Left out lead for ammo, and potash could be used as a sub for saltpeter. 5k cloth for cartridges, is a little large. For the spring guns, would need steel for the springs, since other materials would be too brittle, low tensile strengthLead ammunition is definitely in the raws; are you sure you didn't leave the reaction out of entity_default by mistake? I'll take your other comments into consideration, but I'm waiting on a bit more feedback before the next version.
though to keep thing simpler i only used 1 brimstone/saltpeter/coal per bag, and each bag creates a lot of bullets :xSo did the mod I based it on, but I couldn't resist making it more complex. And 120 rounds per sack of gunpowder ought to be plenty once I tweak the reaction a bit. Might go with Fredd's suggestion instead of a reaction to create saltpetre, actually; I don't know if the ashery can accept a custom reaction, and my custom workshop design skills are... lacking, to say the least.
Rifles have the highest muzzle velocity but a slightly longer reload time than muskets, but muskets possess spike bayonets. Pistols are quicker to reload but have a lower muzzle velocity than both, but can be used in conjunction with a shield. Spring-guns have a slightly better reload time than a musket and carry bayonets, but are much less powerful.
slightly longer reload time than muskets [...] Pistols are quicker to reload
I thought the weapon system was weird to the point of being able to hold several weapons/shields in one hand, but rifles/muskets/spring-guns disallows shield holding?They're too large for dwarves to hold one-handed; the same size as a longsword in fact. I think that should work properly.
How does this work? I wasn't aware that there were any means of affecting firing speed.SHOOT_MAXVEL is the tag that governs the reload rate, and SHOOT_FORCE alters muzzle velocity, which is apparently sort of like the force multiplier tag in melee damage. I think.
Did you test out rifles and other two-handed weapons in fortress mode?I've not yet had an opportunity to test this, I'm afraid. I genned one world with an earlier, horribly broken incarnation of the mod, and only had time to fix the major screwups before going on vacation. I won't have access to my gaming rig for a few weeks.
I always thought that ranged weapons needed to be one handed so they could hold ammo in the free hand.
But if not, that's good news.
Did you test out rifles and other two-handed weapons in fortress mode?I've not yet had an opportunity to test this, I'm afraid. I genned one world with an earlier, horribly broken incarnation of the mod, and only had time to fix the major screwups before going on vacation. I won't have access to my gaming rig for a few weeks.
I always thought that ranged weapons needed to be one handed so they could hold ammo in the free hand.
But if not, that's good news.
I'm about to gen a world with firearms, what skill affects gun usage?Marksdwarf for the ranged attack, and weapons with bayonets use the speardwarf skill whilst the rest use MISCWEAPON.
I'm about to gen a world with firearms, what skill affects gun usage?Marksdwarf for the ranged attack, and weapons with bayonets use the speardwarf skill whilst the rest use MISCWEAPON.
And I did add a lot of comments to the raws answering most of these questions, you know.
It's okay. I shouldn't have assumed that everyone has my habit of skimming the text of a mod before genning a world with it.
Im dying to play this, but it'll have to wait for a new world gen unless I can mod it into a save :P
You can mod it in if you place all the required files into your raw folder inside your region save folder.
However the presence of guns won't have affected your worldgen.
Cannons are on the list for after siege engines are overhauled, and I'd rather cut out the middleman and make it out of ash and sewer brew; the stuff probably tastes like piss anyway. ;)
I know that my mod was far from perfect to begin with, (huge understatement, I know) specially considering how I still don't know the best way to work with the current damage system. If I may be so bold, I do have some suggestions:
-Originally I was going to have the musket-making reaction use more bars, logs and mechanisms, but produce more weapons to account for the use of flint. I think it was making around 4 of them at once.
-A better work-around would be to create an item (perhaps a tool?) to replace the boulder of flint in the weapon-making reaction, which then can be made in large quantities from a single boulder of flint. Like the gunstones are made, perhaps?
Also if I may, while SHOOT_FORCE does affect damage (as far as I know), SHOOT_MAXVEL affects the actual speed of the projectile, however due to how reloading works (again, I'm not 100% sure of this) anyone firing the weapon cannot start reloading until their projectile hits something, so it does affect reload speed a bit, but for the most part that's really dependant on your dwarf's marksman/misc.weapon skill or even their agility level.
<DISREGARD THAT I SUCK PLUMP HELMETS>(...)and wasn't flint only in 40d and earlier?
I think tonight I will cheat to speed up gun production and try and test out all the gun functions. I'd really like to try and help this mod get somewhere, because to be frank I like dwarves who are more industrious and steampunk-ish than high fantasy. So I'd love to see a mod that takes dwarves in an industrial direction.
The gnomes and goblins take offense.
I've had trouble with the rock cartridges as well, with dorfs refusing to stockpile them at all.
Much obliged, Acperience. If you don't mind, I'll add the magma forges and the tweaked ammo values to the next update. Pistols with daggers attached is historically accurate, at least according to the Valiant Book of Pirates, so I'll throw those in as a separate weapon to the ordinary pistol. Vaguely torn about bayonets for rifles though; it makes perfectly good logical sense but renders muskets a lot less useful.
It seems in arena mode, dwarves won't equip a rifle with a shield, however in fort mode, they will equip both.
I think this is because in arena mode, the ammunition is held in the offhand whereas in fort mode, quivers take care of that.
It seems in arena mode, dwarves won't equip a rifle with a shield, however in fort mode, they will equip both.
I think this is because in arena mode, the ammunition is held in the offhand whereas in fort mode, quivers take care of that.
I think that's a bug on Toady's end, judging by the number of posts I've seen about dwarves carrying three swords and a shield at once etc. The rock bullets are probably an error in the reaction somewhere, though for the life of me I can't think where. I'll look it over, and if I can't find it I'll just make separate reactions for each metal.
Oh, by the way, when did metal mechanisms get reintroduced? I made this mod when I was still on .31.18.
Thanks to unforseen circumstances upon which I shall enlarge when it's not 1AM, I will be without a DF-capable computer for the next few months...Or not, as it turns out. 43 FPS on embark is good enough to be getting on with, so I'll try and nail some of the bugs with the workshops. I'm also going to experiment with ceramic ammunition, at least for spring-guns.
