Techguns-CE

A continuation of one of the most popular gun and tech mods, Techguns. It also adds armors, dungeons and many more things.

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Techguns-CE

Techguns Community Edition

A continuation of one of the most popular 1.12 gun mods, A continuation.</h1>

Since this fork is considered to be unofficial, the credit goes to the original author!

Description

This mod is a modernized version of original discontinued 1.12 Techguns mod, aiming to look more modern and finished than ever. The initial purpose was to fix old various bugs and finish some things left there in the mod by pwn3d. Then this edition continued to change significantly, having its code slowly refactored, thus it turned into Community Edition we know today.

You're welcome to check the Gallery tab to see all the changes made by this fork!

Changes made by this edition:

- Ready-to-use missing crafts along with new parts for: MK2 armor; Nether Combat armor; UV Emitter - Ready-to-use now spawn in the End; they are required for UV Emitter craft because of UV element they drop now! - Ready-to-use the progression slightly: Steam Armor is more expensive to craft and maintain, making other armors a viable option; Cyberdemons don't drop Cybernetic parts anymore - they drop only Cyberdemon Flesh, becoming a gateway for Fabricator; for Reaction Chamber you need a blueprint which you can find in Nether Fortress! - Ready-to-use the old Upgrade Stack dupe via Metal Press - Ready-to-use various CT issues; for example, you can set multiple items in Metal Press instead of singular ones (for example, 2 copper plates and 5 steel ones to craft a soul sand block!); also now you can properly set .nbt-tagged items as output in the Fabricator (for example, you can make MK2 armor craft there, already charged) - Ready-to-use Minecraft Ready-to-use when entering the Nether - Ready-to-use now do actually spawn, also they shoot Ready-to-use instead of small fireballs - Ready-to-use most of GUI's, including: Ammo Press, Metal Press, Chemical Laboratory, Grinder, Fabricator and Reaction Chamber; Ready-to-use the ammo HUD (which is changeable in the configs!) - Ready-to-use the Reaction Chamber - now it doesn't need strict amount restrictions for fluid to work properly! - Ready-to-use 9 new dungeons: 3 for *Overworld* (Depot, Train and Big Factory House), 3 for Nether (Nether Medium Cluster, Nether Building, Nether Submarine) and 3 for *End* (End Cluster, End Building, End Floating Ship) - Ready-to-use dungeon spawn values - now *Nether* dungeons are much more frequent! - Ready-to-use Worldgen Testing Tool for those, who want to properly test out dungeons. *You have to add your dungeon (which should be an instance of WorldgenStructure) in 'structures' LinkedHashMap from StructureRegistry. Then it will be available for debug in the tool!* - Ready-to-use Minecraft Ready-to-use when trying to apply radiation in multiplayer - Ready-to-use nuclear microreactors Ready-to-use - Ready-to-use Ore Clusters: now they consume only 80% of their previous energy multiplier and give 2x of previous ore multiplier! - Most mobs became Ready-to-use, especially living ones; they can Ready-to-use by themselves, they stopped friendly-firing themselves, they can Ready-to-use and they stopped falling so much in mob farms willingly! - Fixed Psycho steve dropping 2 or even 3 chainsaws from one kill - Radiation system balanced to be more Ready-to-use + fixed typos restricting the uranium to be actually radioactive -> radiation system is turned Ready-to-use by default from now on - Ready-to-use are much more dangerous - they are more durable and shoot much more rockets - Ready-to-use new camouflages for different armor! - In general - Ready-to-use Techguns mod with Completion Update and more!

Important note: the mod is not fully polished; there may be some minor bugs. You can report them in the Techguns CE issue tracker on GitHub!

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