CurseForge · Minecraft mod
Techguns
Guns, Armors and a lot more.
This page is having a moment, so a few details may be a little behind.
Quick answer
Which Techguns release should I use?
Techguns 1.12.2-2.0.2.0_pre3.2 targets 1.12.2 with Forge. The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server. No extra mods listed for this file.
Where it goes
Is Techguns required on the client, server, or both?
The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.
The source does not explicitly classify this release as client-only or server-only.
What else does Techguns 1.12.2-2.0.2.0_pre3.2 need?
Techguns 1.12.2-2.0.2.0_pre3.2. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
1 extra mod was pulled in by another dependency. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.
Before you install it
Add Techguns without breaking your instance.
Built for Techguns 1.12.2-2.0.2.0_pre3.2. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Techguns 1.12.2-2.0.2.0_pre3.2. It targets 1.12.2 with Forge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.
- 04
Pick the file you checked
Use the “Get this file” button beside Techguns 1.12.2-2.0.2.0_pre3.2. It opens that exact file at the source.
About this project
What does Techguns add?
1.12.2 Information: Techguns 2 Wiki
Information below is for 1.7 Version.
1.7.10 is no longer supported!
Official Mod Trailer (Youtube)
Techguns is a survival based tech mod that adds guns, armors and many more things.
State of Development:
Techguns is in beta now. It should work on a dedicated server, I can't guarantee that it does nothing bad, but It was tested on a dedicated server for a few days and did not cause problems.
WIKI: https://github.com/pWn3d1337/Techguns/wiki
New Version Information:
Have a look at the config file. <Your Minecraft instance>/config/Techguns.cfg
You can enable copper and lead, steel smelting etc, if you don't have other mods that add it.
New option: machines need no power, if this is set to true machines behave as they are at full RF all the time.
New config entries have been added, start at least once with new version to have them generated or delete config file (Techguns.cfg)
Gore is enabled by default!!!
If you don't want gore disable it in config file!, this is clientside, and independent from a dedicated server.
Ore clusters
If you want to have ore clusters spawned in your world, read this: Ore Cluster Worldspawn
World Spawning:
Techguns spawns some structures in the world, if you don't want them disable them in the config file (config/Techguns.cfg): 'B:SpawnStructures=true' in section general. Note: don't attack military bases without decent armour. To make NPC's stop spawning in military bases you must destroy the flag. It just could happen that they don't like that and send out something after you ;-).
NPC Spawning.
Techguns uses now a danger system, that means more dangerous npcs may spawn further away from the worldspawn. Hot and cold biomes are also more dangerous. Don't start in a desert.
If you don't like some NPCs you can change the spawn weights in the config file.
Common crash reasons:
ClassNotFoundException
Dependencies not correctly installed, either cofhlib or chisel missing (or wrong chisel, there are more than 1 version), Java 1.6 also causes crashes, outdated forge builds might cause problems too. Requirements are listed below.
java.lang.IndexOutOfBoundsException: 18496
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
This seems to be a minecraft bug and has nothing to do with techguns,
when you play >1.8 and set the render distance >16 it will crash
when you load 1.7
Requirements:
Java >= 7
Forge (1.7.10): http://files.minecraftforge.net/
Chisel (1.7.10 Version): http://minecraft.curseforge.com/projects/chisel - chisel API is implemented by some blocks and connected texture library is used. (Use this version: https://minecraft.curseforge.com/projects/chisel/files/2287442)
Cofhlib (http://minecraft.curseforge.com/projects/cofh-lib) - for RF API
Recommended:
Cofhcore (http://minecraft.curseforge.com/projects/cofhcore) - for world spawning
Some mods that provide power generation, cables, add common ore types.
FTB Utilities (https://minecraft.curseforge.com/projects/ftb-utilities) - When playing on a server where not everybody is allied, turrets can use the friends system and attack unfriendly players, otherwise not needed.
Optional:
Tinker's Construct (http://mods.curse.com/mc-mods/minecraft/tinkers-construct) - Integration into InventoryTabs, Some materials of Techguns are added to TC.
