to be retextured
third, if you can, please make the gun 3D, and make them scoped if the scoped guns have scope and fourth, when i try to spawn Feral Ghoul it shut down my Minecraft,, thats all and sorry of my suggestion too much
i still love this mod, keep it up ^.^
P.S : if you wanna fix the reloading and shooting sound, i can find you the correct sound for all , just PM m e
it still crashes for me , but i already tried to cut all my mods i have and try the fallout mod,
it looks good, i love the HD texture, all the guns but not all, it looks so cool you know
but there still need to be fixed and added
first, the reloading sound isnt like... in the fallout games, second, the bullets shot from any guns , it needs to be retextured
third, if you can, please make the gun 3D, and make them scoped if the scoped guns have scope and fourth, when i try to spawn Feral Ghoul it shut down my Minecraft,, thats all and sorry of my suggestion too much
i still love this mod, keep it up ^.^
P.S : if you wanna fix the reloading and shooting sound, i can find you the correct sound for all , just PM m e
I just released an update that *should* fix the bug with the ghouls, your world *should* be recoverable when you install the new update. Scopes are on the way, they crashed servers on the old mod and I may re-implement them. I'm terrible at 3D modeling and I won't be working on aesthetic changes like that until I've added all features from the game into the mod.
Also, the reload, shooting and melee sounds have been pulled directly from the game so I'm pretty sure they're accurate lol.
THIS MOD SHOULD NOW BE SERVER COMPATIBLE. I HAVEN'T DONE EXTENSIVE TESTING BUT IT SHOULD BE WORKING.
UPON UPDATING TO A NEW VERSION I CANNOT GUARANTEE THE INTEGRITY OF THE GAME, THE GAME MAY CRASH OR YOUR OLD WORLDS MAY BECOME CORRUPTED. YOU HAVE BEEN WARNED.
The Fallout Mod, by Blfngl
Hello! Today I present to you my Fallout mod. It's been a while, I know, but I've finally garnered some free time and can begin to work on it again! I'll continue to post updates about the content and stuff here, but for now it'll just be a simple thread.
Content:
Pip-Boy 3000:
- Big updates to the pipboy recently. Instead of acting only as a backpack, you can now view your skills and general health in the "stats" tab. The data tab doesn't do anything right now. Right click to open the inventory. Multiple pipboys can exist at the same time and ARE NOT player specific. This means, on a server, if you place something in your pipboy and give it to someone else, they will receive those items. I might make it so you can only hold one pipboy in your inventory at a time in the future.
Just a warning, sometimes if you're moving armor from your player to the pipboy inventory within the pipboy, it might glitch out and not move.
Here are some pics of the GUI:
Misc:
- The empty syringe is used to craft many of the chems found in this mod.
Bottle Cap:
- The currency of the Fallout universe. However, no merchants will accept these as of right now. There is no recipe for these, however they are dropped by ghouls.
Leather Belt:
- Currently only used in the super stimpak recipe.
Sensor Module:
Jet Inhaler:
Gun Barrel:
Gun Slide:
Wood Gun Stock:
Plastic Scrap:
Plastic Piping:
Saturnite Alloy:
Chems/Food:
- There are two types of Stimpaks, the standard Stimpak and the Super Stimpak. They both will restore an amount of health, displayed on the item, to the user instantly. The heal scales off of your medicine skill as well. Stimpaks can be crafted into Auto-Inject Stimpaks, which will, when the user falls below 50% health, will activate immediately.
Med-X and Psycho:
- Med-X will increase your resistance to all forms of damage, while psycho gives you a bonus to all damage that you output.
RadAway and RadX:
- Now that radiation is *kind of* in the game, you need to be careful what you eat and drink. RadAway will remove an amount of radiation, amount displayed on the item, and Rad-X will increase your radiation resistance for two minutes.
Antivenom:
- Cures poison, confusion and weakness.
Auto-Inject Stimpak/Super Stimpak:
PEOPLE DONT GET WHAT AUTO MEANS. THIS AUTOMATICALLY INJECTS WHEN YOU'RE HURT. STOP TRYING TO USE IT.
Healing Powder/Poultice:
- Grants regeneration potion effect.
Hydra:
- Grants moar regeneration.
