I just looked into it and it seems bad. I can't change the volume without a core mod. The problem is the volume parameter is also used as range increase, and it would be pretty bad to hear a sniper only from 16 blocks? So the volume needs to be higher than 1 which increases the sound's range. But then using a multiplier for the volume will first decrease range and then loudness when it reached the distance of 16.
But we will look over the fire sounds and we will try too make them equally loud and a bit less loud than they are currently. I can attach them to one of the default channels. I think I will put all gun fire sounds to "player" category. Currently all sounds are in the master category.
Would like to say this mod has replaced nearly all of my combat mods on my Minecraft (even though its a alpha) because its just so bloody amazing!
Keep up the good work, not many people can make guns fun in Minecraft but you certainly have.
Just reporting a crash that I can no longer replicate. When ever I placed a bullet press or metal press it would instantly crash, it said it had something to do with Code Chicken Core but I can no longer trigger it. Just thought I would mention it just in case something similar is reported in the future.
P.S. When testing this mod the amount of bandits were insane, found it a bit too hard to play when I was trying to get started.
I personally didn't like how hard it was but others might like that sort of thing (could maybe make them tougher but fewer spawn). Also SmartMoving mod makes the 3D armour (Power and Steam armour) move separately to the players character. This glitch is only coursed by that mod as far as I'm aware so not expecting you to alter your own work to suit that mod, just letting you know.
Spawning is partially configurable, but I will add more options. There is also a difficulty calculation that determines how dangerous enemies spawn. This is dependent on the distance to the worldspawn and the biome type. (Hot and cold biomes are more dangerous). Bandits should not be in the starting area. You likely went to a dessert a bit away of the worldspawn?
But NPC spawning will change a lot, there are more NPC types I want to add. Maybe also not all damage calculations are correct, I have the feeling that rocket launchers are too strong against armor.
Smart moving is of course not combatible. But no mod with 3D armor will be without special support I guess.
Some basic information about the machines and weapons is already there, i will add more infos later. Also a new version will be uploaded soon. The next release should be a somewhat stable build that should work on servers. New features to last version are mainly world generation, and finishing of the tech tree so everything besides alien blaster and nuke launcher is craftable. Those 2 guns will be intergrated into survival at a later point.
Since Techguns has an own damage system this could cause problem when other mods do their own damage hacks. The latest released version of Techguns contain bugs I already fixed for the next release.
Known Bugs:
Armors do break when they are at zero durability. Already fixed, but not released yet.
Damage drop over range does not work. Weapons do full damage on all ranges. This is also fixed but not released yet. The sonic rifle is also seriously OP because of this.
Some recipes in NEI for the machines do not show the correct stack size.
Other changes:
Some recipes got cheaper, especially carbon plate stuff.
I just uploaded a new Version to curseforge. It can be considered as beta version and should be safe to use on a dedicated server. Of course nobody can guarantee I does not break things, but it should work. If you find bugs, pls report them, for crashes post the log, (please use spoiler tags).
May I request config options to configure what the mobs can/cant drop. I don't want some of the materials that they drop to be farmable using a mob grinder. Additionally I noticed the "Sword of the Cosmos" from "Avaritia" didn't kill these guys, that's extremely odd; if you want to make compat (obviously not required, but would be nice) here's it's github: https://github.com/SpitefulFox/Avaritia
The mobs use the vanilly item drop system. What material do you think problematic? They don't really drop too valuable stuff? Or things already dropping from other mobs?
I just looked through the source and this mod does an instakill code in it's sword? That is stupid. Techguns has it's own damage system and some other damage hacks may no longer work. I think in that case the compatibility needs to be on the other side. But Techguns has no API yet, so ... not for now.
can you make a screenshot? Techguns does not really do anything with player skins. The only thing I know Is after log in that the player is dark, but as soon as I move everything is OK again. I have know Idead what causes this, but it's not really a problem,
can you make a screenshot? Techguns does not really do anything with player skins. The only thing I know Is after log in that the player is dark, but as soon as I move everything is OK again. I have know Idead what causes this, but it's not really a problem,
It's not a problem when I'm not recording though.
And here's a picture :3
Hm, no I have never seen this bug, Your skin is wrong? It does stay this way as long as you play? Could be caused by another mod, or a bad interaction between Techguns and something else. What's your modlist?
