Hats placed in cosmetic slots does not drop on death. 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 metalīy right-clicking a hat, ammo or ammo belt, a special inventory window appears.
Recommend that you should install Just Enough Items (for mods using Forge) or Roughly Enough Items (for mods using Fabric) to view the full recipes included in this mod Charging grants mini-crits or crits to a melee weapon depending on distance. When held in the main hand or offhand, grants 50% fire resistance and 30% explosion resistance. These weapons have increased melee range. Heads grants additional health and speed. 1.5 hearts when heldĮach kill against the enemy grants a head. Right mouse button launches a ball can stun opponents. When rocket jumping, deals critical damageĬrits when it should normally mini-crit. Takes control of the nearest sentry, doubling fire rate and reducing damage received by 50%. 1.5 hearts on hit + 3 hearts afterburn (4.5 hearts on hit against lit players).Holds up to 200 metal, standing near dispensers fills the metal meter.īackstab instantly kills unarmored targets. far: 1-1.5 hearts per shot (6 critical).close: 2-3 hearts per second (6 critical).far: 3.5-5 hearts per shot (15 critical).close: 5.5-6 hearts per second (15 critical).15 seconds after receiving damage: 3.6 hearts per second.0-10 seconds after receiving damage: 1.2 hearts per second.at max range: 4.6 hearts per second (13.8 critical).close: 6-7.2 hearts per second (18-21.6 critical).Right click to airblast projectiles and mobs. explode on timer: 2-3.2 hearts (6-9.6 critical).close: 4.5-5.5 hearts per shot (13.5 critical).far: 1-2 hearts per second (6-12 critical).close: 2-5 hearts per second (12 critical).Charged: up to 7.5 (22.5 headshot) hearts per shot.close: 2-4.5 hearts per shot (7-9 critical).far: 0.5-1 hearts per shot (2 critical).close: 1-2 hearts per shot (2 critical).far: 0.5-2 hearts per shot (2-4 critical).close: 2-5 hearts per shot (7-9 critical).far: 1-4 hearts per second (6-13 critical).close: 10-25 hearts per second (27-54 critical).Critical hit system is similar to that one from TF2 To fire weapons, you need to hold left mouse button. Many options can be configured in game, such as destructible terrain, medigun lock target. 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. Right click to disguise as a mob (zombie) /giveweapon sniperrifle xyz 0:1.75 6:0.5 – gives sniper rifle to xyz, with 75% damage bonus and 50% increased fire speed attributes.Īll possible attributes can be located in references./giveweapon minigun xyz – gives minigun to xyz./giveweapon shotgun – gives shotgun to the command sender.giveweapon is a command that gives the specified weapon to the player, with additional attributes. Store and to create australium – quality weapons as well. Australium is used as currency in Mann Co. Copper and lead are crafting ingredients for making bullets. One player can build up to 64 teleport exits channel is configurable by right clicking the teleporter.Ĭopper and lead only generates if there is no other mod that could generate these ores. Metal can be used to upgrade, repair buildings and tools (Tool enchantments increase metal cost)Īllows quick travel. Heals 1/1.5/2 hearts per second, generates 28/35/42 metal every 10 seconds. Upgrading buildings requires metal from dispenser or iron bars, and is done by smashing your sentry with a wrench.Īpplies significant knockback and deals 3.2 hearts damage per second to enemy mobs, or any player that hurts the owner He can build sentries to protect himselfīuilding boxes can be crafted from crafting station or found from dead engineers.He can become invisible and stab you from behind.He will jump over you and try to dodge your attacks He can deal massive amount of damage with his minigun if you come too close. Currently they will not attack mobs on opposite side (unless spawned by egg), but they will attack players. Mobs from this mod start appearing after the end of first night, then, for 15 days, their spawn rate increase. Some of the stock weapons: Scattergun, Shotgun, Minigun, Pistol, Revolver, SMG, Sniper Rifle, Grenade Launcher, Rocket Launcher, Stickybomb launcher, Flame Thrower… New mob classes: Scout, Heavy, Sniper, Pyro, Soldier, Demoman… TF2 Stuff Mod 1.12.2, 1.11.2 adds aspect from Team Fortress 2.