Nuka Cola:
- Provides a small amount of hunger, will not be like this later.
Slasher:
- This is like med-X and psycho in one stim.
Guns:
10mm Pistol:
.44 Magnum Revolver:
.45 Auto:
.357 Magnum Revolver:
5.56mm Pistol:
Ammo:
Missiles:
Case .44:
Case .45:
Case .357:
Player Status:
Radiation: You'll now get raddy (on difficulties normal and hard)! Use radaway to remove it.
All Fallout: New Vegas pistols and rifles, with their sounds, have been added. Simply right click to fire and press 'r' to reload. The missile launcher as well as the frag grenade have been added. To turn off terrain damaging explosions go into the cfg file for this mod and set the value to false.
Some chems have been added as well, to use them right click. For some stat boosting chems, like psycho, there will be a varying percent chance that you become addicted. To remove addiction, use the chem Fixer, which unfortunately is unobtainable right now. Antivenom behaves a little differently than the other chems, for some reason it can only be consumed in non-creative game modes. It will remove the potion effects of poison, confusion and weakness.
More options to control how this mod behaves are available in the cfg file.
I've begun to add some recipes for some items. Pictures will come up eventually, but the easiest way to find out is with NEI.
Some plants have been added, to get them you can break tall grass and they might drop. Mutfruit has a 10% channce to be obtained by breaking tree leaves.
More pictures and recipes coming soon!
Downloads:
These files, sounds and sprites, were taken from the video game Fallout: New Vegas using Fallout Mod Manager or from websites created, owned or related to Fallout New Vegas or Bethesda Softworks, the copyright of which is held by Bethesda Softworks. All trademarks and registered trademarks present in the image are proprietary to Bethesda Softworks. The use of images and sound to enhance this mod concerning the subject of the images and sound in question is believed to qualify as fair use under United States copyright law, as such display does not impede the right of the copyright holder to sell the copyrighted material and is not being used to generate profit in this context.
That's all for now! Here's a download link to the stable version of the mod, for minecraft 1.8 or 1.7.10. To install, make sure you have make sure you have the newest version of minecraftforge 1.8/1.7.10 installed, and then drop the correct jar into your mods folder.
1.8 Fallout Download v0.2.2.1 for MC 1.8
1.7.10 Fallout Download v0.2.2.1 for MC 1.7.10
For some reason this link is broken, so here's the url:
http://www.mediafire.com/download/nn9sfg203qd3dc0/
Changelog:
- Corrected pewpew damage
- Corrected gauss weapon reload time display
- Corrected grenade launcher type weapons ammo capacity and spread
- Decreased missile launcher reload speed
- Added heavy weapons
- Added MFBreeder weapons
- Fixed guns returning microfusion cells on a failed reload
v0.2.1
- *IMPORTANT* Fixed guns spazzing out after firing
- Fixed grenades crashing game
- Added plasma projectile render
- Added energy rifles
- Fixed plasma setting things on fire
- Fixed transparent textures with some items
- Added the rest of the shotguns
- Fixed most weapons not rendering in 3d
- Fixed shotguns not displaying max damage output in tooltip
- Corrected SMG clip sizes
- Corrected energy pistol clip sizes
- Corrected plasma pistol/defender not firing plasma
- Corrected plasma pistol/defender, pewpew and pulse gun not consuming correct amount of ammo
- Disabled pulse gun
- Added/corrected some sounds
- Fixed weapons not reloading if they're at a negative ammo value
- Corrected weapon item HP
- Grenade max stack size now 1
- Fixed gauss rifle not reloading properly
- Added firebomb type grenades
- Fixed plasma weapons scaling off of guns skill
- Corrected reload time display
- Fixed two-step goodbye always landing a critical
- Removed two-step goodbye spawning TNT
- Lowered antenna damage
- Increased inversal axe damage
- Lowered radiation accumulation
- Fixed chamber not appearing in creative
- Reimplented workbench, used to craft some fallout gear (not mandatory right now)
- Added legion recruit armor textures
- Added all of the ammo casings along with recipes
- Added more recipes
v0.2.0