Thanks to unforseen circumstances upon which I shall enlarge when it's not 1AM, I will be without a DF-capable computer for the next few months...Or not, as it turns out. 43 FPS on embark is good enough to be getting on with, so I'll try and nail some of the bugs with the workshops. I'm also going to experiment with ceramic ammunition, at least for spring-guns.
After that is the next big development: Rockets. This is where I depart somewhat from actual history, though the use of rockets as artillery is older than you might think. Absent support for throwing weapons in fortress mode, I'm aiming for something that resembles a Renaissance-era gunsmith's attempt at an M79. I've got these mostly worked out in my head, but I'd be interested in some recommendations from you folks before I kick off.
For experimenting with ceramic ammo, you might want to consider creating a new type of material, paired with a new reaction that creates the material.They're supposed to be the equivalent of bone bolts in vanilla, ie alright for training or hunting small game but only deployed in combat if you're really desperate, but duly noted.
The edge damage setup used for gunstones and cartridges relies on the cutting properties of the bullet material. I have no idea what the properties are for porcelain or clay goods, but I doubt Toady created them with ceramic ammunition in mind.
I think maybe gunpowder creation should be changed to alchemy as well.That's on hold until either alchemy is used for something in vanilla DF or importing a particular material in bulk is less hassle. Remember how irritating it was to get glassmakers on a map with no sand back in 40d?
How do you plan on creating the grenade effect for the m79?Much as I'd like to, I'm not going for an explosion effect, but more of an armour-piercing one. More details in the morning.
I have no idea on how you would start, but having a dragonfire or magma mist effect would be interesting.
For experimenting with ceramic ammo, you might want to consider creating a new type of material, paired with a new reaction that creates the material.They're supposed to be the equivalent of bone bolts in vanilla, ie alright for training or hunting small game but only deployed in combat if you're really desperate, but duly noted.
The edge damage setup used for gunstones and cartridges relies on the cutting properties of the bullet material. I have no idea what the properties are for porcelain or clay goods, but I doubt Toady created them with ceramic ammunition in mind.
Wax would be a clever way of making genuine blank rounds, but realistically, bullets made from it probably wouldn't even make it out of the barrel before they disintegrated. Ceramic ones should at least be capable of hitting a target.
That's news to me; the army prefer to use blanks and the MILES system in this country, less chance of accidental injuries. Anyway, I'll look into it. Wax bullets might be useful as less-lethals for the fortress guard as well as practice rounds, but I'm not sure ordinary beeswax in a black-powder musket would be as successful.
If spring guns are less powerful than all other guns, are they still powerful enough to be used for hunting? And I think that the bayonet on a musket should be a removable secondary item.They should be more than adequately lethal against game, or against hostiles who aren't wearing armour. Unfortunately hunters seem to be hard-coded to use crossbows at the moment. There mayt or may not be workarounds for this but I haven't begun to test that yet.
I know I'm bumping an old topic, but is it possible to implement different ammo for the musket and airgun? They should be using blunt ball ammo and should make lead more useful than it is now for ammo material.
Oh and cannons for the siege operator...
I know I'm bumping an old topic, but is it possible to implement different ammo for the musket and airgun? They should be using blunt ball ammo and should make lead more useful than it is now for ammo material.I experimented with a BLUNT tag for musket shot in an earlier version, and I'm sorry to say it's not currently possible to make it realistic; unless I increase the contact area to an improbable size it's completely ineffectual no matter how much I crank up the impact speed.
I've been playing with this and I noticed some things and had some questions.Sod it. Sorry about that, I thought I'd fixed the "rock cartridges" bug. Can you dig out the error logs?
1. Cartridges are made with clothesmaking. (Merely being stated for everyone else who didn't know....took me forever to find that one out)
1.5 Cartridges also won't store in ammo piles even though bullet parts do. They also show up as 'rock cartridges' even though I make them with steel. Is this a cosmetic flaw? I haven't had much luck actually killing things as those rock cartridges seem to be deflected pretty easily, but this could be a problem with the lowskill of my dwarves. Also, making cartridges only require 1 cloth instead of 1000.
2. Spring guns. Do they use the minted amunition instead of cartridges?Yes.
3. Magma forges and mints. I found in this thread to get them to work they have to be added to the entity_default. This was left out of the main post I saw. Also, the regular gunbench makes bladed pistols while the magma forge only makes non-bladed pistol varieties.Oops. Thanks for the heads up, I'll edit the front page as well as add bladed pistols to the list of reactions for magma workshops.[/quote]
4. Can't make weapons from the shop itself. For whatever reason, the reactions to make any of the weapons are red and I cannot choose them even though I have all the mats. I found that by making a job order for pistols they got made. Note that forging metal mechanisms from the shop works fine.Huh. That's weird. Again, let take a look at the error log and I'll see if I can figure out where I've screwed up.
Sorry if this is a bit random, but, i tried using your mod and i am having trouble getting my guys to shoot the muskets and pistols im giving them. For some reason i couldn't them to even carry ammo, but upon a little fiddling i got it, but they still wont load the guns and just chase after everything waving their bayonettes in the air. What should i do?Hmmm. Have you made sure they're set to use their cartridges for training and combat in the military screen? And I suggest arming them with either a musket or a pistol rather than one of each; it might be confusing the AI as to what they're meant to be shooting with.
Hi,Go right ahead. But be sure to emphasise the fact that it's derived from another mod in turn. As for the workbench, I may just follow your lead on that. It was originally going to be used for a lot more reactions in a separate mod that never made it past the planning stage, and it's a bit redundant now.
I currently have a poll running in my modthread, about what people wish for the next update. Historic weapons are leading :)
I wanted to ask, if I could add this to my mod, with proper credit of course. I would remove the rockets and the workbench, but otherwise leave it as it is.
EDIT: On a different note: Your permitted reactions in the first post are wrong. You call the bullets there LEAD_BULLET_S and LEAD_BULLET_L for example, and the reactions in the reaction file are called: LEAD_BULLET and LEAD_BULLET2Oops. Thanks for the heads up, I'll edit the first post accordingly.
Hi! is this mod compatible with DF2012?
