Как сделать турель в майнкрафте с модом techguns

Обновлено: 04.07.2024

солнечную панель, генератор и другие виды Fe инергии и можеш установить Solar Flux Reborn и любой мод на трубы проводящие Fe инергию а если пк слаб и токо панели без труб тянет то просто на верху солнечную панель поставь

Помогите Пж! Два раза пробовал сделать антигравитационное ядро но не получалось.
Интенсивность меняю, всё делаю но всегда взрыв происходит

стабилизируй реакционную камеру тоесть когда мощьность выставляеш типо от 1 до 10 когда скачет просто ставь в обратную мощьность

Можна и обойтись без труб. Ставите индастриал там есть помпа запихиваете туда улучшение выталкиватель и лава пойдет (главное не забыть выставить уровень лавы)

я исползивоваю tlauncher для майнкрафта а я не магу загрузит мод Thermal Expansion но у меня есть галактикрафт с каким модам для 1.12.2 я магу налит воду или лаву на Реакционная камеру? пж скажите

Внизу этого FAQ написано, что если ты не желаешь использовать FE, то можешь отключить это в настройках мода или использовать моды, которые совместимы с FE - это Thermal Expansion, Immersive Engineering, EnderIO, Mekanism и т. д.

"How do I power Machines?
You can disable power requirement in the config file (see question above) or you use another mod that is compatible with FE (Forge Energy, which is usually compatible to RF). A few examples: Thermal Expansion, Immersive Engineering, EnderIO, Mekanism . "

Contents

Aircraft Carriers [ ]

These generate only in the ocean. When you approach them, an attack helicopter will take off and start attacking you. These are heavily fortified and you should only get near them if you have good gear. They have loot that includes higher level assault rifles and other guns.

Alien Bug Nests [ ]

These are structures that generate only in deserts and savannas. They spawn Alien Bugs and can generate ore clusters covered in slime nearby.

Train Stations, Houses, and Factories [ ]


A Gas Station structure.

These are small structures that typically only have 1 mob spawner and spawn low level enemies, but also have low level loot. They seem to be the most common. Can have obsidian-ingot tier loot. Very useful at the start.

Castles [ ]

Castles have randomized layouts with different rooms, hallways, and levels. They spawn a large number of bandits and other mobs. Have a decent loot of material bars, weapons and ammo of lower tier (Thompson SMG, etc.). Hard to raid at the beginning and require at least iron armor to be completed normally. Can be used as a starter base.

Military Bases [ ]

Like Castles, these have a randomized layouts, with tents, bunkers, storage containers, watchtowers, and supply crates. Sometimes they can generate a helipad that spawns an Attack Helicopter

Ore Clusters [ ]


A Shiny Gem Cluster that generated in a Mine structure

Ore clusters are an important resource since they are the only place that you can put an Ore Drill later on. Whenever you find one of these it's a good idea to drop a waypoint or save its coordinates.

They can generate in three ways: 1) Inside mines protected by zombie miners. 2) At the center of a small, fortified compound out in the open protected by soldiers. 3) In spikes of stone with alien bugs protecting it.

Oil only generates in deserts. These structures contain Oil Cluster blocks, which you can place an Ore Drill on to create Crude Oil, which other mods can be used to process into Refined Fuel.

Unimplemented [ ]

Additionally, there are structures referenced in the mod's code that are currently not implemented.

Structures

Various structures generate throughout the world, unless they are disabled in the config.

Configuration

The following can be changed while playing in the in-game config:

  • Enable Death Effects | Default=true | Enables/Disables all death effects.
  • Enable Gore Death Effect | Default=true | Enables/Disables death effects with gore.
  • Fixed Sprint FOV Multiplier | Default=1.15 | Changes FOV when sprinting, excluding any effect that affects speed (minimal impact on gameplay).
  • Lock Speed Dependent FOV | Default=true | Locks/Unlocks changes in FOV while sprinting (minimal impact on gameplay, unless another mod also locks changes in FOV while sprinting).
  • Particle Depth Sort Passes | Default=10 | Number of bubble sort passes per particle tick (minimal impact on gameplay)

Damage Factors [ ]

The following can be changed to change the damage multiplier NPCs and players face.