- *IMPORTANT* You will now accumulate thirst over time on difficulties easy and above
- *IMPORTANT* You will now accumulate radiation over time on difficulties normal and above
- *IMPORTANT* This will kill you if you let it get to a high level
- *IMPORTANT* SHOULD BE 100% SERVER COMPATIBLE
- HUGE code optimization
- Completely recoded weapon reload/fire code
- Corrected doctor's bag texture
- Moved extra item info behind "shift wall"
- Changed knockdown chance to 5%
- Firing a weapon now lowers it's durability
- Beginning to implement H2O bar
- Nuka cola doesn't provide hunger anymore
- Added rifle barrel texture
- Fixed energy pistol damage
- Nerfed ghouls by a lot
- Added legion recruits and NCR troopers
- Added textures for legion recruit, ncr ranger combat, recon and sierra madre armor
- Fixed ghoul movespeed
- Changed recipe of missile and rocket
- Removed heavy weapon tab
- Shotgun pellets die off after traveling a certain distance
- Lasers now travel extremely fast (does have render glitches)
- Fixed stealthboy typo
v0.1.7
- Fixed lasers always setting things on fire
- Fixed antivenom creating a negative stack on use
- Added hydra addiction chance
- Corrected hydra recipe
- Corrected psycho duration
- Fixed psycho not buffing gun/laser/plasma damage
- Weapon tooltips display increased damage when affected by strength
- Fixed dixon's jet not displaying correct addiction chance
- Changed frag grenade recipe (leather -> quartz)
- Moved rad bar to pipboy gui
- Added stats/items/data tabs to pipboy
- Fixed weird inventory render bug
- Increased pipboy size
- Reorganized creative tabs
- Fixed missile disappearing in creative tabs
v0.1.6
- *IMPORTANT* Fixed keybinds crashing servers!
- Added one handed energy weapons
- Added extra description to certain items
- Adjusted auto inject stimpak health threshold (1/2 -> 1/3)
- Removed bottle cap recipe
- Added more gun parts
- Reorganized creative tabs
- Corrected .357 magnum texture
- Added recipes for: .357 pistol, .44 pistol, .45 pistol, 5.56mm pistol, 9mm pistol, 10mm pistol, varmint rifle
- Fixed rad bar not showing up
- Added nuka cola recipe
- Rescaled T45 armor rating
- Added recon armor (no skin)
- Added radiation suit
- Readded T51 armor
- Added armor tooltips
- Added gecko hide
- Readded cave fungus
- Cleaned up some misc item code
- Added some skin info
- Removed gun parts tab
- Tweaked chem tooltips
- Added cloud kiss texture
- Added proper sounds for energy weapons
- Tweaked fire rates for some weapons
v0.1.5
- *IMPORTANT* Fixed ghouls crashing game (corrupted worlds are recoverable)
- *IMPORTANT* Cleaned up some packet code, may have broken some worlds, unknown
- Changed ghouls to feral ghouls
- Added ghoul sounds
- Fixed auto-inject stimpak duplicate glitch (max stack size is one now)
- Added ghoul roamers and reavers (visually indistinguishable from "normal" feral ghouls)
v0.1.4
- *IMPORTANT* REALIZED ALL GUNS WERE DOING HALF THE DAMAGE I WANTED, FIXED GUN DAMAGE
- *IMPORTANT* This mod is not working properly on servers right now, trying to fix
- *IMPORTANT* Fixed melee damage penetrating all forms of armor
- Added a gun parts tab
- Beginning to add gun parts
- Added workbench and reloading bench (wip)
- Ghouls will now spawn in desert biomes
- Removed broc flower block
- Added T-45 power armor
- Re-did T-45 armor texture
- Added heavy armor and light armor differences
- Cleaned up reloading code
- Fixed reloading not delaying the timer
- Corrected most reload times for guns
- Added a guns skill
- Added reload times to gun tooltips
- Made gun tooltip more readable
- Added melee weapon base class
- Fixed typo in radiation coding
- Reordered sound code so you can't spam it while reloading
- Fixed bug where players in survival can't shoot on servers
- Tweaked reload times
- Added all skills that made sense: energy weapons, explosives, melee, repair, survival and unarmed
- Added all skills to commands
- Added more melee weapons
- Can only hold 1 melee weapon in a stack now
- Added a "knockdown" effect for weapons such as Oh Baby! and Blade of the East
- Added crit chance to melee weapons
- Crit chance is actual value * 10
- Blocking with melee weapons can only be done while sneaking
- Perform a power attack by right clicking with a melee weapon (cooldown of 8 seconds)
- Power attack bugged, won't do any damage