Apologies in advance if the question sounds far too noob, I've always played vanilla :)
[WEAPON:ITEM_WEAPON_MUSKET]
[WEAPON:ITEM_WEAPON_RIFLE]
[WEAPON:ITEM_WEAPON_PISTOL]
[WEAPON:ITEM_WEAPON_PISTOL_BLADED]
[AMMO:ITEM_AMMO_CARTRIDGE]
[WEAPON:ITEM_WEAPON_AIRGUN]
[AMMO:ITEM_AMMO_BULLET]
[WEAPON:ITEM_WEAPON_ROCKET_TUBE]
[AMMO:ITEM_AMMO_ROCKET]
BTW ... the gunpowder 10000 is alot of gunpowder (PRODUCT_DIMENSION multipies product amount) donno if your goal was 66/67 things of gunpowerder or you acaully want 10000 made.
looking forward to the release loved this mod for 31.25
Ammo with more then one type of attack?
and that is crappy living settings. Worse then mine when I got to go to college...
Does this work with the latest version of dwarf fortress?
[REACTION:ARMED_BLAG]
[NAME:saw off shotgun]
[BUILDING:GUN_FORGE:NONE]
[BUILDING:GUN_MAGMA:NONE]
[REAGENT:A:1:WEAPON:ITEM_WEAPON:SHOTGUN:METAL:NONE]
[PRODUCT:95:1:WEAPON:ITEM_WEAPON:SHOTGUN_SAWN_OFF:METAL:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:FORGE_WEAPON]
[ADVENTURE_MODE_ENABLED]
How are rockets modeled in this game? Do they actually have AoE?
If not, here is how you should do it. Make the rocket set the target on fire - but also change it's body material type to booze. :P
[REACTION:ANY_BULLET_L]
[NAME:make large gunstones (any metal)]
[BUILDING:BULLET_MINT:NONE]
[BUILDING:BULLET_MAGMA:NONE]
[REAGENT:A:150:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:METAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_BULLET_L:GET_MATERIAL_FROM_REAGENT:A:NONE]
[FUEL]
[SKILL:METALCRAFT]
[REACTION:ANY_BULLET_S]
[NAME:make small gunstones (any metal)]
[BUILDING:BULLET_MINT:NONE]
[BUILDING:BULLET_MAGMA:NONE]
[REAGENT:A:150:BAR:NONE:INORGANIC:NONE][REACTION_CLASS:METAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_BULLET_S:GET_MATERIAL_FROM_REAGENT:A:NONE]
[FUEL]
[SKILL:METALCRAFT]
[REACTION:CARTRIDGES_L]
[NAME:prepare large cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_L:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:powder][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_L:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]
[REACTION:CARTRIDGES_S]
[NAME:prepare small cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_S:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:powder][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_S:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]
[REACTION:CARTRIDGES_B]
[NAME:prepare buckshot cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:180:AMMO:ITEM_AMMO_BULLET_S:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:powder][PRESERVE_REAGENT]
[REAGENT:D:2000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BUCKSHOT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]
[REACTION:ARMED_BLAG]
[NAME:saw off shotgun]
[BUILDING:GUN_FORGE:NONE]
[BUILDING:GUN_MAGMA:NONE]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_SHOTGUN:METAL:NONE]
[PRODUCT:95:1:WEAPON:ITEM_WEAPON_SHOTGUN_SAWN_OFF:GET_MATERIAL_FROM_REAGENT:A]
[SKILL:FORGE_WEAPON]
[ADVENTURE_MODE_ENABLED]
Adding some feedback/reports:
1. items_ammo_guns.txt - the class for buckshot should be CLASS:BUCKSHOT instead of CLASS:BULLET_S
2. reactions_guns.txt - for any metal gunstones, cartridges, and sawn-off shotgun reaction, I think there's no need for the METAL tag before GET_MATERIAL_FROM_REAGENT. The errorlog says Unrecognized Inorganic Token: GET_MATERIAL_FROM_REAGENT before, removing it should fix it.
Oh, and I should say, great mod! The goblins will love their new shotguns. :)
Just make 50 flints form a boulder:) Best is the enemy of good - that is a good russian proverb. You will use a lot of time and in the end will make boulder do a lot of flints but with 50 reactions instead of 1 :)
Well boulders are heavy as sin, so ordering flint you might get 5 boulders at max. Maybe a new tool could be made called "Box of Flints" can be made out of anything, since it is a box. of course a stone box is weird. And if enabled for your civ (TOOL) then you can make these boxes at a craftshop, so maybe other civs use it?
Anyways you trade for these lighter but more expensive boxes of flint, have a reaction the takes a box and make 3-7 flints.
Donno just a suggestion.
I love the mod, but I'm still having problems getting it to fully function properly.
The biggest problem I'm having is ammo, specifically cartridges. They show up as "Rock" projectiles, regardless of the stones made.
Any thoughts for how I can fix that?
Protect your head Jake :) About crates- you can do it MasterWork Mod way :) Meph uses sopa bars called crates (for the purpose of easy finding and not using it in any reactions) with AUTOMATIC reactions to unload them. You will need to make a new material template and a creature for this (arena_restricted) and it will let you use it and assign any value to crate you want:)
Hugo - that's from Meph's RAWS:) And for that matter this template has no SOAP_LEVEL 2 and [SOAP] which should protect it from being used in hospital. Good to know about arena_restricted.Ha that explains it, also this should work aswell:
@Teh Barple
In adv. mode? Yea it's funny like that, it randomly picks a weapon of that given skill. High sword skills might give you a short sword, long sword, or a 2-hander. As an example. Nothing to do with the Mod
Also Jake I'm going to look into this "Stone ammo" Issue if you don't find it first. I have the newest DL.
Skald what version of this mod are you using?
[REACTION:CARTRIDGES_L]
[NAME:prepare large cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_L:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:powder][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_L:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]
[REACTION:CARTRIDGES_S]
[NAME:prepare small cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_S:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:powder][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_S:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]
I am curious as why there are 2 [ADVENTURE_MODE_ENABLED] in these reactions.Because I wasn't paying attention, that's why. I think I just gave myself a black eye from facepalming too hard.
[REACTION:MAKE_BULLETS]
[NAME:make box of bullets]
[BUILDING:AMMO_REGEN:NONE]
[REAGENT:copper:150:BAR:NONE:INORGANIC:COPPER]
[REAGENT:lead:150:BAR:NONE:INORGANIC:LEAD]
[REAGENT:gunpowder:150:POWDER_MISC:NONE:NONE:NONE][REACTION_CLASS:GUNPOWDER]
[REAGENT:gunpowder container:1:NONE:NONE:NONE:NONE]
[CONTAINS:gunpowder]
[NOT_IMPROVED]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:50:AMMO:ITEM_AMMO_BULLET:INORGANIC:COPPER_LEAD]
[SKILL:FORGE_WEAPON]
Say along the lines of this:Cobaltite isn't an ore of anything in vanilla, although I have made it an ore of nickel with a 10% chance for iron before.
