#Timeless and Classics Zero TFG Implementation

2 messages · Page 1 of 1 (latest)

cerulean ruin
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Im experimenting with implementing Timeless and Classics Zero and trying to implement guns for a server Im making. I was thinking of basing the gun strength on tech tiers and requiring said tier's assembler to make better guns. I have removed the TACZ workbench to make guns/ammo

I am new to using KubeJS and am learning how to use it. The main thing I still need to figure out aside from getting the recipes to work is to balance them based on realism for how they are made in real life vs locking stronger guns behind tech tiers. I could also go completely realistic on the materials and just use voltage tiers for progression-gating
The AK is the main concern due to its strength.

Guns are cool though

The current progression is looking like this so far:

LV: Pistols
MV: Shotguns/basic rifles
HV: Rifles/SMG/LMG
IV: Sniper Rifles/Explosive Weapons

Create: Ammo production incorporating the existing Create Addon for it.

I dont know enough about GT chemicals to fully plan out an implementation for GT bullet production but theres a lot of materials in the modpack already that could be implemented. I also do not plan on creating any new blocks for this but I have bigger fish to fry with this. GT bullet production would also be much cheaper than create production.

In terms of addons, it would be cool to add muskets and other flintlock stuff for TFC part of the game and for IV+ power I was considering adding Helldivers guns as my roommate really wants them and they are much stronger than the base TaCZ weapons.

cerulean ruin
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I got it to work lfg