- Added custom melee weapon sounds
- Removed music tab
- Added a bunch more recipes
- Added a bunch more sounds
- Made entities more friendly to other mod entities
v0.1.3
- Rendered and modeled ghouls (non-hostile)
- Added ghoul spawn egg
- Added more chems to dungeon chests
- Removed plastic bottles and replaced them with soda bottles and glass bottles
- Edited jet dispenser recipe
- Added bottle cap recipe
- Added bb recipe
- Added missile recipe
- Added pipboy recipe
- Added functioning radiation bar to the top right of the screen, radiation slowly being implemented
- Changed rad bar texture, using a modified version of coolAlias' mana bar texture
- Added radaway
- Some foods will give you radiation now
- Added stages of radiation and radiation poisoning effects
- Changed addiction to NBT (used to effect everyone if one was addicted)
- Cleaned up some pipboy stuff
- Moved unused tabs to the end of the creative menu
- Updated plants tab icon
- Radiation resistance potion will now actually reduce radiation intake (viewable in the console)
- Cleaned up maximum radiation cap code
- Added medicine skill
- Added a command to show your skill values
- Some chems will show you your medicine skill value
- Medicine now affects how much healing is done by chems
- Added a set skills command (must be in creative to use)
- Added scaling rad reduction based on medicine level
- Added a command to view rad levels
- Added a command to check version of the mod
- Removed cloud kiss from creative menu
- Removed plants tab
- Mutfruit now has a 10% chance to drop from leaves (down from 20%)
v0.1.2
- Added jet, dixon's jet and ultrajet
- Added jet inhaler and recipe
- Changed chems to give a return item 30% of the time
- Added empty syringe recipe
- Added jet recipe
- Added broc flower and xander root
- Added healing powder and stimpak recipe
- Broc flower and xander root have a chance to drop from tall grass like seeds, temporary until I learn how to make farmable crops
- Added a plants creative tab
- Added mutfruit
- Mutfruit has a 20% chance to drop from tree leaves
- Added leather belt and recipe
- Added soda bottle and recipe
- Added nuka cola
- Added super stimpak recipe
- Added weapon repair kit (doesn't do anything yet)
- Added nevada agave and barrel cactus fruits
- Added home brewed nuka cola and recipe
- Added chest/dungeon/stronghold item generation hooks
- Added agave and barrel cactus to grass seed drops
- Added pipboy to bonus chest
- Added bottle cap
- Chems have a chance to spawn in dungeons
- The 10mm Pistol has a small SMALL chance to spawn in dungeons
- Added sensor module and recipe
- Added auto-inject stimpak and super stimpak recipes
- Added banana yucca to grass drops
- Added slasher and recipe
- Added addiction chance to chem description
- Added an icon for rad resist potion effect but it doesnt display *derp*
- Added an early version for weapon poisons
- Added the fallout death music (can be turned on and off in config)
- Started to work on achievements
- Started work on entities
- Fixed Pipboy, it holds and saves your items now
- Added nightstalker blood and radscorpion poison gland (unobtainable as of now)
- Added antivenom recipe
- Added dixons jet recipe
- Added healing poultice recipe
- Added hydra recipe
- Changed food tab item picture to mutfruit
v0.1.1
- Added all new vegas rifles, sounds and textures
- Fixed option menu bug
- Named keybindings
- Added auto injecting stimpaks
- Added an addiction sound
- Added a becoming addicted and removing addiction sound effect
- Added a addiction potion effect
- Fixed chem bug on using chem entire stack is used
- Fixed stimpak not being consumed on use
- Added a way to change fallout potion effect id values
- Slightly fixed reloading not delaying guns (still broken but works half the time)
- Added a fire rate text to guns
- Pulled records temporarily
- Rebalanced some fire rates and damage in pistols/rifles
- Added in-game item descriptions for most chems
- Added a toggleable chat notification for when an automatic stimapk is used
- Added snakebite tourniquet
- Added stealthboy and stealthboy sound
- Cleaned up sound files
- Removed inactive chems (buffout, doctors bag) from creative menu
- Removed throwing spear from creative menu
- Added cateye
v0.1
- Introduced to the world!
