lykrast / gunswithoutroses Goto Github PK
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License: MIT License
Small Minecraft mod for simple Terraria-like guns
License: MIT License
randomly, whilst attacking an entity with iron bullets, it is possible for the game to crash because the projectile returns "null" for its vehicle.
be weary...this stack overflow report is 2MB in size, spamming methods executing within methods.
Forge: 23.1.0
Guns Without Roses: 1.0.2
It works fine on Forge 34.0.17 or older.
I'm using it in a pack of ~45 mods, but it crashes with the same error when using Guns Without Roses only.
I ran it with optifine in the log, but even without optifine it crashes with the same error.
latest.log
I enjoy playing with this mod, but the bullet speed is simply too low to be very usable in PVP and iron bullets aren't very much of an upgrade for damage. I would like to suggest exposing the base values of the projectile entity's speed to either a configuration file or a datapack.
Note I have previously attempted to make a datapack that extracts its Motion vector and multiplies it. This failed miserably, not sure if it was a maths error, but when the projectile would near the ground it would kill itself before it could even land on an entity, and never actually multiplied its motion.
I understand you have provided "that should be an addon" in the past, but that is simply technically way too difficult for other developers to pull off, as configuration should be the job of the base mod, not an addon. the reason for this is how unreasonable it would be to create mixins just to expose your classes properly to forge's config system.
Hiya, been a long time, thank you so much for the codebase.
However, as the gun mod of Kaleidio's Guns has evolved, a ton of what was once Guns Without Roses has evolved.
The two repositories are currently in a state over 500 commits apart, wherein only about 40% of the original codebase remains. Please note only the 1.16.5 branch of the fork has ever been worked on or built to be submitted on CurseForge.
This issue is a license request/question to gather your opinion on your implementation of licensing.
From what I recall, the code itself is MIT licensed, which is fine. However I am aware that visual assets are copyrighted by your artist.
I just need some verification that, if I were to replace all copyrighted assets in the mod, that I would be able to create a new repository and let our mods go their separate ways?
If there is anything else that is copyrighted that I have missed, or something that you request be revamped on Kaleidio's Guns to make it less like Guns Without Roses, to retain your rights to intellectual property, please let me know in this issue or in DM's on discord via kaleidio
I do recommend having a play with Kaleidio's Guns to see what I mean about how sheer the difference has become.
Hope to work with you again soon, cheers.
Mod suggestion-How about making an ammo box/crate/satchel that could hold all of your ammo so that it doesn't take up so much space in your inventory. Also, the guns could pull the ammo directly from the storage medium.ย
Not sure if this is something you would like to do, but how do you feel about adding the ability for bullets and bullet behaviours (eg knockback and damage amount and effect on hit) to be defined by data?
This would allow pack developers (and yourself) to add new bullets with custom behaviour without having to make an addon mod
I still don't have time to set up everything and make even small updates, so noting them down here to remember them.
Since (8 Iron Bullets) + (1 Blaze Powder) = (8 Blaze Bullets),
(8 Iron Bullets) + (1 Blizz Powder) = (8 Blizz Bullets)
Similar for Blitz and Basalz powders
Blizz bullets slow enemies down, obviously
Blitz bullets summons lightning where landed
Basalz bullets have large knockback
According to the behaviour of this Discord user it seems they may be planning an attack on either this or my forked repository to establish a reputation attack. I would sincerely recommend that the repository be privated for a specific amount of time.
Please get in touch with me on Discord at kaleidio
Title. If I'm firing a shotgun's worth of heavy iron balls into a glass window, it's gonna shatter. Or at least, I think it should. Flint bullets would probably shatter, but at least iron should break through. Probably make this configurable, though?
Hi! I just wanted to say I really love your mod and so do my friends. I was curious if you're planning on adding 3rd-person animations for when people are firing though, as it can be hard to read your opponent in pvp as their gun appears to not be in use while firing.
Bullets die when outside entity simulation range, resulting in players being unable to kill entities from a very long distance in the case of an entity that is not unloaded yet (such as an illager or an equipment wearing zombie), as the bullet's flight gets interrupted.
Might I suggest adding code so the entity only dies if it is about to enter an unloaded chunk.
Various guns with special traits that can only be found in chests. Special guns for certain biomes, structures, or unique drops could be really cool, too.
Scenario: I am trying to use a technique in my modpack where I fire a gun whilst jumping.
What happens: the mathematics of the bullet's travel adds the velocity of the player's vertical/horizontal movement, which is unexpected as bullets should be flying toward the crosshair instead. this results in, say, when the player jumps and is rising whilst taking the shot, the bullet will diagonally fly upwards, rather than straight ahead. same with whilst falling, making the bullet fly downward so fast you miss the shot by several blocks, not because your crosshair missed, but because the bullet took your velocity into account when firing.
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