Hm, no I have never seen this bug, Your skin is wrong? It does stay this way as long as you play? Could be caused by another mod, or a bad interaction between Techguns and something else. What's your modlist?
My skin is totally fine unless log in/off or die in the game, and it continue stay at this form until I quit the game. (like turn off the minecraft game)
It is possible as you said that it could cause by some mods in my modpack. But one thing for sure is, it starts happening when I installed the mod.
The mobs use the vanilly item drop system. What material do you think problematic? They don't really drop too valuable stuff? Or things already dropping from other mobs?
I just looked through the source and this mod does an instakill code in it's sword? That is stupid. Techguns has it's own damage system and some other damage hacks may no longer work. I think in that case the compatibility needs to be on the other side. But Techguns has no API yet, so ... not for now.
Well some of the drops that are alarming are as follows:
* Gunpowder - Due to drop rates and nature of the mobs its much easier to obtain than from a Creeper.
* Leather - Sometimes finding a Cow is difficult and this makes it a common item, Additionally makes Cow farms obsolete as soon as you have a generic Mob Farm.
* Bread/Wheat - Mob farm.
* Redstone - Redstone can be fairly hard to come by earlier game and it being more common can cause issue. Additionally this makes any form of redstone acquisition other than from drops obsolete as soon as you have a Mob farm, this isn't as much of an issue with the Witch due to its muddied loot list however even with the Witch its a problem but not a problem early game.
* Iron Ingot - Although normal Zombies and the like can drop this its an extremely low chance (0.8%), again this is an issue with mob farms.
* Coal - Mob Farms.
There's potentially more but I have not done more testing than that. I understand based on what the mobs are that its kind of the point that they drop those materials, however I think a good config option for this without actually giving a full "pick what you want and what you dont" config setup would be is just a config option that makes all "Zombie", "Zombie Pigman", "Skeleton" and the likes counterparts in your mod drop only what their Vanilla versions can drop (Example: Zombie miner only being able to drop 0-2 Rotten Flesh, 1 Iron ingot (0.8% Chance), 1 Potato (0.8% Chance) and 1 Carrot (0.8% Chance)). I know that somewhat goes against the design of some of the mobs but for people like me concerned about how the mobs would affect the overall game in both early game and automation I think it would be very nice. Don't get me wrong I love the mod, just concerned about this singular thing (I honestly don't care too much about the Avaritia support and more this than anything since for me this is make or break).
On the sword's side:
The idea of the sword is to be an overall goal for the game and the end all melee-range weapon. This is a goal due to its extreme cost which is based on the mods you have installed; it takes all of the highest tier materials from all of the mods it supports that you have installed and makes you use a ton of them. Since I do not want to spam, heres a pastebin of what it costs to make the Sword for me minus the materials from other mods: http://pastebin.com/U16GdmVY
(In all honesty, your not really going to get to this point without months of work and I think the Sword at that point deserves to kill everything).
My skin is totally fine unless log in/off or die in the game, and it continue stay at this form until I quit the game. (like turn off the minecraft game)
It is possible as you said that it could cause by some mods in my modpack. But one thing for sure is, it starts happening when I installed the mod.
Here's the picture of my mod list :3
That list is too long to try all. I have not seen this bug yet, and also Techguns does not change the player skin, but then it does armor/rendering or render additional items on the player like nightvision/jetpack, which somehow might cause a problem. But it only happens when you log off/die? Hm, I can't really see what the problem is, can you identify the texture on your player? Is it still your skin, or a wrong texture?
Well some of the drops that are alarming are as follows:
* Gunpowder - Due to drop rates and nature of the mobs its much easier to obtain than from a Creeper.
* Leather - Sometimes finding a Cow is difficult and this makes it a common item, Additionally makes Cow farms obsolete as soon as you have a generic Mob Farm.
* Bread/Wheat - Mob farm.
* Redstone - Redstone can be fairly hard to come by earlier game and it being more common can cause issue. Additionally this makes any form of redstone acquisition other than from drops obsolete as soon as you have a Mob farm, this isn't as much of an issue with the Witch due to its muddied loot list however even with the Witch its a problem but not a problem early game.
* Iron Ingot - Although normal Zombies and the like can drop this its an extremely low chance (0.8%), again this is an issue with mob farms.
* Coal - Mob Farms.