Special Thanks:
Max_FF - My first and only partner, I miss ya dude.
broadcast3r - Whose public skins have become the armor for this mod.
Joey_Can_Pwn - My first artist! I wish you never went to college
All of you guys who download and use this mod!
Mod Reviews:
Version 0.1
I'm working on an open-source mod called Craft++. Check it out!
Found here: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287718-
Wow, that was a fast spotlight lol, thank you! And also thank you for stating that it's extremely early development
Would you mind doing another one once this is finished?
PM me if you wanna talk
v0.1.2
- Added jet, dixon's jet and ultrajet
- Added jet inhaler and recipe
- Changed chems to give a return item 30% of the time
- Added empty syringe recipe
- Added jet recipe
- Added broc flower and xander root
- Added healing powder and stimpak recipe
- Broc flower and xander root have a chance to drop from tall grass like seeds, temporary until I learn how to make farmable crops
- Added a plants creative tab
- Added mutfruit
- Mutfruit has a 20% chance to drop from tree leaves
- Added leather belt and recipe
- Added soda bottle and recipe
- Added nuka cola
- Added super stimpak recipe
- Added weapon repair kit (doesn't do anything yet)
- Added nevada agave and barrel cactus fruits
- Added home brewed nuka cola and recipe
- Added chest/dungeon/stronghold item generation hooks
- Added agave and barrel cactus to grass seed drops
- Added pipboy to bonus chest
- Added bottle cap
- Chems have a chance to spawn in dungeons
- The 10mm Pistol has a small SMALL chance to spawn in dungeons
- Added sensor module and recipe
- Added auto-inject stimpak and super stimpak recipes
- Added banana yucca to grass drops
- Added slasher and recipe
- Added addiction chance to chem description
- Added an icon for rad resist potion effect but it doesnt display *derp*
- Added an early version for weapon poisons
- Added the fallout death music (can be turned on and off in config)
- Started to work on achievements
- Started work on entities
- Fixed Pipboy, it holds and saves your items now
- Added nightstalker blood and radscorpion poison gland (unobtainable as of now)
- Added antivenom recipe
- Added dixons jet recipe
- Added healing poultice recipe
- Added hydra recipe
- Changed food tab item picture to mutfruit
v0.1.3
- Rendered and modeled ghouls (non-hostile)
- Added ghoul spawn egg
- Added more chems to dungeon chests
- Removed plastic bottles and replaced them with soda bottles and glass bottles
- Edited jet dispenser recipe
- Added bottle cap recipe
- Added bb recipe
- Added missile recipe
- Added pipboy recipe
- Added functioning radiation bar to the top right of the screen, radiation slowly being implemented
- Changed rad bar texture, using a modified version of coolAlias' mana bar texture
- Added radaway
- Some foods will give you radiation now
- Added stages of radiation and radiation poisoning effects
- Changed addiction to NBT (used to effect everyone if one was addicted)
- Cleaned up some pipboy stuff
- Moved unused tabs to the end of the creative menu
- Updated plants tab icon
- Radiation resistance potion will now actually reduce radiation intake (viewable in the console)
- Cleaned up maximum radiation cap code
- Added medicine skill
- Added a command to show your skill values
- Some chems will show you your medicine skill value
- Medicine now affects how much healing is done by chems
- Added a set skills command (must be in creative to use)
- Added scaling rad reduction based on medicine level
- Added a command to view rad levels
- Added a command to check version of the mod
- Removed cloud kiss from creative menu
- Removed plants tab
- Mutfruit now has a 10% chance to drop from leaves (down from 20%)
i love this mod, but it crashes T_T
here is the crash report
---- Minecraft Crash Report ----
// My bad.
