The Meaning of Life, the Universe, and Everything.
Join Date:
11/9/2011
Posts:
42
Member Details
Why do my MO Phaser Rifle with 17 damage take 43 shots to kill an outcast while the laser rifle with 12 damage takes about 11?
Something to do with armor penetration? IF so then can you please add a config option to add a damage type to weapons from other mods (if that's even possible)?
Why do my MO Phaser Rifle with 17 damage take 43 shots to kill an outcast while the laser rifle with 12 damage takes about 11?
Something to do with armor penetration? IF so then can you please add a config option to add a damage type to weapons from other mods (if that's even possible)?
Yes, armor penetration and damage types. Other mods don't have armor penetration and damage types. Also techguns weapons don't penetrate non techguns armors. (this would be possible, but also could cause problems so I decided against it).
Vanilla has the following damage system:
Only 1 armor value. Damage sources can be armor bypassing or not (binary setting, so fully ignore it or not).
With forge you can have ISpecialArmor where you can handle the damage calculation of a damage source the way you want. You can even make it absorb hunger damage or drawning damage and whatever. So balancing against other mods armors is a impossible thing, because they can do anything they want.
The best way would be to implement Techguns support into other mods. The Techguns damage system is way better than vanilla in my opinion. Techguns is not open source yet, so it's impossible for other devs to add support. Many mods already abandoned 1.7 so I don't think there is much demand for it. I don't think MO for example is actively developed for 1.7 anymore.
When I rewrite the mod to 1.11 or 1.12 it will be visible source from the beginning.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/9/2011
Posts:
42
Member Details
Yeah I figured it wouldn't be this easy. I hoped it was doable because warpdrive lets you add items like armor from other mods so that they have warpdrive specific properties like being able to use them to breathe or fly in space.
Hello Techguns creator(s). I love your mod very much. But I have a request. Can you make Techguns compatible with battlegear 2 (1.7.10) I tried adding it to my offslot but it doesn't wanna go in. That made me very sad. I want dual guns. If it's their mod that isn't compatible with Techguns let me know.
Hello Techguns creator(s). I love your mod very much. But I have a request. Can you make Techguns compatible with battlegear 2 (1.7.10) I tried adding it to my offslot but it doesn't wanna go in. That made me very sad. I want dual guns. If it's their mod that isn't compatible with Techguns let me know.
This won't work that easily. So no, it will not be compatible. I think both mods would require support for the other, and then I would be quite complex.
If you just want akimbo guns, the 1.2 alpha version of techguns does have akimbo versions of pistols.
just little question: Drill heads are for what? how to use them?
ad,: i miss option to disable block destroying
Drill heads are for ore drill multiblocks.
What do you mean miss option for block destroying? you can toggle safe mode in the Techguns tab and you can disable it in the config file server side for non-opped players.
Would it be possible to add options in the configuration file to disable any given item/block/entity? (Meaning the disabled item/block/entity is removed entirely from the loaded mod, not silently remaining in the background.) Having that ability would help tremendously when it comes to using this in a modpack.
Would it be possible to add options in the configuration file to disable any given item/block/entity? (Meaning the disabled item/block/entity is removed entirely from the loaded mod, not silently remaining in the background.) Having that ability would help tremendously when it comes to using this in a modpack.
Possible yes, but way too much work to do. Adding a config entry for every item/block/entity and an if statement around instantiation and registration...
I don't know any mod that allows you to completely disable any item.
Possible yes, but way too much work to do. Adding a config entry for every item/block/entity and an if statement around instantiation and registration...
I don't know any mod that allows you to completely disable any item.
There's quite a few - Et Futurum, Extra Utilities, Better Storage, Bibliocraft, Chisel, Carpenter's Blocks - those are just the examples from the top of my head!
The Meaning of Life, the Universe, and Everything.
Join Date:
11/9/2011
Posts:
42
Member Details
I think it's better if he focuses on adding more content and improving what's already in the mod. But yes, more configuration options would certainly be nice, especially when it comes to making weapons and armor from other mods play nicely with this one.
I think it's better if he focuses on adding more content and improving what's already in the mod. But yes, more configuration options would certainly be nice, especially when it comes to making weapons and armor from other mods play nicely with this one.
Provided it would be simple enough to do, I don't see the problem! The mod already has a ton of content as it stands. (Which is part of the reason I made the suggestion!) Of course it's completely up to pWn3d_1337 and my suggestion was simply one from the perspective of a modpack curator and random passerby.
Just for clarification - when I say disable something, I mean it's not showing up in the creative tabs. Upon loading the world it shows those items/blocks/entities as missing.
hi ive seen your videos and the reviews and i think this mod is really cool. i downloaded it and forge 1.7.10 but it only makes it up to the loading screen. after that it shuts down the game and the launcher says that there was a problem and shows this The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: techguns/items/OreClusterScanner
hi ive seen your videos and the reviews and i think this mod is really cool. i downloaded it and forge 1.7.10 but it only makes it up to the loading screen. after that it shuts down the game and the launcher says that there was a problem and shows this The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: techguns/items/OreClusterScanner
You did not install the required mods. Read the post.
I started writing the minetweaker documentation, the other machines will follow soon (they are all implemented already, just no time to write the doc yet).
I could use some help for building structures for the Worldspawn.
There are structures of 3 different sizes: small, medium, large.
Allowed blocks: minecraft, chisel and techguns.