There's potentially more but I have not done more testing than that. I understand based on what the mobs are that its kind of the point that they drop those materials, however I think a good config option for this without actually giving a full "pick what you want and what you dont" config setup would be is just a config option that makes all "Zombie", "Zombie Pigman", "Skeleton" and the likes counterparts in your mod drop only what their Vanilla versions can drop (Example: Zombie miner only being able to drop 0-2 Rotten Flesh, 1 Iron ingot (0.8% Chance), 1 Potato (0.8% Chance) and 1 Carrot (0.8% Chance)). I know that somewhat goes against the design of some of the mobs but for people like me concerned about how the mobs would affect the overall game in both early game and automation I think it would be very nice. Don't get me wrong I love the mod, just concerned about this singular thing (I honestly don't care too much about the Avaritia support and more this than anything since for me this is make or break).
On the sword's side:
The idea of the sword is to be an overall goal for the game and the end all melee-range weapon. This is a goal due to its extreme cost which is based on the mods you have installed; it takes all of the highest tier materials from all of the mods it supports that you have installed and makes you use a ton of them. Since I do not want to spam, heres a pastebin of what it costs to make the Sword for me minus the materials from other mods: http://pastebin.com/U16GdmVY
(In all honesty, your not really going to get to this point without months of work and I think the Sword at that point deserves to kill everything).
I get your point on the mob drops, I will add an option for reduced loottables in the next version.
@Sword:
I don't even know why it does not work. I will look into this. Actually setting the mobs hp to 0 should kill them.
I just looked into it and it seems bad. I can't change the volume without a core mod. The problem is the volume parameter is also used as range increase, and it would be pretty bad to hear a sniper only from 16 blocks? So the volume needs to be higher than 1 which increases the sound's range. But then using a multiplier for the volume will first decrease range and then loudness when it reached the distance of 16.
But we will look over the fire sounds and we will try too make them equally loud and a bit less loud than they are currently. I can attach them to one of the default channels. I think I will put all gun fire sounds to "player" category. Currently all sounds are in the master category.
Techguns Mod
Spawning is partially configurable, but I will add more options. There is also a difficulty calculation that determines how dangerous enemies spawn. This is dependent on the distance to the worldspawn and the biome type. (Hot and cold biomes are more dangerous). Bandits should not be in the starting area. You likely went to a dessert a bit away of the worldspawn?
But NPC spawning will change a lot, there are more NPC types I want to add. Maybe also not all damage calculations are correct, I have the feeling that rocket launchers are too strong against armor.
Smart moving is of course not combatible. But no mod with 3D armor will be without special support I guess.
Techguns Mod
I started creating some documentation for the mod since it obviously needs it.
https://github.com/pWn3d1337/Techguns/wiki
Some basic information about the machines and weapons is already there, i will add more infos later. Also a new version will be uploaded soon. The next release should be a somewhat stable build that should work on servers. New features to last version are mainly world generation, and finishing of the tech tree so everything besides alien blaster and nuke launcher is craftable. Those 2 guns will be intergrated into survival at a later point.
Techguns Mod
Since Techguns has an own damage system this could cause problem when other mods do their own damage hacks. The latest released version of Techguns contain bugs I already fixed for the next release.
Known Bugs:
Armors do break when they are at zero durability. Already fixed, but not released yet.
Damage drop over range does not work. Weapons do full damage on all ranges. This is also fixed but not released yet. The sonic rifle is also seriously OP because of this.
Some recipes in NEI for the machines do not show the correct stack size.
Other changes:
Some recipes got cheaper, especially carbon plate stuff.
Techguns Mod
I liked this mod but I was too lazy to instal additional modes
So I used minetweaker to make my own craft
(Retaining the difficult)
Just a question: enmies killed by mod's weapon don't give experience. Will this be fixed ?
I just fixed the experience thing. I will upload a new version soon.(a few days, maybe tomorrow).
It should be a mostly stable version.Played with it on a dedicated server for a few days, 0 crashes.
Basic documentation is also there. If someone has questions how things work, just ask.
Techguns Mod
I just uploaded a new Version to curseforge. It can be considered as beta version and should be safe to use on a dedicated server. Of course nobody can guarantee I does not break things, but it should work. If you find bugs, pls report them, for crashes post the log, (please use spoiler tags).
Techguns Mod
Beta 1.0 had a bug with armor rendering, this is fixed in Beta 1.0.1, download new version!
Techguns Mod
DOOM time
Added new Trailer video.