Time: 12/12/14 21:18
Description: Initializing game
java.lang.IllegalArgumentException: ID is already registered: 5
at net.minecraft.entity.EntityList.func_75618_a(EntityList.java:93)
at net.minecraft.entity.EntityList.func_75614_a(EntityList.java:107)
at cpw.mods.fml.common.registry.EntityRegistry.registerGlobalEntityID(EntityRegistry.java:251)
at EmeraldMod.EmeraldMod.preInit(EmeraldMod.java:141)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.entity.EntityList.func_75618_a(EntityList.java:93)
at net.minecraft.entity.EntityList.func_75614_a(EntityList.java:107)
at cpw.mods.fml.common.registry.EntityRegistry.registerGlobalEntityID(EntityRegistry.java:251)
at EmeraldMod.EmeraldMod.preInit(EmeraldMod.java:141)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:513)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:208)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:187)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:118)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:513)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:239)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (x86) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 131227200 bytes (125 MB) / 330539008 bytes (315 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.85.1264 Minecraft Forge 10.13.2.1264 54 mods loaded, 54 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized
FML{7.10.85.1264} [Forge Mod Loader] (forge-1.7.10-10.13.2.1264.jar) Unloaded->Constructed->Pre-initialized
Forge{10.13.2.1264} [Minecraft Forge] (forge-1.7.10-10.13.2.1264.jar) Unloaded->Constructed->Pre-initialized
TooManyItems{1.7.10} [TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized
malisiscore{1.7.10-0.10.2+unknown-b0.git-unknown} [Malisis Core] (malisiscore-1.7.10-0.10.2.jar) Unloaded->Constructed->Pre-initialized
simpleores{1.4.3} [SimpleOres 2] ([1.7.10] SimpleOres 2 Core v1.4.3.jar) Unloaded->Constructed->Pre-initialized
MCP_Clippers{1.1.2} [MC+ Clippers] ([1.7.10][1.2] MC+ Clippers - v1.1.2.jar) Unloaded->Constructed->Pre-initialized
MCP_Lumber{1.0.2} [MC+ Lumber] ([1.7.10][1.2] MC+ Lumber - v1.0.2.jar) Unloaded->Constructed->Pre-initialized
MCP_Quartz{1.3.2} [MC+ Quartz] ([1.7.10][1.2] MC+ Quartz - v1.3.2.jar) Unloaded->Constructed->Pre-initialized
MCP_Reforestation{1.0.2} [MC+ Reforestation] ([1.7.10][1.2] MC+ Reforestation - v1.0.2.jar) Unloaded->Constructed->Pre-initialized
FLabsBF{4.1.1} [Better Furnaces] ([1.7.10]Better_Furnaces_V4.1.1.jar) Unloaded->Constructed->Pre-initialized
fallout{[1.7.10] v0.1.3} [The Fallout Mod] ([1.7.10]Fallout 2.0 v0.1.3.jar) Unloaded->Constructed->Pre-initialized
Backpack{2.0.1} [Backpack] (backpack-2.0.1-1.7.x.jar) Unloaded->Constructed->Pre-initialized
bigtrees{1.7.2b} [The BigTrees Mod] (BigTrees-172b-forge1060.jar) Unloaded->Constructed->Pre-initialized
craftguide{1.6.8.1} [CraftGuide] (CraftGuide-Mod-1.7.10.zip) Unloaded->Constructed->Pre-initialized
DyeableBeds{1.7.2 R2} [Dyeable Beds] (Dyeable Beds-1.7.2 R4.jar) Unloaded->Constructed->Pre-initialized
easygunpowder{1.7.10_1} [Easy Gunpowder 2] (EasyGunpowder2_1.7.10_1.jar) Unloaded->Constructed->Pre-initialized
emeraldmod{3.5.2} [EmeraldMod] (EmeraldMod 1.7.10 Forge V3.5.2.jar) Unloaded->Constructed->Errored
eplus{3.0.2-d} [Enchanting Plus] (EnchantingPlus-1.7.10-3.0.2-d.jar) Unloaded->Constructed->Pre-initialized
explosives_pp{1.5a} [Explosives++] (ExplosivesPP-1.7.10-1.5a.jar) Unloaded->Constructed->Pre-initialized
flansmod{4.7.0} [Flan's Mod] (Flans Mod-1.7.10-4.7.0.jar) Unloaded->Constructed->Pre-initialized
F2L{1.7.10b} [Flesh2Leather] (Flesh2Lether [1.7.10b].jar) Unloaded->Constructed->Pre-initialized