  • Damage Factor NPC | Default=1.0 | Damage done to techgun mobs by any weapon other than turrets. Can be increased/decreased to increase/decrease damage, respectively. Mobs by default receive normal damage.
  • Damage PvP | Default=0.5 | Damage done to players by any techgun used from another player. Can be increased/decreased to increase/decrease damage, respectively, with 0 turning PvP off (for techguns). Players by default take half the normal damage, likely to avoid spawn killing and stabilize damage so weapons are not overpowered.
  • Damage Turret To Player | Default=0.5 | Damage turrets do to players. Can be increased/decreased to increase/decrease damage, respectively. Players by default take half the normal damage, likely to avoid spawn killing and stabilize damage so weapons are not overpowered.

Disable Items [ ]

The following items can be disabled if provided already by another mod (all are true by default):

  • Lead Nugget
  • Steel Ingot
  • Fluid Recipes [ ]

Recipes that require fluids from both the techguns mod and/or another mod. More fluids can be added in the techguns.cfg file

Fuel Tanks [ ]

Fluids needed to fill a Chemical Laboratory. The default is lava if no fuels listed are provided and is removed by default if any of the fuels listed are provided (this can be changed in the General section).

  • Fuel
  • Refined Fuel
  • Biofuel
  • Biodiesel
  • Diesel
  • Gasoline
  • Fluid Diesel
  • Fluid Nitro-Diesel
  • Fluid Nitro-Fuel
  • Refined Biofuel
  • Fire Water
  • Rocket Fuel
Oil Fluids [ ]

Fluids considered as oil.

  • Oil
  • Tree Oil
  • Crude Oil
  • Fluid Oil
  • Seed Oil
Worldspawn Oil Fluids [ ]

Fluids considered as oil in naturally generated blocks

General [ ]

General in-game options that affect gameplay in survival.

  • Explosive Charge Advanced Max Hardness | Default=100.0 | Maximum amount of hardness damage an obsidian has a hardness value of 50, so Advanced Explosive Charges can break it by default.
  • Explosive Charge Max Hardness | Default=30.0 | Maximum amount of hardness damage an obsidian has a hardness value of 50, so Explosive Charges cannot break it by default.
  • Restrict Unsafe Mode To OP | Default=false | If set to true, allows only opped players to grief with certain weapons (i.e. Flamethrower).
  • Upgrade XP Cost | Default=20 | The base XP level required to use the Spawning [ ]

Techguns' Mob spawning features and rules.

Biome Blacklist [ ]

Biomes listed will not spawn any of the mobs from Techguns. It must be written with the ID for the Minecraft/mod biome (ex. minecraft:mushroom_island) in order to work.

Mob Worldspawn Distance [ ]

Maximum amount of blocks from worldspawn Techguns' mobs spawn in naturally generated structures with a certain danger level.

  • Danger Level 0: Default=500
  • Danger Level 1: Default=1000
  • Danger Level 2: Default=2500
Spawn Weight [ ]

Spawn Weight for all Techguns' mobs (Changing any of the values to 0 will prevent spawning of that mob).

  • Cyber Demon : Default=0
  • Zombie Soldier : Default=0
  • Nether Total Spawn Weight: Default=0
  • Overworld Total Spawn Weight: Default=0

Ore Drills [ ]

Features, rules, and configuration for Mining Levels [ ]

Determines which Mining Level is required for Ore Clusters .

  • Coal Ore Cluster: Default=0
  • Common Gem Cluster: Default=1
  • Common Metal Cluster: Default=0
  • Nether Crystal Cluster: Default=2
  • Oil Cluster: Default=2
  • Rare Metal Cluster: Default=1
  • Shiny Gem Cluster: Default=3
  • Shiny Metal Cluster: Default=2
  • Uranium Cluster: Default=3

World Generation [ ]

Configuration for world generation.

Structures [ ]

Spawning rules for certain structures.

  • Ore Cluster Structures: Default=true
  • All Techguns Structures: Default=true
  • Spawn Weight for Large Structures: Default=16
  • Spawn Weight for Medium Structures: Default=16
  • Spawn Weight for Small Structures: Default=16
Ore Generation [ ]

Determines which ores are and are not generated. All ores listed are generated by default (manually remove if provided by another mod).

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