[REACTION:COBALT_TO_SULPHUR]
[NAME:make sulphur from cobaltite]
[BUILDING:SMELTER:NONE]
[REAGENT:A:10:METAL_ORE:COBALTITE]
[PRODUCT:100:2:BOULDER:NO_SUBTYPE:METAL_ORE:BRIMSTONE]
[FUEL]
[SKILL:SMELT]
[ITEM_TOOL:ITEM_TOOL_FIRELOCK_L]
[NAME:large firelock:large firelocks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_FIRELOCK_S]
[NAME:small firelock:small firelocks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_SPRINGLOCK_L]
[NAME:large spring-lock:large spring-locks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_SPRINGLOCK_S]
[NAME:small spring-lock:small spring-locks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_FLINT]
[NAME:flint striker:flint strikers]
[VALUE:1]
[TILE:.]
[SIZE:1]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
Custom reactions to produce weapons or ammunition don't work "off-screen", I already discovered that back around v0.6. I could do something with a reaction to create an item in a package of some sort, though; Deon managed something similar with the salvage crate mechanic in his Wasteland mod, but that strikes me as being too easy to exploit and too difficult to balance.Well acaully it's kinda not much of an exploit if you think about it. if you make this inorganic really expensive and only avaiable for trade by using:
[REACTION:FLINT_LOCK_TRADE_EMBARK_ONLY]
[PRODUCT:100:1:BAR:NONE:INORGANIC:FLINT_LOCK_WRAPPED]
[INORGANIC:FLINT_LOCK_WRAPPED]
[USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:packaged flintlock]
[DISPLAY_COLOR:7:7:0]
[MATERIAL_VALUE:100] --- Or whatever price you want might have to be tweaked for desired results
[SOAP] --- classes as Misc. Other in embark and trading (also won't be used as SOAP due to lacking a soap_level)
[SOLID_DENSITY:1] --- super light for trading purposes
trade for a "flintlock wrapped in water-proof cloth" in which you unwrap it with a custom reaction."flintlock kit in oil cloth"
I suggest that you change the "shotgun"'s name to "blunderbuss"... That's basically what a blunderbuss is, a muzzle-loaded shotgun with a flared muzzle (made it easier to load and made the shot spread, but also made it a hell of a lot louder)."Blunderbuss" derives from a Dutch loan-word (http://en.wikipedia.org/wiki/Blunderbuss#Etymology), which goes against the established practice in vanilla of avoiding location-specific names for things. The word also conjures mental pictures of an absurd-looking weapon resembling nothing so much as a trumpet with a firing mechanism, the sort of thing wielded by overweight Germanic villains with enormous facial hair in Saturday morning cartoons and comic operas.
being tring this with the download. However Dwarf Therapist quits on load. using Dwarf Therapist v0.6.12Wrong thread
being tring this with the download. However Dwarf Therapist quits on load. using Dwarf Therapist v0.6.12Wrong thread
@medikohl
Pyrite is a type of gem in DF
Soo.. was this a type of crystalized sulfur?
overweight Germanic villains with enormous facial hair in Saturday morning cartoons and comic operasHey! I happen to be of German ancestry, and frankly find this slightly (albeit hilariously) offensive.
I also have some german blood, but i'm all for good laughs loloverweight Germanic villains with enormous facial hair in Saturday morning cartoons and comic operasHey! I happen to be of German ancestry, and frankly find this slightly (albeit hilariously) offensive.
Hey! I happen to be of German ancestry, and frankly find this slightly (albeit hilariously) offensive.Don't look at me, I didn't invent the trope.
Sorry. Real life's been getting in the way.I can relate. I've been trying to work on two mods, and both summer school and family trips/vacations have been preventing me from working on them.
I suggest that you change the "shotgun"'s name to "blunderbuss"... That's basically what a blunderbuss is, a muzzle-loaded shotgun with a flared muzzle (made it easier to load and made the shot spread, but also made it a hell of a lot louder)."Blunderbuss" derives from a Dutch loan-word (http://en.wikipedia.org/wiki/Blunderbuss#Etymology), which goes against the established practice in vanilla of avoiding location-specific names for things. The word also conjures mental pictures of an absurd-looking weapon resembling nothing so much as a trumpet with a firing mechanism, the sort of thing wielded by overweight Germanic villains with enormous facial hair in Saturday morning cartoons and comic operas.
Neither can I use a direct English translation of the original donderbus, because I like to imagine DF dwarves as the sort of people who could come up with a name for a weapon that sounds considerably less dirty than "thunder-pipe".
Now are these a candidate for artifacts? And will they show up in engravings and such? And will people have them in adventure mode (I did give them to the other races and added them as weapons they could use even including their ammo)I've had an artefact wooden spring-gun turn up before, so yes.
For the next build, though, I'd like to request air rifles (http://en.wikipedia.org/wiki/Girandoni_Air_Rifle) perhaps replacing spring-guns or BB-guns; you'd need a leather bag as part of the construction process for the air container.Cool as they would undeniably be, it'd be nigh-impossible to replicate any of their drawbacks -small pressure tanks, susceptibility to damage- in-engine without extensive use and abuse of interactions, which wouldn't be much use in Fortress Mode.
since the bullets use the EDGE property, would this mean that materials that can hold an edge (bronze, iron, steel) are more effective than high-density materials (silver)?That can depend on how well-armored your attackers are. Bronze bullets vs leather armor is likely to cause considerable damage through the leather armor. Bronze bullets vs iron armor is going to bounce off most of the time and do little damage. Silver bullets vs iron armor might be able to cause some damage through the armor AFAIK.
Anyway, actually relevant question: since the bullets use the EDGE property, would this mean that materials that can hold an edge (bronze, iron, steel) are more effective than high-density materials (silver)?Theoretically, yes, though I think high-density metals do better at inflicting blunt-force trauma if they fail to penetrate armour; there's a list of metals in order of combat effectiveness in some thread on !!SCIENCE!!, possibly on the wiki and even in someone's sig.
More playing with the mode revealed two interesting things. The first is that, ordered to make gunstones out of any available metal, the dwarves made a stack of 60 large golden gunstones. They sold for 10800 for the stack. Holy precious ammunition, Urist, keep this up and we'll be buying the kingdom!