Techguns Mod
May I request config options to configure what the mobs can/cant drop. I don't want some of the materials that they drop to be farmable using a mob grinder. Additionally I noticed the "Sword of the Cosmos" from "Avaritia" didn't kill these guys, that's extremely odd; if you want to make compat (obviously not required, but would be nice) here's it's github: https://github.com/SpitefulFox/Avaritia
The mobs use the vanilly item drop system. What material do you think problematic? They don't really drop too valuable stuff? Or things already dropping from other mobs?
I just looked through the source and this mod does an instakill code in it's sword? That is stupid. Techguns has it's own damage system and some other damage hacks may no longer work. I think in that case the compatibility needs to be on the other side. But Techguns has no API yet, so ... not for now.
Techguns Mod
Idk if this have been fixed already, it happens when I log off from a current world, and log into it again (minecraft still running)
the player skin will turn into something... not properly.
Maybe it's just only me or some other mods have done with it, but it's just my assumption though :3
can you make a screenshot? Techguns does not really do anything with player skins. The only thing I know Is after log in that the player is dark, but as soon as I move everything is OK again. I have know Idead what causes this, but it's not really a problem,
Techguns Mod
It's not a problem when I'm not recording though.
And here's a picture :3
Hm, no I have never seen this bug, Your skin is wrong? It does stay this way as long as you play? Could be caused by another mod, or a bad interaction between Techguns and something else. What's your modlist?
Techguns Mod
My skin is totally fine unless log in/off or die in the game, and it continue stay at this form until I quit the game. (like turn off the minecraft game)
It is possible as you said that it could cause by some mods in my modpack. But one thing for sure is, it starts happening when I installed the mod.
Here's the picture of my mod list :3
Well some of the drops that are alarming are as follows:
* Gunpowder - Due to drop rates and nature of the mobs its much easier to obtain than from a Creeper.
* Leather - Sometimes finding a Cow is difficult and this makes it a common item, Additionally makes Cow farms obsolete as soon as you have a generic Mob Farm.
* Bread/Wheat - Mob farm.
* Redstone - Redstone can be fairly hard to come by earlier game and it being more common can cause issue. Additionally this makes any form of redstone acquisition other than from drops obsolete as soon as you have a Mob farm, this isn't as much of an issue with the Witch due to its muddied loot list however even with the Witch its a problem but not a problem early game.
* Iron Ingot - Although normal Zombies and the like can drop this its an extremely low chance (0.8%), again this is an issue with mob farms.
* Coal - Mob Farms.
There's potentially more but I have not done more testing than that. I understand based on what the mobs are that its kind of the point that they drop those materials, however I think a good config option for this without actually giving a full "pick what you want and what you dont" config setup would be is just a config option that makes all "Zombie", "Zombie Pigman", "Skeleton" and the likes counterparts in your mod drop only what their Vanilla versions can drop (Example: Zombie miner only being able to drop 0-2 Rotten Flesh, 1 Iron ingot (0.8% Chance), 1 Potato (0.8% Chance) and 1 Carrot (0.8% Chance)). I know that somewhat goes against the design of some of the mobs but for people like me concerned about how the mobs would affect the overall game in both early game and automation I think it would be very nice. Don't get me wrong I love the mod, just concerned about this singular thing (I honestly don't care too much about the Avaritia support and more this than anything since for me this is make or break).
On the sword's side:
The idea of the sword is to be an overall goal for the game and the end all melee-range weapon. This is a goal due to its extreme cost which is based on the mods you have installed; it takes all of the highest tier materials from all of the mods it supports that you have installed and makes you use a ton of them. Since I do not want to spam, heres a pastebin of what it costs to make the Sword for me minus the materials from other mods: http://pastebin.com/U16GdmVY
(In all honesty, your not really going to get to this point without months of work and I think the Sword at that point deserves to kill everything).
That list is too long to try all. I have not seen this bug yet, and also Techguns does not change the player skin, but then it does armor/rendering or render additional items on the player like nightvision/jetpack, which somehow might cause a problem. But it only happens when you log off/die? Hm, I can't really see what the problem is, can you identify the texture on your player? Is it still your skin, or a wrong texture?
Techguns Mod
I get your point on the mob drops, I will add an option for reduced loottables in the next version.
@Sword:
I don't even know why it does not work. I will look into this. Actually setting the mobs hp to 0 should kill them.
Techguns Mod