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View Code? Open in Web Editor NEW1.12 Port/Rewrite of Techguns mod for Minecraft. WIP
License: Other
1.12 Port/Rewrite of Techguns mod for Minecraft. WIP
License: Other
Chests in structures (Not military base) dont have any loot.
https://i.imgur.com/KaCvCse.png
https://i.imgur.com/xHFovTk.png
In relation to SpongePowered/SpongeForge#2139, GenericArmor is casting to EntityPlayerMP
, even though there's an instance check. This is causing spam exceptions when players are taking damage with this sort of armor.
I'm not fully understanding the point of the instance check, but even an IDE will flag this as a warning as shown below:
The items dropped by the mobs have empty NBT tags and this prevents them from stacking from normal items. Examples are coal and iron ingots.
Happens on loading the game with Exotic Birds. It seems that the RADIATION_RESISTANCE attribute instance is null at entity construction.
I had an idea for a Mechsuit, which can be created by a multiblock structure, The Mech Construction Unit, Or MCU. They can also be found being used by Soldiers. To create them, you'll need a stack of metal plates and cybernetics, along with circuits, 2 guns of the players choice, they can be switched later on by entering the Mech and a new item, A mech interface, which is gained not through crafting, but destruction of an enemy mech, or found in a enemy base. Upon destruction, the mech will eject it's pilot, and then explode with the force of a rocket launcher nuke, throwing out 1 quarter of the pieces used to construct it, with a low chance to give back the guns used. But if your mech is damaged, not destroyed, you can go to the MCU and repair it, for every ten health lost, you will need 1 metal, 1 cybernetic, and one circuit, (the Mech has 500 health by comparison, so at 490, you will need 49 of each part.).
It just popped in my head one day, considering the futuristic elements this mod contains. I thought it would be a good edition to the mod. Thanks!
Have no way of refilling the fuel tank. Maybe I'm just dumb, but when I put an full one in the Chemical Laboratory it just empties it and trying to fill an empty one doesn't work. I'm using this with the Mekanism mod if that means anything. Just wondering if this is backwards. Haven't seen anyone else who had this problem.
I like the new special ammos that can increase more damage on the guns... At now, we have Incendiary ammos that add fire damage to the weapons... How about add more ammos like these...
For examples:
Incendiary ammos (current, for comparing) = Change damageType to fire, increase some base damage, set target on fire, ignite block on fire when safe mode was off...
Poison ammos = Change damageType to poison, No benefit for base damage, but will infect targets with poison effects...
Cyro ammos = Change damageType to ice, No benefit for base damage, will cause (slow + fatigue) effects on targets... (leaving a layer of snow / freezes water) when safe mode was off...
Dum-dum ammos = No change to damageType, Greatly increase base damage, At the cost for less armor-penetration, Good for unarmed targets...
AP ammos = No change to damageType, Increase armor-penetration for the cost of less base damage, Good for heavy-armored targets...
Silver ammos = No change to damageType, No benefit for base damage, But deal more damage on undead mobs (Zombies, Skeletons, Pigmens)...
DU (Depleted uranium) ammo =Change damageType to radiation, Increase both armor-penetration and base damage (But not strong as dum-dum and AP ammos, And like tatical nuke, Will cause radioative contamination rises)...
i got it as a .ZIP anyboody no a gud fix?
Hello everyone,
I'm using TechGuns along with Tinker's Construct and other metallurgy/melee-weapon related mods. I absolutely love TechGuns, however the gun's damage outputs are a little OP compared to melee weapons, so it discourages me and my friends on my server to use anything else. I tried changing the S:DamageFactorNPC value in the config, but it dosen't seem to change anything. Anyone has an idea?
Thanks in advance.
When I put a gun in an item frame, or on a Bibliocraft shelf, it points in a weird direction. Is there a fix for this or some other way to display these great guns on the wall?
Breaking some tile entities with the Mining Drill's aoe can have undesired results:
When I download it and start up the game it will not load in
The exo suit from tech guns supports RF but doesn't seem to charge in the tech guns charging station or thermal expansions energetic infuser, is this for a reason or is this a bug that needs to be fixed. As the hardcore pack im working on the exo suit would be very useful in.
After using charges we can use it again.
https://i.imgur.com/3Sqb7fY.png
https://i.imgur.com/ixRcCgQ.png
Same with adv.
I was just shooting with a minigun then it crashed
Crash report:
crash-2018-07-25_14.06.10-client.txt
There's this mod https://minecraft.curseforge.com/projects/the-spice-of-life (~5m downloads), which is included by default in FTB Continuum. It has 2 items: lunch box and lunch bag. I cannot put them in TG's food slots. This mod requires to eat different foods every time, which lunch box does by shuffling what you put inside it. TG's food slots are eaten consecutively. So I currently cannot use TG's food slots in FTB Continuum, I'd like to be able to put the lunch box into the food slot.
