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[Suggestion] Add functionality to plus/cross slot in HUD and other features ideas #60

Description

@CombineAssistant

Is your feature request related to a problem?

The plus/cross slot in the Techguns HUD currently does not seem to be used for anything. The original author has stated that "This slot is not yet in use. The plan is for auto healing items, like a stim pack for example." Cited here pWn3d1337#52 (comment)
Features I would like to see:

Describe the solution you'd like

  • Add functionality to plus/cross slot - Allow healing potions or any other healing item (bandages and medkits etc.) to be used in the slot for auto healing.
  • Add a changeable keybind for shooting the guns. (So, if one wishes to fire their weapons with something other than left click, like for example the "Q" key)
  • Add more ammunition types, here are some ideas: (Poison tipped rounds: Poisons the mob hit. | High voltage rounds: temporarily stuns hit mobs or stuns all mobs around the hit mob in a radius or stuns all mobs that are hit while in the water. | Armor piercing rounds: Goes right through a mob's armor or at the very least makes their armor less effective. Also, can penetrate through several mobs in a line. | Silver bullets: These rounds are more effective against the undead mobs (Zombies skeletons etc.) Cold/Cryo rounds: Slows down the mob hit and if hit enough (maybe 50%-75% of their max health) they shatter into frozen pieces. | Heat signature rounds: Temporarily highlights the mob hit like Spectral arrows | Heat seeking rounds: These bullets fly towards the nearest mob. | Ricochet Rounds: These tracer rounds bounce off walls, floors, and ceilings depending on the angle the player looks at them, this can allow the player to hit hidden targets like a mob around a corner.
  • Allow more weapons to use Explosive rounds than just the sniper rifle.
  • Add some kind of trails/tracers to come off of projectiles when they fly through the air and make it a toggleable option.
  • Mobs with guns have a chance to use other ammo types on the player on harder difficulties - Mobs can only use ammo types that would make sense to use against a player. Example: (Silver bullets wouldn't work because the player is not undead.) The player using a zombie/skeleton skin does not count unless there is code added to check for that, in which case I guess mobs could use silver bullets against the player.
  • If any of this is added, allow these features to be turned on and off by the mod user to suit their experience.

Alternatives you've considered

In terms of how these new ammunition types are crafted:

Poison tipped rounds could be crafted from combining bullets and poison potions, a poison flower, some poisonous pufferfish extract.

High voltage rounds could be crafted from combining bullets and a charged battery or a charged power cell.

Armor piercing rounds could be crafted from combining bullets and Creeper Acid.

Silver bullets could be crafted from combining bullets and some kind of silver (Might need to add silver ore or get another mod that adds silver ore.)

Cold/Cryo rounds could be crafted from combining bullets and An Ice block, or Packed ice block, <---- (Would need silk touch to acquire.) Or snowballs.

Heat signature rounds could be crafted from combining bullets and Glowstone.

Heat seeking rounds could be crafted from combining bullets + spider eyes and a ender pearl, or eye of ender.

Ricochet Rounds could be crafted from combining bullets and slime balls or a slime block.

Impact details (optional)

Some of the ammo type ideas I mentioned would need to be carefully balanced to not be overpowered.

Additional context

Thank you guys for keeping this mod alive, It's the modding community together that makes this possible!

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