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The mod is dedicated to anyone who loves TF2 and Minecraft just like me. The mod will also satisfy users who want more balanced guns.
The mod for Minecraft 1.7.10 is outdated
Here is the place where you can join a team, buy a weapon (using australium) and upgrade it (using experience).
It can be found in any village.
Provided that after joining a team you kill at least 5 mercenaries, you gain access to contracts once each in-game week. Finish those to gain rare items like keys or australium bars. Most contracts have objectives that can only be completed using certain weapons.
Mobs
from this mod start appearing after the end of first night, then, for
15 days, their spawn rate increase. Currently they will not attack mobs
on opposite side (unless spawned by egg). They will not attack
unassigned players to any team.
All these mobs have a chance to drop a scrap metal, ammo and weapons.
After joining a team (In Mann Co. store), you can start trading with your teammates (mobs) by right clicking on them.
Health: 15 hearts
He can deal massive amount of damage with his minigun if you come too close.
Extra drops:
Health: 7.5 hearts
He will jump over you and try to dodge your attacks
Extra drops:
Health: 7.5 hearts
Health: 9.25 hearts
Health: 10 hearts
Health: 9.25 hearts
Health: 8.5 hearts
Drops:
Health: 7.5 hearts
He can become invisible and stab you from behind
Extra drops:
Health: 7.5 hearts
He can build sentries to protect himself
Extra drops:
Building boxes can be crafted from crafting station or found from dead engineers.
Upgrading buildings requires metal from dispenser or iron bars, and is done by smashing your sentry with a wrench.
Applies significant knockback and deals 3.2 hearts damage per second to enemy mobs, or any player that hurts the owner
Heals
1/1.5/2 hearts per second, generates 28/35/42 metal every 10 seconds.
Metal can be used to upgrade, repair buildings and tools (Tool
enchantments increase metal cost)
Allows quick travel. One player can build up to 64 teleport exits; channel is configurable by right clicking the teleporter.
To fire weapons, you need to hold left mouse button. Critical hit system is similar to that one from TF2
Ammo
is required to fire a weapon in survival mode. It can be crafted in
crafting station, or collected from mobs. To increase ammo capability
craft an ammo belt and put it in special slot, accessible by right
clicking the belt.
Some of the mod's weapons:
Right click to wind up
Damage:
Damage:
Damage:
Damage:
Damage:
Damage:
Damage on direct hit:
Damage:
Right click to airblast projectiles and mobs.
Damage:
Right click to activate ubercharge
Heal:
Damage:
Damage:
Holds up to 200 metal, standing near dispensers fills the metal meter.
Damage:
Backstab instantly kills unarmored targets.
Damage:
Disables and damages enemy buildings.
Ignites enemies for 6 seconds
Damage:
Takes control of the nearest sentry, doubling fire rate and reducing damage received by 50%.
Makes a lot of noise.
Damage:
Damage:
When rocket jumping, deals critical damage
Damage:
Crits when the enemy is on fire
Damage:
Crits when it should normally mini-crit. -2 hearts when held.
Damage:
Right mouse button launches a ball can stun opponents. -1.5 hearts when held
Damage:
In
order to craft TF2 weapons and items, you need a special crafting
station, which can be done by combining iron block, crafting table and
scrap metal
All recipes are listed in the GUI:
Australium block, ingot and nugget recipes:
Metal can be smelt into iron bars:
By right-clicking a hat, ammo or ammo belt, a special inventory window appears.
Hats placed in cosmetic slots does not drop on death.
When anything is placed in the inventory, a "W" button will appear at the top of the GUI
From left - copper, lead and australium
Copper
and lead only generates if there is no other mod that could generate
these ores. Copper and lead are crafting ingredients for making bullets.
Australium is used as currency in Mann Co. Store and to create
australium - quality weapons as well.
/giveweapon is a command that gives the specified weapon to the player, with additional attributes.
Syntax:
/giveweapon <item> [player] [attribute index:attribute value ...] [v] [a] [u:effect index]
Examples:
All possible attributes can be located in references
Right click to activate:
Right click to disguise as a mob (zombie)
Revolvers,
pistols, SMGs and syringe guns can be placed in offhand slot to
increase total attack speed in cost of reduced accuracy and reload
speed.
Here is located an example pack with custom weapons and a hat.
It can be extracted to the Minecraft folder.
You will need to add the resource pack.
Many options can be configured in game, such as destructible terrain, medigun lock target.