When using Techguns with EnderIO, none of the EnderIO Fuels count as a fuel.
EnderIO add's in three combustible fuels, Hootch ("hootch"), Fire Water ("fire_water"), and Rocket Fuel ("rocket_fuel"). They are all grain alcohol based and crafted using the EIO Vat.
Hootch is equivalent to most mods Bio Fuel with Fire Water and Rocket Fuel each being a further refined version of that with Rocket Fuel being the highest generating amount, roughly on par with Fuel from other mods.
If reaction chamber is working and all players left the server, server crashes
java.lang.NullPointerException: Ticking block entity
at sun.reflect.UnsafeFieldAccessorImpl.ensureObj(Unknown Source)
at sun.reflect.UnsafeQualifiedObjectFieldAccessorImpl.get(Unknown Source)
at java.lang.reflect.Field.get(Unknown Source)
at techguns.tileentities.ReactionChamberTileEntMaster.needFluidUpdate(ReactionChamberTileEntMaster.java:709)
at techguns.tileentities.ReactionChamberTileEntMaster.func_73660_a(ReactionChamberTileEntMaster.java:220)
at net.minecraft.world.World.func_72939_s(World.java:1832)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:612)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:765)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:396)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:666)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:524)
at java.lang.Thread.run(Unknown Source)
I am on my server and whenever I pull out a gun and then put it away this happens.
Copied from
pWn3d1337/Techguns#119
Minecraft 1.12.2
Techgun 2.0.1.0
Place some kind of early game power generator next to the charging station to charge it, and place a stack of empty energy cell in there. the power in the charging station drains out quickly, and it become bugged, the charging will never finish no matter how long it charges.
I really like that Techguns let's you specify whether you want to have block damage occur or not, it's a great feature, but it would be really nice if there was a config option to forcibly prevent damage for use on a serve where you cannot count on or expect others to remember to check their settings.
Having some griefing issues, it seems "safe mode" is a client side check and players with it off are still able to damage player claims (through FTBU) even though "explosions" are off. I verified that all other explosions not from Techguns, creeper, tnt, etc do no damage. I have dug all over the interwebs, and I see that old Techguns for 1.7 had a config option to disable "unsafe mode" except for OPs. I have tried everything I can think of including several possible permissions but nothing seems to change. I would appreciate a quick response before griefing leads to constant rollbacks, at least FTBU has server backups but obviously this is not ideal. Thanks in advance! It really is a great mod and I'd hate to remove it for one fatal flaw.
Galacticraft looks like a huge and awesome mod, and I think would fit nicely with Thermal series, Tinkers, and Techguns. However their inventory uses the same as yours, so as of now it's not likely I'll use it since I have reaction chamber and everything else of yours already hooked up. They said they refuse to change their mod because of how big it is so I humbly request you find a way to make your tab work maybe slightly differently so to be compatible. Hell if there's a way to tweak it myself I'd be open to that. Now knowing how big an undertaking this would be, it may not be feasible, but it never hurts to ask. Keep up the good work!
I did everything right but they are not attacking anything I put in front of them.
Repeat of Techguns #135, to match mod's version, with which problems arise.
I have some spam in the server console. Server console are clogging up with errors, when you somehow interact with a mob (zombie, helicopter) from the mod. I tried to put a spawn on 0 in configs, but this doesn't solve the problem, because in some or other quantities the mobs continue to spawn.
Example error from console: Error
Also, sometimes there is such an Exception: Exception occurred during a PhaseState
Collecting any breakable ore with the Mining Drill's silk touch mode gives experience, even when it shouldn't. This is valid for any block (both vanilla and modded) that doesn't drop itself without a silk touch tool and gives experience. The collected block also drops its secondary outputs, like TechReborn's gems and Extra Utilities's Resonating Redstone Crystal, allowing players to get an endless amount by simply placing again the blocks in the world and recollecting them with the drill.
Another issue is that the Drill's silk touch mode doesn't work on the last point of fuel, breaking the targeted block normally.
Since I'm here, I would like to request, if possible, to make it so both the drill and the hammer automatically "reload" if you're holding the left mouse button when they deplete their fuel.
As soon as you change the fluid level percentage after pumping it in the Reaction Chamber you get this message spammed constantly in the console:
[main/INFO] [STDOUT]: [techguns.client.render.tileentities.RenderReactionChamber:drawFluidCubeWithTesselator:231]: Height:0.29375 MH:2.9375
The spam stops as soon as you void the input tank, thus disabling the rendering of the liquid.