The second, more frustrating, is that I can't seem to get the dwarves to make cartridges. I've got large stocks of rope reed cloth, gunpowder (mostly in leather bags), large gunstones, and free cloth bags--yet the option remains red. Are there any tricks I'm missing?
[REACTION:CARTRIDGES_L]
[NAME:prepare large cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_L:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:powder][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_L:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]
I think I see the problem: I have only 80 units of gunpowder, and the reaction requires 150.Oh, thank Armok for that. I was starting to think we'd never see the end of that bug.
[REACTION:CARTRIDGES_L]
[NAME:prepare large cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_L:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_L:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]
[REACTION:CARTRIDGES_S]
[NAME:prepare small cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:60:AMMO:ITEM_AMMO_BULLET_S:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]
[REAGENT:D:1000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:60:AMMO:ITEM_AMMO_CARTRIDGE_S:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]
[REACTION:CARTRIDGES_B]
[NAME:prepare buckshot cartridges]
[BUILDING:WORK_BENCH:NONE]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:180:AMMO:ITEM_AMMO_BULLET_S:NONE:NONE]
[REAGENT:B:150:POWDER_MISC:NONE:INORGANIC:GUNPOWDER]
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]
[REAGENT:D:2000:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BUCKSHOT:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:CLOTHESMAKING]
[ADVENTURE_MODE_ENABLED]
so really the container reagent should look like:
[REAGENT:C:1:BOX:NONE:NONE:NONE][BAG][CONTAINS:B][PRESERVE_REAGENT]
Problem solved folks.
[ITEM_TOOL:ITEM_TOOL_FIRELOCK_L]My next job is going to be to create reactions for making them. Large firelocks or spring-locks will each take half a bar of steel to make, small ones a third of one. Boxes of firelocks will take ten of each kind plus a wooden chest; straw will be added if and when it's introduced into vanilla DF. Strikers are still up in the air somewhat, but I intend for one boulder of flint -and possibly other materials- to make several hundred of them by way of compensating for it being relatively rare.
[NAME:large firelock:large firelocks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_FIRELOCK_S]
[NAME:small firelock:small firelocks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_SPRINGLOCK_L]
[NAME:large spring-lock:large spring-locks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_SPRINGLOCK_S]
[NAME:small spring-lock:small spring-locks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_FLINT]
[NAME:striker:strikers]
[VALUE:1]
[TILE:.]
[SIZE:1]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_BOX_FL_L]
[NAME: box of large firelocks:boxes of large firelocks]
[VALUE:1500]
[WOOD_MAT]
[TILE:\]
[SIZE:750]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_BOX_FL_S]
[NAME: box of small firelocks:boxes of small firelocks]
[VALUE:1500]
[WOOD_MAT]
[TILE:\]
[SIZE:750]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_BOX_SL_L]
[NAME: box of large spring-locks:boxes of large spring-locks]
[VALUE:1500]
[WOOD_MAT]
[TILE:\]
[SIZE:750]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_BOX_SL_S]
[NAME: box of small spring-locks:boxes of small spring-locks]
[VALUE:1500]
[WOOD_MAT]
[TILE:\]
[SIZE:750]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
Can I add this to a mod I'm making? I'll give you credit and make a link to this page. :)Be my guest.
Can I add this to a mod I'm making? I'll give you credit and make a link to this page. :)Be my guest.
[ITEM_TOOL:ITEM_TOOL_FIRELOCK_L]
[NAME:large firelock:large firelocks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_FIRELOCK_S]
[NAME:small firelock:small firelocks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_SPRINGLOCK_L]
[NAME:large spring-lock:large spring-locks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_SPRINGLOCK_S]
[NAME:small spring-lock:small spring-locks]
[VALUE:150]
[METAL_MAT]
[TILE:¬]
[SIZE:10]
[MATERIAL_SIZE:2]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_FLINT]
[NAME:striker:strikers]
[VALUE:1]
[TILE:.]
[SIZE:1]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_BOX_FL_L]
[NAME: box of large firelocks:boxes of large firelocks]
[VALUE:1500]
[WOOD_MAT]
[TILE:\]
[SIZE:750]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_BOX_FL_S]
[NAME: box of small firelocks:boxes of small firelocks]
[VALUE:1500]
[WOOD_MAT]
[TILE:\]
[SIZE:750]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_BOX_SL_L]
[NAME: box of large spring-locks:boxes of large spring-locks]
[VALUE:1500]
[WOOD_MAT]
[TILE:\]
[SIZE:750]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[ITEM_TOOL:ITEM_TOOL_BOX_SL_S]
[NAME: box of small spring-locks:boxes of small spring-locks]
[VALUE:1500]
[WOOD_MAT]
[TILE:\]
[SIZE:750]
[MATERIAL_SIZE:1]
[UNIMPROVABLE]
[REACTION:UNBOX1]
[NAME:unbox large firelocks]
[BUILDING:WORK_BENCH:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_BOX_FL_L:ORGANIC:WOOD:NONE]
[PRODUCT:100:6:TOOL:ITEM_TOOL_FIRELOCK_L:METAL:STEEL]
[PRODUCT:95:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE] Small chance that the box will get broken in the process.
[SKILL:GRASP_STRIKE] There isn't really an appropriate skill for this, so just pretend the lid's nailed down really tight.
[REACTION:UNBOX2]
[NAME:unbox small firelocks]
[BUILDING:WORK_BENCH:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_BOX_FL_S:ORGANIC:WOOD:NONE]
[PRODUCT:100:10:TOOL:ITEM_TOOL_FIRELOCK_S:METAL:STEEL]
[PRODUCT:95:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GRASP_STRIKE]
[REACTION:UNBOX3]
[NAME:unbox large spring-locks]
[BUILDING:WORK_BENCH:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_BOX_SL_L:ORGANIC:WOOD:NONE]
[PRODUCT:100:6:TOOL:ITEM_TOOL_SPRINGLOCK_L:METAL:STEEL]
[PRODUCT:95:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GRASP_STRIKE]
[REACTION:UNBOX4]
[NAME:unbox small spring-locks]
[BUILDING:WORK_BENCH:NONE]
[REAGENT:A:1:TOOL:ITEM_TOOL_BOX_SL_S:ORGANIC:WOOD:NONE]
[PRODUCT:100:10:TOOL:ITEM_TOOL_SPRINGLOCK_S:METAL:STEEL]
[PRODUCT:95:1:BOX:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GRASP_STRIKE]
*sigh* I've tried three worldgens and I still can't get it to show up for5 my dorfs. Maybe you'll have more luck.Dude, I'm guessing you are going to update it to the next release also?