flowercraftmod{1.9} [Flowercraft] (Flowercraftmod 1.8 - 1.7.10 Forge.jar) Unloaded->Constructed->Pre-initialized
iChunUtil{4.1.2} [iChunUtil] (iChunUtil-4.1.2.jar) Unloaded->Constructed->Pre-initialized
golem{@VERSION@} [Golem World] (GolemWorld-1.1.1.jar) Unloaded->Constructed->Pre-initialized
inventorytweaks{1.57-116} [Inventory Tweaks] (Inventory-Tweaks-Mod-1.7.10.jar) Unloaded->Constructed->Pre-initialized
IronChest{6.0.62.742} [Iron Chest] (ironchest-1.7.10-6.0.62.742-universal.jar) Unloaded->Constructed->Pre-initialized
levelup{0.7} [Level Up!] (LevelUp!-0.7(1.7.10).jar) Unloaded->Constructed->Pre-initialized
malisisdoors{1.7.10-1.3.1} [Malisis' Doors] (malisisdoors-1.7.10-1.3.1.jar) Unloaded->Constructed->Pre-initialized
radixcore{1.3.4} [RadixCore] (RadixCore-1.7.10-1.3.4-universal.jar) Unloaded->Constructed->Pre-initialized
mca{4.1.5} [Minecraft Comes Alive] (MCA-1.7.10-4.1.5-universal.jar) Unloaded->Constructed->Pre-initialized
mod_cobalt{1.5.5} [CobaltMod] (mod_cobalt-1.7.10-1.5.5.jar) Unloaded->Constructed->Pre-initialized
MoreBows2{Beta 0.4} [More Bows 2] (MoreBows2-0.4BETA.jar) Unloaded->Constructed->Pre-initialized
movillages{1.2.1} [Mo' Villages] (MoVillages-1.3.1.jar) Unloaded->Constructed->Pre-initialized
cfm{3.3.6} [§6MrCrayfish's Furniture Mod] (MrCrayfishFurnitureModv3.3.6(1.7.10).jar) Unloaded->Constructed->Pre-initialized
MSM3{3.0.0d} [More Swords 3] (MSM-SNAP-3.0.0e-For-MC-1.7.10.jar) Unloaded->Constructed->Pre-initialized
startools{1.0.0} [startools] (Nether-Star-Tools-Mod-1.7.2.jar) Unloaded->Constructed->Pre-initialized
Obsidian Pack{1.2} [Obsidian Pack] (Obsidian Pack 1.7.10.jar) Unloaded->Constructed->Pre-initialized
OreWorldMod{1.0.0} [OreWorldMod] (OreWorldMod.zip) Unloaded->Constructed->Pre-initialized
PaintEverything{1.7.10-B1.4} [PaintEverything] (PaintEverything-1.7.10-B1.4.jar) Unloaded->Constructed->Pre-initialized
quiverchevsky{b74} [QuiverBow] (QuiverBow_1.7.10_b74.zip) Unloaded->Constructed->Pre-initialized
ReiMinimap{1.7.10} [Rei's Minimap] (ReiMinimap-1.7.10-3.6.jar) Unloaded->Constructed->Pre-initialized
ModNamReinforcedGoldenTools{1.0.1} [ModNamReinforcedGoldenTools] (Reinforced Golden Tools (1).zip) Unloaded->Constructed->Pre-initialized
Roguelike{1.3.5} [Roguelike Dungeons] (roguelike-1.7.10-1.3.5.jar) Unloaded->Constructed->Pre-initialized
securitycraft{v1.6.1} [SecurityCraft] (SecurityCraft v1.6.1 for 1.7.10.jar) Unloaded->Constructed->Pre-initialized
stillhungry{1.7.2-2.1.0} [Still Hungry!] (stillhungry-1.7.2-2.1.1.jar) Unloaded->Constructed->Pre-initialized
TF2Dispenser{1.7.10} [TF2 Dispenser] (TF2Dispenser-1.7.10.jar) Unloaded->Constructed->Pre-initialized
TF2Sentry{1.7.10} [TF2 Sentry] (TF2Sentry-1.7.10.jar) Unloaded->Constructed->Pre-initialized
TF2Teleporter{1.7.10} [TF2 Teleporter] (TF2Teleporter-1.7.10.jar) Unloaded->Constructed->Pre-initialized
SpecialArmor{1.7.10} [TeeLuk's SpecialArmor] (TLSpecialArmor-1.7.10.jar) Unloaded->Constructed->Pre-initialized
VersionChecker{1.1.7} [Version Checker] (VersionChecker-1.1.7.jar) Unloaded->Constructed->Pre-initialized
chunkbase_villageinfo_ssp{2.1} [Village Info (SSP)] (VillageInfoSSP-1.7.10-2.1.jar) Unloaded->Constructed->Pre-initialized
craftingmanager{0.7.4} [Crafting Manager] (zCraftingManager 1.0.1 mc1.7.10.zip) Unloaded->Constructed->Pre-initialized
redgear_core{2.1.4} [Red Gear Core] (RedGearCore-1.7.10-2.1.4.jar) Unloaded->Constructed->Pre-initialized
Launched Version: 1.7.10-Forge10.13.2.1264
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 8650G + 8670M Dual Graphics GL version 4.2.12119 Compatibility Profile Context 12.100.19.0, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
can you fix this problem please , i wanna play with this mod so bad T_T
That's awesome!