Tested on Techguns version 1.12.2-2.0.1.1 and Forge 14.23.2.2613
Both Galacticraft and TechGuns2 add a tab to the Players Inventory to allow accessing their respective custom inventory tab. The problem stems from the fact that both mods try to put their buttons at the same location.
https://puu.sh/zhH4A/d05a995c25.png
While you can still click on each individual button if you bias a little to the left or right, it still ends up being a bit hard to tell what you're actually clicking on.
I can't seem to find what the cross inventory slot is for (near food), how is it special. There is a page on TG1 wiki which doesn't have it https://github.com/pWn3d1337/Techguns/wiki/Techguns-Inventory-Tab, there's no such page on the TG2 wiki. I can't find any explanation anywhere too.
E. G. Zombies and skeletons and pigmans are not taking extra damage from Smite, Pigman Soldier can easily anger an army of vanilla pigmans towards the TG pigman and all players, like if techguns pigman were a player. Also some other misc issues.
discovered this with latest version of sponge forge 3148 when using tinkers construction along with tech guns.
when crafted a bow with tinkers construct it will 1 shot techgun zombies due to not recognizing them properly. also techgun zombies will never drop loot or experience with spongeforge. ill add a reference showing the reporting line i went threw to try and track the issue..
Hello, just wish to know if you have any plan about adding back the drill and ore clusters in TG1, thank you!
Many experiments were carried out and the following was established:
(Testing was carried out only with TechGuns)
1 - At the first approach to the world, the blocks are destroyed by a rocket launcher.
2 - When re-entering the world, is not destroyed
3 - It does not matter whether the shots were fired at the first approach to the world.
Forge - 2604
Thank you in advance for your cooperation ;)
Currently dual wield only works for all pistols and PDW ,when dual-wielding other weapons,they become invisible on the left hand.
Some weapons may rely on right-click for aiming(like the bolt-action rifle),but other than those scoped weapons,others should be dual-wield-able.
I was fighting against a wither with Nuclear Death Ray, then it crashed.
crash-2018-07-25_14.06.10-client.txt
Is there any chance of getting a client side config setting to adjust the overall volume of the mod while playing?
It's pretty neat but some of the stuff is exceptionally loud at times making it hard to use
I think it would make sense for the players to be able to craft the upgraded versions of the mining drill if they use the carbon drill head instead of the obsidian head in the crafting recipe.
I'm already using crafttweaker for this, but it would be nice to have by default.
So i was trying to figure out for 2 hours how to use the incediary ammo and nuke.i didnt get anything plz tell me how i use the ammo thank you!
(duplicate)
Currently whenever you set the Config option to add an Ingot or Nugget to false, it only removes it from the creative tab and doesn't disable recipes involving the creation of that item. This is a hiccup brought on by JSON recipes as they require a condition to control whether they function.
Normally you'd just add a Condition Factory, adjust _factories, and the condition recipe file and call it a day., however since Techguns generates the recipes from code it, the conditions also have to be added and generated in a similar way.
In the config file I changed MaxHardness to 0 for blocks being destroyed. Shouldn't that make it so the guns don't break blocks? If it's supposed to it's not working.
Weapons, tools, back equipment and face equipment can be enchanted with curse of vanishing, mending and unbreaking.
Mending can be used to recharge the following items:
Unbreaking gives a chance to not consume ammo/fuel/air/battery/etc; doesn't really make a lot of sense, but it could be intentional.
Another thing that could be intentional is that all the armors can be enchanted; I thought it was worth mentioning.
The Blaster Shotgun and the Alien Blaster cannot be crafted, since they don't have a recipe.
So, Techguns seems to impropely apply damage to players. Because of this, next issues appears:
Hovering over item that dropped from zombie soldier for example shows "NBT: 0 tag(s)", making stuff unstackable with other same stuff and making drops be unusable in crafting in machinery from other mods.
please help. I want to craft things, but I can't figure out how to get steel. please tell me how.
Mob drops have empty NBT tags. I saw this reported before and labeled with bug and fixed labels in Jan. This is not fixed. It is causing bigger issues than things just not stacking. Most of the Mekanism machines will not accept the items with the NBT tags. Crusher will not accept gunpowder with the empty NBT tag Metallurgic Infuser will not accept iron ingots with the NBT tag. Finally, it crashes the game when my Refined Storage system tries to autocraft using items with the NBT tag because they will not go into the Mekanism machines.
Love this mod but I may have to remove if this continues. Please fix. Thank you.
Minecraft 1.12.2
Forge 14.23.4.2739
Techguns-1.12.2-2.0.1.1
Refined Storage 1.6.3
Mekanism-1.12.2-9.4.13.349
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