If you have built something cool and want to contribute to the mod post a screenshot. Structures can be anything from crashed vehicles to a house, or ruin, military strucures, factories. It should be tech related and somewhat realistic.
If people are interested I will post a guide on how to use the building scan tool.
Why do my MO Phaser Rifle with 17 damage take 43 shots to kill an outcast while the laser rifle with 12 damage takes about 11?
Something to do with armor penetration? IF so then can you please add a config option to add a damage type to weapons from other mods (if that's even possible)?
Yes, armor penetration and damage types. Other mods don't have armor penetration and damage types. Also techguns weapons don't penetrate non techguns armors. (this would be possible, but also could cause problems so I decided against it).
Vanilla has the following damage system:
Only 1 armor value. Damage sources can be armor bypassing or not (binary setting, so fully ignore it or not).
With forge you can have ISpecialArmor where you can handle the damage calculation of a damage source the way you want. You can even make it absorb hunger damage or drawning damage and whatever. So balancing against other mods armors is a impossible thing, because they can do anything they want.
The best way would be to implement Techguns support into other mods. The Techguns damage system is way better than vanilla in my opinion. Techguns is not open source yet, so it's impossible for other devs to add support. Many mods already abandoned 1.7 so I don't think there is much demand for it. I don't think MO for example is actively developed for 1.7 anymore.
When I rewrite the mod to 1.11 or 1.12 it will be visible source from the beginning.
Techguns Mod
Yeah I figured it wouldn't be this easy. I hoped it was doable because warpdrive lets you add items like armor from other mods so that they have warpdrive specific properties like being able to use them to breathe or fly in space.
Hello Techguns creator(s). I love your mod very much. But I have a request. Can you make Techguns compatible with battlegear 2 (1.7.10) I tried adding it to my offslot but it doesn't wanna go in. That made me very sad. I want dual guns. If it's their mod that isn't compatible with Techguns let me know.
This won't work that easily. So no, it will not be compatible. I think both mods would require support for the other, and then I would be quite complex.
If you just want akimbo guns, the 1.2 alpha version of techguns does have akimbo versions of pistols.
Techguns Mod
Drill heads are for ore drill multiblocks.
What do you mean miss option for block destroying? you can toggle safe mode in the Techguns tab and you can disable it in the config file server side for non-opped players.
Techguns Mod
Would it be possible to add options in the configuration file to disable any given item/block/entity? (Meaning the disabled item/block/entity is removed entirely from the loaded mod, not silently remaining in the background.) Having that ability would help tremendously when it comes to using this in a modpack.
Possible yes, but way too much work to do. Adding a config entry for every item/block/entity and an if statement around instantiation and registration...
I don't know any mod that allows you to completely disable any item.
Techguns Mod
There's quite a few - Et Futurum, Extra Utilities, Better Storage, Bibliocraft, Chisel, Carpenter's Blocks - those are just the examples from the top of my head!
I think it's better if he focuses on adding more content and improving what's already in the mod. But yes, more configuration options would certainly be nice, especially when it comes to making weapons and armor from other mods play nicely with this one.
Provided it would be simple enough to do, I don't see the problem! The mod already has a ton of content as it stands. (Which is part of the reason I made the suggestion!) Of course it's completely up to pWn3d_1337 and my suggestion was simply one from the perspective of a modpack curator and random passerby.
Just for clarification - when I say disable something, I mean it's not showing up in the creative tabs. Upon loading the world it shows those items/blocks/entities as missing.
hi ive seen your videos and the reviews and i think this mod is really cool. i downloaded it and forge 1.7.10 but it only makes it up to the loading screen. after that it shuts down the game and the launcher says that there was a problem and shows this The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
The game crashed whilst there was a severe problem during mod loading that has caused the game to fail
Error: cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: techguns/items/OreClusterScanner
You did not install the required mods. Read the post.
Techguns Mod
All is cool but WW2 Call to Battle still coolest mod. This is ideas= Add Dictator Dave, Commando and StormTroper normal sounds but not vilanger.
Add Commando and Dictator Dave health bar like boss. Add normal reload.
New version is up! 1.2 alpha test 3
new main features:
Minetweaker support
Config for weapon stats
New item: crowbar (pickaxe & wrench, also can destroy ore clusters, so a non cheat method exists to remove them).
Techguns Mod
https://github.com/pWn3d1337/Techguns/wiki/Minetweaker-Support
I started writing the minetweaker documentation, the other machines will follow soon (they are all implemented already, just no time to write the doc yet).
Techguns Mod
I just expanded and finished the description of minetweaker methods. If there are bugs ore questions, ask in the thread.
The fabricator, reaction chamber and chemlab where quite tricky, I think that are some of the most complex machines in modded minecraft.
Techguns Mod
I was looking at this mod too, very interesting!
If it is compatible with minetweaker then this will be a good addition for many modpack creators
I could use some help for building structures for the Worldspawn.
There are structures of 3 different sizes: small, medium, large.
Allowed blocks: minecraft, chisel and techguns.
If you have built something cool and want to contribute to the mod post a screenshot. Structures can be anything from crashed vehicles to a house, or ruin, military strucures, factories. It should be tech related and somewhat realistic.
If people are interested I will post a guide on how to use the building scan tool.
Techguns Mod
You missed the imports.
See at the top of the example file. If you don't use the import you need to write the full name: mods.techguns.ChemLab ...
https://github.com/pWn3d1337/Techguns/wiki/Minetweaker-Support#example-file
Techguns Mod