Check out my art!!
http://blueeyes9.deviantart.com/
༼ つ ◕_◕ ༽つ Put the crash report in spoilers next time lol
The problem you're getting is that the mod with the id EmeraldMod or something similar has an entity id that conflicts with mine. will be fixed in the next update
Changelog:
- *IMPORTANT* REALIZED ALL GUNS WERE DOING HALF THE DAMAGE I WANTED, FIXED GUN DAMAGE
- *IMPORTANT* This mod is not working properly on servers right now, trying to fix
- *IMPORTANT* Fixed melee damage penetrating all forms of armor
- Added a gun parts tab
- Beginning to add gun parts
- Added workbench and reloading bench (wip)
- Ghouls will now spawn in desert biomes
- Removed broc flower block
- Added T-45 power armor
- Re-did T-45 armor texture
- Added heavy armor and light armor differences
- Cleaned up reloading code
- Fixed reloading not delaying the timer
- Corrected most reload times for guns
- Added a guns skill
- Added reload times to gun tooltips
- Made gun tooltip more readable
- Added melee weapon base class
- Fixed typo in radiation coding
- Reordered sound code so you can't spam it while reloading
- Tweaked reload times
- Added all skills that made sense: energy weapons, explosives, melee, repair, survival and unarmed
- Added all skills to commands
- Added more melee weapons
- Can only hold 1 melee weapon in a stack now
- Added a "knockdown" effect for weapons such as Oh Baby! and Blade of the East
- Added crit chance to melee weapons
- Crit chance is actual value * 10
- Blocking with melee weapons can only be done while sneaking
- Perform a power attack by right clicking with a melee weapon (cooldown of 8 seconds)
- Power attack bugged, won't do any damage
- Added custom melee weapon sounds
- Removed music tab
- Added a bunch more recipes
- Added a bunch more sounds
- Made entities more friendly to other mod entities
Sowwy XD , i dont even know how to Spoiler , my bad XD
it looks good, i love the HD texture, all the guns but not all, it looks so cool you know
but there still need to be fixed and added
first, the reloading sound isnt like... in the fallout games, second, the bullets shot from any guns , it needs to be retextured
third, if you can, please make the gun 3D, and make them scoped if the scoped guns have scope and fourth, when i try to spawn Feral Ghoul it shut down my Minecraft,, thats all and sorry of my suggestion too much
i still love this mod, keep it up ^.^
P.S : if you wanna fix the reloading and shooting sound, i can find you the correct sound for all , just PM m e
I just released an update that *should* fix the bug with the ghouls, your world *should* be recoverable when you install the new update. Scopes are on the way, they crashed servers on the old mod and I may re-implement them. I'm terrible at 3D modeling and I won't be working on aesthetic changes like that until I've added all features from the game into the mod.
Also, the reload, shooting and melee sounds have been pulled directly from the game so I'm pretty sure they're accurate lol.
Our server would love to use it, it's quite impressive.
Haha thanks man, it's been a LONG time XD
It will work on servers (I think), the only thing that's bugged are the guns, which I'm trying to fix.
We could always use capable staff members, and tbh, the level of effort you put into this is truly just...
Well it's impressive as all ****.