Known Incompatibilities:
Not enough keys (http://minecraft.curseforge.com/projects/notenoughkeys) - causes problems with gun shooting/animation. Not gamebreaking/crashing but quite annoying.
Main features:
- Guns
- 3D Models
- Recoil/reload animations
- Muzzle flashes
- First and 3rd person
- Armors
- Skins and 3D Models
- Armor bonus systems, giving boni like +% mining speed ore movement speed
- New inventory tab, compatible with Tinker's Construct. If TC is installed it will integrate into it's tab registry.
- New item slots and items for them
- Face slot: wear things like a Gas Mask.
- Back slot: Glider and jetpack.
- New slots to put ammo.
- Auto food slots: automatically eat food put in here.
- New item slots and items for them
- Damage System
- Different damage types and armor values against each type.
- NPCs
- New hostile NPCs that use guns too.
- Turrets that can use guns.
- Death Effects
- Brutal animations like gore or dissolving.
- DISABLED in config by default!
- Must be enabled in config, not going to explain how you do that. No gore for kiddies, sry.
- Machines
- New machines that are required for crafting all the new stuff:
- Ammo press
- Metal press
- Chem lab
- Camo bench
- Can switch skins of some Techguns armors and Weapons. Only a few have multiple skins currently.
- Repair bench
- Repair Techguns armors here. Costs less than anvil and no XP. Armors can't be destroyed but become useless when at 0 durability.
- Ore Drills
- Multiblock machines that generate ores out of clusters (Ore clusters spawn in the world, see section about configuration for making them spawn). Ore clusters last forever but drills are not free and require power. The amount of ores/time that can be get out of a cluster is limited. Effectiveness is configurable.
- New machines that are required for crafting all the new stuff:
- Configuration
- Configure spawn rates
- Configure if common ores should be added (lead, copper, steel, etc) (disabled by default)
- Configure ore drill power and ore rates. Default rates (1.0) are for dedicated servers with chunkloaders, for singleplayer you should set the ore rate a lot higher and power lower.
- Enable death effects.
- ...
- Ore cluster World spawning:
- use cofhcore ore spawning. See (https://github.com/pWn3d1337/Techguns/wiki/Ore-Cluster-Worldspawn)
Modpack Policy
https://github.com/pWn3d1337/Techguns/wiki/Modpack-Policy
Forum Post:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2728771
(OLD WIP Forum Thread) http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2667317-techguns
Project description from CurseForge.
Pick your setup
Techguns by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
1.12.2
2 loader builds1.7.10
1 loader buildCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Techguns versions and loaders
Techguns 1.12.2-2.0.2.0_pre3.2
techguns-1.12.2-2.0.2.0_pre3.2.jar
16 May 2020
Techguns 1.12.2-2.0.2.0_pre3.1
techguns-1.12.2-2.0.2.0_pre3.1.jar
30 May 2019
Techguns 2.0.1.2_1
techguns-1.12.2-2.0.1.2_1.jar
19 Jan 2019
Techguns 2.0.1.2
techguns-1.12.2-2.0.1.2.jar
16 Jan 2019
Techguns-1.12.2-2.0.1.1
techguns-1.12.2-2.0.1.1.jar
9 Jan 2018
Techguns-1.12.2-2.0.1.0
techguns-1.12.2-2.0.1.0.jar
6 Jan 2018
Techguns.beta.1.2 FINAL 1.7.10 version
Techguns.beta.1.2_alphatest4.1.jar
5 Jun 2017
Techguns.beta.1.2_Alphatest4
Techguns.beta.1.2_alphatest4.jar
4 Jun 2017
Techguns.beta.1.2_Alphatest3
Techguns.beta.1.2_alphatest3.jar
21 Apr 2017
Techguns.beta.1.2_Alphatest2
Techguns.beta.1.2_alphatest2.jar
18 Feb 2017
Techguns.beta.1.2_Alphatest1
Techguns.beta.1.2_alphatest1.jar
17 Feb 2017
Techguns.beta.1.1.3
Techguns.beta.1.1.3.jar
2 Sept 2016
Looking for an older file? The official CurseForge project page is in Resources.