Dropbox link (https://www.dropbox.com/s/6i4eyhty132px1z/BPFA%200.9%20RC1.zip).
:CUSTOM_fThat doesnt work. CUSTOM_f doesnt exist. For 'f' you need CUSTOM_F, and for 'F' you need CUSTOM_SHIFT_F. (you can also use CUSTOM_ALT_F for alt+f)
I don't suppose the mod in the OP itself is still usable in current DF?So far as I'm aware it should work fine; 0.34 didn't change anything about reactions.
I've not yet had a chance to delve into the raws of the new version, and in any case I'm somewhat crippled by not having proper PC to develop on at the moment, but yes.From looking at the raws, the changes should be minor. Probably just adding [ATTACK_PREPARE_AND_RECOVER:X:Y] to each weapon and projectile.
I've not yet had a chance to delve into the raws of the new version, and in any case I'm somewhat crippled by not having proper PC to develop on at the moment, but yes.Wotcher: since .40.05 SHOOT_FORCE is worth ~5% of what it was before, and projectiles under one kilogram are no longer fired as though they had zero mass.
Well, I did a quick-and-dirty conversion to .40.10 and ran some arena tests. Preliminary conclusions:SHOOT_FORCE is basically 1/20th of what it was, if that helps you ballpark things.
1. We're back to 40d rates of fire even with ATTACK_PREP_AND_RECOVER set to 20:2. Further !!SCIENCE!! is badly needed on exactly what that new stat actually does because there's nothing on the wiki.
2. SHOOT_FORCE is going to need a huge boost, because lead bullets are basically paintballs; a dwarf got hit in the face with a rifle shot and suffered a bruised eyelid.
Yeah, the recovery time stats only affect melee attacks. If there's a way to adjust ranged weapon reload times, I haven't heard of one yet.It must do something, though, because why else would ammunition have its own [ATTACK_PREP_AND_RECOVER] stat? (Which is a less than ideal way of doing it from my perspective, I might add, because it means separating rifle and musket ammunition.)
SHOOT_FORCE is basically 1/20th of what it was, if that helps you ballpark things.I'll add an extra zero to it for the next round of tests and see if that helps. I'm running nearly all my tests with lead ammunition at the minute, and the results have not been encouraging...
And watch out about drawing conclusions based on eyelids, the old .34 bolt science thread recorded only three deflections all of which were off eyeballs. Facial features are a little strange.
It must do something, though, because why else would ammunition have its own [ATTACK_PREP_AND_RECOVER] stat?
Well, messing around with SHOOT_MAXVEL and SHOOT_FORCE had no discernable effect at all, although I haven't done a proper side-by-side test against crossbows yet; I'm not sure I want to know, either. And I haven't even got around to testing the new reactions yet, but they're probably going to be hilariously broken because reactions in general make my head hurt.Reactions haven't actually changed very much. Brewables are now a reaction class because of the new plants, but that's it, I think. Also globs have a size now? I think? Idk, reactions are black magic. I was fooling around with wizard tower and made ten thousand slings the other day. (that is too many slings for dwarf fortress to handle, as it turns out.)
Can you tell I'm getting a little despondent here?
The bad news is that I have no solution for the rate of fire issue; ATTACK_PREP_AND_RECOVER doesn't affect it at all so far as I can tell.
ATTACK_PREP_AND_RECOVER apparently doesn't affect ranged weapons either (regular and cross bows, blowguns)? Can anyone confirm that?I've carried out side-by-side tests with rifles and crossbows and their rate of fire is perfectly identical, so yes. It looks like ranged weapon rates of fire are hardcoded somewhere.
Does anyone know how muskets compare with crossbows power wise?If Lucelle's using the raws from the last release of BPFA without any modifications, they might actually be considerably inferior. The update for 0.40 is still in testing and hasn't been uploaded to DFFD yet, but there's a link to a release candidate version at the end of the thread.
::)
item_weapon_firearms_TEST
[OBJECT:ITEM]
-Basic Firearms---------------------------------------------------------------------------------
-First hand held firearm-
[WEAPON:ITEM_WEAPON_ARQUEBUS]
[NAME:arquebus:arquebuses]
-Basic smoothbore firearm. Comes in matchlock, wheelock, flintlock, and percussion. Some experimential actions also-
[WEAPON:ITEM_WEAPON_MUSKET]
[NAME:musket:muskets]
-Musket with an intergrated or removable spike, blade or knife.-
[WEAPON:ITEM_WEAPON_MUSKET_BAY]
[NAME:musket:muskets][ADJECTIVE:bayonetted]
-Smooth bore musket of a very high calibre, meant to spread a larg amount of projectiles over a wide area. Muzzle is usally flared for easy loading.-
[WEAPON:ITEM_WEAPON_BLUNDERBUSS]
[NAME:blunderbuss:blunderbusses]
-Blunderbuss with an intergrated or removable spike, blade or knife; often springloaded.-
[WEAPON:ITEM_WEAPON_BLUNDERBUSS_BAY]
[NAME:blunderbuss:blunderbusses][ADJECTIVE:bayonetted]
-Basic short smoothbore firearm. Comes in matchlock, wheelock, flintlock, and percussion. Some experimential actions also. Meant to be used in one hand.-
[WEAPON:ITEM_WEAPON_PISTOL]
[NAME:pistol:pistols]
-Pistol with an intergrated or removable spike, blade or knife; often springloaded-
[WEAPON:ITEM_WEAPON_PISTOL_BAY]
[NAME:pistol:pistols][ADJECTIVE:bayonetted]
-Complex/Reapeating Firearms---------------------------------------------------------------------
-A firearm with twin barrels usually one over the other. A switch on the side allows the second barrel to be fired.-
[WEAPON:ITEM_WEAPON_TAP_ACTION]
[NAME:tap action pistol:tap action pistols]
[NAME:tap action musket:tap action muskets]
[NAME:tap action carbine:tap action carbines]
-A musket with many barrels (up to 9) gouped together. All barrels are fired at once.-
