Uhh...Should I erase one of the mod which makes trouble? Can't I fix it with simple control?
I don't know which mod causes the problem. Techguns has an event handler that sets the player to the bow animation when he holds a gun. If some other mod does set the player to something else it won't work. One guy had a similar problem where an emote mod caused the problem.
I don't know which mod causes the problem. Techguns has an event handler that sets the player to the bow animation when he holds a gun. If some other mod does set the player to something else it won't work. One guy had a similar problem where an emote mod caused the problem.
Well...I think Call of Battle mod was the problem. However. Both mods are SO WONDERFUL that I can't choose one to waste. Could you make Techguns mod compitable with Call of battle mod? Thank you for helping me!
So will the next update be for 1.7.10 still? And do we have a timeframe?
I want to finish everything that was started for 1.7.10 (version 1.2, alphas are already out, but a few more stuff will come). After that I want to move on to 1.11 (or 1.12 if it's out), but It will not be 100% the same since a lot of stuff has to be rewritten, so it will be a Techguns 2. But I don't know how well it work, my last attempt at updating to 1.10 failed miserably. Everything that can easily be added to the 1.7.10 version will be added to 1.7, even when I'm working on 1.11. And no there is no timeframe.
Not for bothering but... Why did you replied to everyone except me? :C
Wasn't sure what to reply... I'm considering considering it ;-). No I'm just not sure what exactly is the best way. I want to add a way to tweak weapon stats, but i'm not sure what is the best way. Too many config multipliers for damage can get confusing when they all multiply eachother, but parsing weapon stats from files also might have problems. For example If I want to update the default values it won't work for people who don't regenerate their configs, even If the just have the old default configs.
First of all thanks alot for considering this! Really, it's great
This would make the mod fully adjustable with other mods that adds entities/mobs and became easy to make custom maps etz.
Btw, regarding the config reload.. mhm..
if you mean just reload (kinda like the scripts of minetweaker) you could add a command in-game for that, but if you're talking about re-generate the config file, that would be still worth it anyway I guess.. a person could still use the "compare" plugin from Notepad++ and check what's changed in the new config, making it easy to copy-paste the old settings in the new appropriate places eventually.
Anyway, you could even add that with a disclaimer; for example: "if you rise the general attack damage don't touch the pvp damage multipler or they will conflict each other!", kinda like that
A general attack multipler for both pvp-pve could be a solution (just guessing, idk if it really could be :p)
Most people don't read anything and are idiots. Most complaints about crashes are from people who have not installed the required mods, which are clearly mentioned in the post, therefore they have not read it.
Hello! I've been using the new 1.2 alpha release and haven't noticed any huge bugs or issues. I really like the new worldgen structures (at least I think they're new; I didn't see them in 1.1.3) and the tweaks to the existing ones (I don't remember seeing the loot crates in 1.1.3). I do have a request though - could you add Inventory Tweaks sorting functions to your new chests please? Also, do you plan on adding Titanium as a Tinkers' Construct tool material?
Are you going to port it straight to 1.12?
I was hoping in at least a last release for 1.7.10 before the rewrite :c
I'm still on 1.7.10, and I have not started yet with porting. The mod does not need a rewrite for 1.7.10, porting it to newer version requires a rewrite. The 1.2 version will be released for 1.7.10.
why does it say that i am missing ftbl?and what is that?
You have installed FTBUtilities, but not FTBLib (which is required by FTBUtilities). FTBUtilities is NOT required for techguns. It's only useful in multiplayer because turrets can use the friendlist.
You have another mod that interferes, something that messes with character animations.
Techguns Mod
Install the required mods
Techguns Mod
Uhh...Should I erase one of the mod which makes trouble? Can't I fix it with simple control?
What do you mean by compatible? What is the problem?
Techguns Mod
I don't know which mod causes the problem. Techguns has an event handler that sets the player to the bow animation when he holds a gun. If some other mod does set the player to something else it won't work. One guy had a similar problem where an emote mod caused the problem.
Techguns Mod
Well...I think Call of Battle mod was the problem. However. Both mods are SO WONDERFUL that I can't choose one to waste. Could you make Techguns mod compitable with Call of battle mod? Thank you for helping me!
So will the next update be for 1.7.10 still? And do we have a timeframe?
I want to finish everything that was started for 1.7.10 (version 1.2, alphas are already out, but a few more stuff will come). After that I want to move on to 1.11 (or 1.12 if it's out), but It will not be 100% the same since a lot of stuff has to be rewritten, so it will be a Techguns 2. But I don't know how well it work, my last attempt at updating to 1.10 failed miserably. Everything that can easily be added to the 1.7.10 version will be added to 1.7, even when I'm working on 1.11. And no there is no timeframe.
Wasn't sure what to reply... I'm considering considering it ;-). No I'm just not sure what exactly is the best way. I want to add a way to tweak weapon stats, but i'm not sure what is the best way. Too many config multipliers for damage can get confusing when they all multiply eachother, but parsing weapon stats from files also might have problems. For example If I want to update the default values it won't work for people who don't regenerate their configs, even If the just have the old default configs.
Techguns Mod
Most people don't read anything and are idiots. Most complaints about crashes are from people who have not installed the required mods, which are clearly mentioned in the post, therefore they have not read it.
Techguns Mod
Hm, looks like great fun!
I love the mod its just im having trouble finding out how to make the creeper acid? Can anyone help?
How do you put water in the chem lab because every time I put a bucket of water in it nothing happens also how do you make obsidian steel ingots
Hello! I've been using the new 1.2 alpha release and haven't noticed any huge bugs or issues. I really like the new worldgen structures (at least I think they're new; I didn't see them in 1.1.3) and the tweaks to the existing ones (I don't remember seeing the loot crates in 1.1.3). I do have a request though - could you add Inventory Tweaks sorting functions to your new chests please? Also, do you plan on adding Titanium as a Tinkers' Construct tool material?
NVM I figured out how to make obsidian steel ingots but what mod would you need for water pipes to filter in water into the chem lab
Any pipes should work, buildcraft, mekanism, thermal expansion, enderio, ...
With the 1.2 alpha version you should be able to fill the machine by rightclicking it with a bucket.
Techguns Mod
A lot of time until 1.10.2 then, I guess.
What weapons, if any are you thinking of adding in the next version? Or would you rather keep it a mystery until it comes out.
1.10 will never happen. As the mod needs a rewrite and it will be 1.11 or 1.12. There are some features in 1.12 snapshots that I like.
New weapons, I don't know yet. There is no real plan what weapons to add.
Techguns Mod
I'm still on 1.7.10, and I have not started yet with porting. The mod does not need a rewrite for 1.7.10, porting it to newer version requires a rewrite. The 1.2 version will be released for 1.7.10.
Techguns Mod
why does it say that i am missing ftbl?and what is that?
You have installed FTBUtilities, but not FTBLib (which is required by FTBUtilities). FTBUtilities is NOT required for techguns. It's only useful in multiplayer because turrets can use the friendlist.
Techguns Mod