Videos:
RED and BLU team battles:
15 RED and BLU scouts fighting each other:
https://www.youtube.com/watch?v=iPfazbfYfgg
The same, but heavies:
https://www.youtube.com/watch?v=_0hRHtzcg38
heavies vs scouts:
https://www.youtube.com/watch?v=4nrd8QnOkO0
Want a quick answer? Click the Discord logo below and join the server.
New in 1.1:
- Contracts
- New weapons:
- Direct Hit
- Rocket Jumper
- Force-A-Nature
- Phlogistinator
- Scottish Resistance
- Sticky Jumper
- Rescue Ranger
- Tomislav
- Huo-Long Heater
- Crusaders' Crossbow
- Ambassador
- Machina
- Direct Hit
The mod for Minecraft 1.7.10 is outdated
Mann Co. Store
Here is the place where you can join a team, buy a weapon (using australium) and upgrade it (using experience).
It can be found in any village.
Contracts
Provided that after joining a team you kill at least 5 mercenaries, you gain access to contracts once each in-game week. Finish those to gain rare items like keys or australium bars. Most contracts have objectives that can only be completed using certain weapons.
Mobs
Mobs
from this mod start appearing after the end of first night, then, for
15 days, their spawn rate increase. Currently they will not attack mobs
on opposite side (unless spawned by egg). They will not attack
unassigned players to any team.
All these mobs have a chance to drop a scrap metal, ammo and weapons.
Trading:
After joining a team (In Mann Co. store), you can start trading with your teammates (mobs) by right clicking on them.
Heavy:
Health: 15 hearts
He can deal massive amount of damage with his minigun if you come too close.
Extra drops:
- Bonk
Scout:
Health: 7.5 hearts
He will jump over you and try to dodge your attacks
Extra drops:
- Bonk! atomic punch
Sniper:
Health: 7.5 hearts
Demoman:
Health: 9.25 hearts
Soldier:
Health: 10 hearts
Pyro:
Health: 9.25 hearts
Medic:
Health: 8.5 hearts
Drops:
- 15% chance to drop syringe gun
- 8% chance to drop medigun
Spy:
Health: 7.5 hearts
He can become invisible and stab you from behind
Extra drops:
- Disguise kit
- Sapper
- Invis watch
Engineer:
Health: 7.5 hearts
He can build sentries to protect himself
Extra drops:
- Sentry, dispenser or teleporter box
Buildings
Building boxes can be crafted from crafting station or found from dead engineers.
Upgrading buildings requires metal from dispenser or iron bars, and is done by smashing your sentry with a wrench.
Sentry:
Applies significant knockback and deals 3.2 hearts damage per second to enemy mobs, or any player that hurts the owner
Dispenser:
Heals
1/1.5/2 hearts per second, generates 28/35/42 metal every 10 seconds.
Metal can be used to upgrade, repair buildings and tools (Tool
enchantments increase metal cost)
Teleporter:
Allows quick travel. One player can build up to 64 teleport exits; channel is configurable by right clicking the teleporter.
Weapons
To fire weapons, you need to hold left mouse button. Critical hit system is similar to that one from TF2
Ammo
is required to fire a weapon in survival mode. It can be crafted in
crafting station, or collected from mobs. To increase ammo capability
craft an ammo belt and put it in special slot, accessible by right
clicking the belt.
Some of the mod's weapons:
Minigun:
Right click to wind up
Damage:
- close: 10-25 hearts per second (27-54 critical)
- far: 1-4 hearts per second (6-13 critical)
Scattergun:
Damage:
- close: 2-5 hearts per shot (7-9 critical)
- far: 0.5-2 hearts per shot (2-4 critical)
Pistol:
Damage:
- close: 1-2 hearts per shot (2 critical)
- far: 0.5-1 hearts per shot (2 critical)
Shotgun:
Damage:
- close: 2-4.5 hearts per shot (7-9 critical)
- far: 0.5-2 hearts per shot (2-4 critical)
Sniper Rifle:
Damage:
- Uncharged: 2.5 hearts per shot
- Charged: up to 7.5 (22.5 headshot) hearts per shot
SMG:
Damage:
- close: 2-5 hearts per second (12 critical)
- far: 1-2 hearts per second (6-12 critical)
Rocket Launcher:
Damage on direct hit:
- close: 4.5-5.5 hearts per shot (13.5 critical)
- far: 2.25-3.25 hearts per shot (13.5 critical)
Grenade Launcher:
Damage:
- direct hit: 5 hearts (15 critical)
- explode on timer: 2-3.2 hearts (6-9.6 critical)
Flame Thrower:
Right click to airblast projectiles and mobs.