[WEAPON:ITEM_WEAPON_VOLLEY_GUN]
[NAME:volley gun: volley guns]
-A pistol with 4-5 splayed barrels (Like a ducks foot). all fire a once.-
[WEAPON:ITEM_WEAPON_DUCKS_FOOT]
[NAME:ducksfoot pistol:ducksfoot pistols]
-A musket with a revolving chamber allowing for multiple shots. All accept percussion are prone to chain fireing and debilitating malfuctions.-
[WEAPON:ITEM_WEAPON_REV_LONG]
[NAME:revolving musket:revolving muskets]
-A carbine with chambers lined up in a bar, allowing for muliple shots. Prone to the slide not aligning right and causing a KB.-
[WEAPON:ITEM_WEAPON_HARMONICA_C]
[NAME:harmonica carbine:harmonica carbines]
-A pistol with chambers lined up in a bar, allowing for muliple shots. Prone to the slide not aligning right and causing a KB.-
[WEAPON:ITEM_WEAPON_HARMONICA_P]
[NAME:harmonica pistol:harmonica pistols]
-A musket with chambers linked together in a looped chain allowing for multiple shots. Prone to malfunctions and the chambers not aligning right and causing a KB. Also prone to chain firing.-
[WEAPON:ITEM_WEAPON_CHAIN_M]
[NAME:chain-fed musket:chain-fed muskets]
-A pistol with chambers linked together in a looped chain allowing for multiple shots. Prone to malfunctions and the chambers not aligning right and causing a KB. Also prone to chain firing.-
[WEAPON:ITEM_WEAPON_CHAIN_P]
[NAME:chain-fed pistol:chain-fed pistols]
-A pistol with many barrels grouped together allowing for multiple shots. The barrels had to be turned by hand, and because of excessive weight never got larger than a carbine and was soon replaced by the revolver.-
[ITEM_WEAPON:ITEM_WEAPON_PEPPER]
[NAME:pepperbox revolver:pepperbox revolver]
-A revolver halfway between a percussion revolver and a pepperbox. As good revolvers had already been invented this was a cheap and poor quality defence weapon.-
[WEAPON:ITEM_WEAPON_TRANSITION]
[NAME:transitional revolver:transitional revolvers]
-A muzzle loading revolver fired with a percussion cap from the rear.-
[ITEM_WEAPON:ITEM_WEAPON_REVOLVER_BP]
[NAME:percussion revolver:percussion revolvers]
-A percussion revolver with a 9 shot cylinder revolving around a shotgun barrel. The shotgun barrel could be fired by ajusting the firing pin on the hammer-
[WEAPON:ITEM_WEAPON_LE_MATT]
[NAME:LeMatt revolver:LeMatt revolvers]
-A carbine or musket with a cup on the front for lobbing cast-iron or bronze grenades. Could be dangerous and unpridictible is handled by amatures.-
[WEAPON:ITEM_WEAPON_LOBBER]
[NAME:grenade lobber:grenade lobbers]
-A advanced carbine or rifle loaded from the rear with paper or cloth cartridges. Closing the action caused a blade to open the cartridge. Fired with percussion caps that could be linked together in a specialized dispenser. Renown for is accuraccy.-
[ITEM_WEAPON:ITEM_WEAPON_SHARPS]
[NAME:sharps carbine:sharps carbines]
[NAME:sharps rifle:sharps rifles]
-Sharps Carbine/Rifle with an removable bayonet.-
[ITEM_WEAPON:ITEM_WEAPON_SHARPS_BAY]
[NAME:sharps carbine:sharps carbines][ADJECTIVE:bayonetted]
[NAME:sharps rifle:sharps rifles][ADJECTIVE:bayonetted]
-A musket/rifle/shotgun with two barrels fired with seprate actions. Could be flintlock or percussion. A few experimential actions are known-
[ITEM_WEAPON:ITEM_WEAPON_DOUBLE]
[NAME:double barreled shotgun:double barreled shotguns]
[NAME:double barreled rifle:double barreled rifles]
[NAME:double barreled pistol:double barreled pistols]
[NAME:double barreled musket:double barreled muskets]
-Actions--------------------------------------------------------------------------------------------
-The powder is ignited by a match/red hot iron held seperatly in the hand; which is then inserted into a hole in the barrel for firing-
[ADJECTIVE:No action]
-A slow smoldering match attached to a firing mechanisim. First Mechinized action.-
[ADJECTIVE:Matchlock]
-A flint or iron pyrite hits a spinning, springloaded wheel. Complicated and expensive. Wheel has to be re-wound after every shot.-
[ADJECTIVE:Wheellock]
-A flint hits a textured metal bar creating sparks which hits the priming powder. The frizzed also acts as the pan cover. Cheap and reliable.-
[ADJECTIVE:Flintlock]
-Predissesor to flintlock. The pan is opened by a seperate mechanisim. Slightly more complex than flintlock-
[ADJECTIVE:Snaphazuen]
-A flinlock action situated in the center of the firearm. Used on pocket pistols for less places to snag.-
[ADJECTIVE:Boxlock]
-The hammer hits an small copper cup which is filled with an impact sensitive explosive. Super reliable and weather proof.
[ADJECTIVE:Percussion]
-A percussion firearm with the action situated on the bottom. Used for a cleaner sight line.-
[ADJECTIVE:Underhammer]
-Simular to percussion. The impact expolsive is formed into a small rod which is then inserted into the action.
[ADJECTIVE:Tubelock]
-Descriptors---------------------------------------------------------------------------------------
-Shows weapon is neglected.-
[ADJECTIVE:Dirty]
[ADJECTIVE:Rusty]
[ADJECTIVE:Battered]
[ADJECTIVE:Stained]
-Shows weapon is damaged and dangerous to use-
[ADJECTIVE:Corroded]
[ADJECTIVE:Damaged]
[ADJECTIVE:Flawed]
-Shows Wepon is unreliable-
[ADJECTIVE:Jammed]
[ADJECTIVE:Shoddy]
[ADJECTIVE:Experimental]
[ADJECTIVE:Sticky/Slow Mechanisim]
[ADJECTIVE:Improvised]
-Shows weapon is loved-
[ADJECTIVE:Maintained]
[ADJECTIVE:Custom]
[ADJECTIVE:Initialed/Carved Pictures]
[ADJECTIVE:Worn Smooth]
-Shows weapon is special-
[ADJECTIVE:Target]
[ADJECTIVE:Light trigger]
[ADJECTIVE:Exotic]
[ADJECTIVE:Runed]
[ADJECTIVE:Glowing]
[ADJECTIVE:Sighted]
[ADJECTIVE:Scoped]
-Extras/To Do---------------------------------------------------------------------------------------------
Add Odd propellents for when gunpowder is not avalible; gas ignition (like a potato gun); pressurized gas (air;CO2;nitrogen);fertilizer+kerosine;Magic;impact explosive (Ex:iodine+ammonia crystals);gun cotten.
