spawns some structures in the world, if you don't want them disable
them in the config file (config/Techguns.cfg): 'B:SpawnStructures=true'
in section general. Note: don't attack military bases without decent
armour. To make NPC's stop spawning in military bases you must destroy
the flag. It just could happen that they don't like that and send out
something after you ;-).
Techguns uses now a
danger system, that means more dangerous npcs may spawn further away
from the worldspawn. Hot and cold biomes are also more dangerous. Don't
start in a desert.
If you don't like some NPCs you can change the spawn weights in the config file.
Common crash reasons:
Dependencies not correctly installed, either cofhlib or chisel missing (or wrong chisel, there are more than 1 version), Java 1.6 also causes crashes, outdated forge builds might cause problems too. Requirements are listed below.
This seems to be a minecraft bug and has nothing to do with techguns,
when you play >1.8 and set the render distance >16 it will crash
when you load 1.7
Armor bonus systems, giving boni like +% mining speed ore movement speed
New inventory tab, compatible with Tinker's Construct. If TC is installed it will integrate into it's tab registry.
New item slots and items for them
Face slot: wear things like a Gas Mask.
Back slot: Glider and jetpack.
New slots to put ammo.
Auto food slots: automatically eat food put in here.
Different damage types and armor values against each type.
New hostile NPCs that use guns too.
Turrets that can use guns.
Brutal animations like gore or dissolving.
DISABLED in config by default!
Must be enabled in config, not going to explain how you do that. No gore for kiddies, sry.
New machines that are required for crafting all the new stuff:
Can switch skins of some Techguns armors and Weapons. Only a few have multiple skins currently.
Repair Techguns armors here. Costs less than anvil and no XP. Armors can't be destroyed but become useless when at 0 durability.
machines that generate ores out of clusters (Ore clusters spawn in the
world, see section about configuration for making them spawn). Ore
clusters last forever but drills are not free and require power. The
amount of ores/time that can be get out of a cluster is limited.
Effectiveness is configurable.
Configure spawn rates
Configure if common ores should be added (lead, copper, steel, etc) (disabled by default)
ore drill power and ore rates. Default rates (1.0) are for dedicated
servers with chunkloaders, for singleplayer you should set the ore rate a
lot higher and power lower.
Which version of chisel do you recommend? Apart from that, you just put it into mods and nothing else right? This texture rendering glitch is really becoming a headache
I think I see the problem, you use optifine, which is know to cause incompatibilities with some mods, I have seen that also the techguns blocks that use the chisel API for connected textures (the bunker roofs) are not rendered. Likely optifine destroys the connected textures rendering from chisel. I would not recommend Optifine in bigger modded setups. If you want better performance, try fastcraft.
Chisel, because structures generated by this mod are builded wit their blocks, CoFHLib because api for energy (i think)
Yes, but not only that, some blocks from techguns also use the chisel api for connected textures. Doing connected textures yourself is a lot of work. CofhLib is for RF api, I maybe could bundle the RF api and get rid of that dependency, But for survival play you need at least 1 techmod anyway for cables etc.
Well, it seems like optifine was the problem. Well, i guess i dont need it that bad. Thanks for the help!
You can try fastcraft, it's another performance improving mod, but should work with forge mods. I've been using it in big modpacks with techguns and had no problems. Optifine improves more, but causes problems with some mods. In that case chisel rendering.
I discovered a bug with the nuclear death ray in multiplayer. I think it is fixed now, I will upload a fix soon. Also the nuclear deathray gets nerfed in range, because it has a range of 100 which is way too far.
I used Curse Voice to make a singleplayer modpack for me.
In that modpack I had Archimede Ships, Ye Gamol Chattels, MrCrayfish furnitures and DecoCraft.
Later, i've installed TechGuns, Voxelmap, COFHLib and COFHCore, as you asked, , NEI and codechikenlib. It was all fine before the second installation, but after it at startup i had message showing "corerm: minimum version required 1.0"
Does your mod has to do with this? Because even after removing ALL the mods i had still that message, so I broke my game.
If you want to use all of Techguns machines, you need a mod that adds liquid pipes. The chemlab and the reaction chamber are not useable otherwise. Power requirement can be disabled in the config, so a generator is not essential.
Also you need to enable all ore generations in the config, if you don't use other tech mods that add it. Copper, Tin and Lead worlgen, and steel smelting.
Discovered an incompatiblity between Techguns and Capming Mod 2. CM2 Creates a new GUI for inventory, so it deletes the left-tab to acces the techguns inventory, in the next update, can you please fix this or add a key to directly open the techguns inv? By the way, sorry for posting alot on your threads. Your help is really appreciated.
By the way, I have Railcraft and thermal foundation, expansion and other stuff that adds ores.