Damage:
- close: 6-7.2 hearts per second (18-21.6 critical)
- at max range: 4.6 hearts per second (13.8 critical)
Medigun:
Right click to activate ubercharge
Heal:
- 0-10 seconds after receiving damage: 1.2 hearts per second
- 15 seconds after receiving damage: 3.6 hearts per second
Syringe Gun:
Damage:
- close: 5.5-6 hearts per second (15 critical)
- far: 3.5-5 hearts per shot (15 critical)
Revolver:
Damage:
- close: 2-3 hearts per second (6 critical)
- far: 1-1.5 hearts per shot (6 critical)
Wrench:
Holds up to 200 metal, standing near dispensers fills the metal meter.
Damage:
- 3.25 hearts per swing (9.75 critical)
Knife:
Backstab instantly kills unarmored targets.
Damage:
- 2 hearts per swing
- insta-kill (backstab)
Sapper:
Disables and damages enemy buildings.
Flare gun:
Ignites enemies for 6 seconds
Damage:
- 1.5 hearts on hit + 3 hearts afterburn (4.5 hearts on hit against lit players)
Wrangler:
Takes control of the nearest sentry, doubling fire rate and reducing damage received by 50%.
Frying Pan:
Makes a lot of noise.
Damage:
- 3.25 hearts per swing (9.75 critical)
Bottle:
Damage:
- 3.25 hearts per swing (9.75 critical)
Market Gardener:
When rocket jumping, deals critical damage
Damage:
- 3.25 hearts per swing (9.75 critical)
Axtinguisher:
Crits when the enemy is on fire
Damage:
- 3.25 hearts per swing (9.75 critical)
Bushwacka:
Crits when it should normally mini-crit. -2 hearts when held.
Damage:
- 3.25 hearts per swing (9.75 critical)
Sandman:
Right mouse button launches a ball can stun opponents. -1.5 hearts when held
Damage:
- 1.75 hearts per swing (5.25 critical)
Crafting:
In
order to craft TF2 weapons and items, you need a special crafting
station, which can be done by combining iron block, crafting table and
scrap metal
All recipes are listed in the GUI:
Australium block, ingot and nugget recipes:
Metal can be smelt into iron bars:
Ammo belt and cosmetic inventory:
By right-clicking a hat, ammo or ammo belt, a special inventory window appears.
Hats placed in cosmetic slots does not drop on death.
When anything is placed in the inventory, a "W" button will appear at the top of the GUI
Extras:
New ores:
From left - copper, lead and australium
Copper
and lead only generates if there is no other mod that could generate
these ores. Copper and lead are crafting ingredients for making bullets.
Australium is used as currency in Mann Co. Store and to create
australium - quality weapons as well.
Give weapon:
/giveweapon is a command that gives the specified weapon to the player, with additional attributes.
Syntax:
/giveweapon <item> [player] [attribute index:attribute value ...] [v] [a] [u:effect index]
Examples:
- /giveweapon shotgun - gives shotgun to the command sender
- /giveweapon minigun xyz - gives minigun to xyz
- /giveweapon sniperrifle xyz 0:1.75 6:0.5 - gives sniper rifle to xyz, with 75% damage bonus and 50% increased fire speed attributes.
- /giveweapon teamcaptain xyz u:0 - gives unusual Team Captain with burning flames effect
All possible attributes can be located in references
Other commands:
- /resetbossstat [player] - clears all boss progress for a given player
- /resetitemdata - reloads weapon data files
Invisibility watch:
Right click to activate:
Disguise Kit:
Right click to disguise as a mob (zombie)
Dual wielding:
Revolvers,
pistols, SMGs and syringe guns can be placed in offhand slot to
increase total attack speed in cost of reduced accuracy and reload
speed.
Custom content creation:
Here is located an example pack with custom weapons and a hat.
It can be extracted to the Minecraft folder.
You will need to add the resource pack.
Config:
Many options can be configured in game, such as destructible terrain, medigun lock target.
Videos:
RED and BLU team battles:15 RED and BLU scouts fighting each other:
https://www.youtube.com/watch?v=iPfazbfYfgg
The same, but heavies:
https://www.youtube.com/watch?v=_0hRHtzcg38
heavies vs scouts:
https://www.youtube.com/watch?v=4nrd8QnOkO0
Credit | Valve, grodax, Cipher_punk, The_Last_Dovahkiin, lundgren1957 |
Progress | 100% complete |
Game Version | Minecraft 1.12 |
Tags |
8 Update Logs
1.1.7 : by rafradek 07/12/2017 5:06:37 pmJul 12th, 2017
Added new weapons
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tools/tracking
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the rainblower.
allow the disguise kit to disguise ourselves as the mobs added by this mod.