Random decriptors (EX:rusty;old;battered;maintained;new;damaged;shoddy;corroded;flawed;experimental;jammed;slow mecanisim;dirty;tuned;custom;light trigger;marksman;target)
Random revolvers for percussion revolver equation (adams,colt,le matt,tranter,savage,etc)
How impliment buck and ball? Blunt musket cartridges?
Make rifles; Use minie ball?
How to stop an ammo and/or gun appear to be able to be made from wood/bone; Force custom reactions???
Custom buildings
Maybe add scentbottle action.
More fantasy suff. Theriretical/Fantastical Actions, Magic.
Make Carbines and pistols for each style of action and weapon
More experimential actions
Compiled by Featheredragon
So I spent some time with Black Powder Firearms. And, I love it. Although I realized it would take hours to merge into Dark Ages. And, the number of reactions required for this mod is quite vast.The thing about the reactions, though, is that most of the actually difficult ones are optional; gunpowder and firelocks can both be bought from the caravans, and you can substitute potash for saltpetre.
I'm planning on refitting a much simplified version of Black Powder Firearms mod for inclusion in a future version of Dark Ages.Excellent. I look forward to seeing the result.
So I spent some time with Black Powder Firearms. And, I love it. Although I realized it would take hours to merge into Dark Ages. And, the number of reactions required for this mod is quite vast.The thing about the reactions, though, is that most of the actually difficult ones are optional; gunpowder and firelocks can both be bought from the caravans, and you can substitute potash for saltpetre.QuoteI'm planning on refitting a much simplified version of Black Powder Firearms mod for inclusion in a future version of Dark Ages.Excellent. I look forward to seeing the result.
Exhausting, but complete. It works in adventure mode in a fairly simplistic form: http://www.bay12forums.com/smf/index.php?topic=143540.msg5694117#msg5694117 (http://www.bay12forums.com/smf/index.php?topic=143540.msg5694117#msg5694117)Marvellous. Actually, that reminds me. Can I get a list of everyone who's used bits of this mod for their own projects so I can add you to the Acknowledgements entry in the readme file?
I did some test firing with lead bullets. It wasn't fantastically powerful, but effective against unarmored opponents.That's working as intended, then, good.
Left out lead for ammo, and potash could be used as a sub for saltpeter. 5k cloth for cartridges, is a little large. For the spring guns, would need steel for the springs, since other materials would be too brittle, low tensile strength
Actually, potash (or rather pearlash, the purer form of potassium carbonate) isn't really an alternative - It's actually required in the production of saltpeter as a reduction agent (potassium carbonate heated with potassium nitrate to makes a more flammable chemical)I know. I ended up using straight potash in the reaction as a compromise because I couldn't think of a good way to make potassium nitrate (sewer brew as a stand-in for aged urine was one idea I kicked around) and I never really got around to taking another look at it. I'm always open to suggestions though.
Actually, potash (or rather pearlash, the purer form of potassium carbonate) isn't really an alternative - It's actually required in the production of saltpeter as a reduction agent (potassium carbonate heated with potassium nitrate to makes a more flammable chemical)I know. I ended up using straight potash in the reaction as a compromise because I couldn't think of a good way to make potassium nitrate (sewer brew as a stand-in for aged urine was one idea I kicked around) and I never really got around to taking another look at it. I'm always open to suggestions though.
Saltpeter is actually a mineral in-game, in a mod that I'm working on (a smaller scale one to yours, where guns are less of a priority compared to transmutation alchemy and metallurgy) I used that, with some editing.
I'm quite pressed for time right now so I can't give the full details, but I'll send you a message so we could compare notes? I think I've nailed the alchemy part of things but my guns and bullets aren't fully up to scratch yet.Sure, why not?
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The air guns being spring-powered instead of by compressed air was another necessary compromise, because for the life of me I can't figure out how I might go about simulating an air tank without resorting to the dark sourcery of dfhack.
I cannot believe it took me this long to notice that [PRODUCT_TO_CONTAINER:] screw-up.
v0.9 is now up at DFFD, first post edited accordingly.Is this mod compatible with 40.13?
Is this mod compatible with 40.13?Yes it is.
[SHOOT_MAXVEL:25000] This number determines rate of fire.The raw file for weapons states:
So, can I get this to work with the current version of DF?
So, can I get this to work with the current version of DF?I've been away for a bit dealing with some health and personal issues, but I'm trying to get back into DF now.
Also don't mean to bump an old thread for such an unimportant question but is jake still around/ developing this?
Did a little arena testing just now. I think I made the shotguns too hardcore; even birdshot is crippling if it strikes an unarmoured part of the body. Haven't tested it with zombies yet though.
Did a little arena testing just now. I think I made the shotguns too hardcore; even birdshot is crippling if it strikes an unarmoured part of the body. Haven't tested it with zombies yet though.
Thank you for this awesome mod! Should I generate a new world in order to play this, or can I use an existing save?
Seeing as someone else has been kind enough to necro this thread so I don't have to, I have a quick question for you all.Go for it in my opinion, but I would include a link to http://bay12games.com/support.html (http://bay12games.com/support.html) as well.
Would you guys consider it unseemly if I added a Paypal "tip jar" donation link to the first post and/or the DFFD page? It came up when I posted to the DF subreddit announcing the release of V1.0.
I noticed that the Gun Magma Forge and the Magma Bullet Mint both use the same exact letter as their non-magma equivalent, so I went into the raws and changed them from F to U and G to L, respectively, but I still can't get those buildings to appear in the list.Drat. I could've sworn I fixed that.
Looking at the code, I'm seeing what I think are missing indentations and the odd missing open square bracket in the "two-handed" creature size section of the handguns.I'll double-check the code as soon as possible. And it depends; rifles and muskets use the speardwarf skill for melee, but everything else uses MISC_WEAPON... unless the code's buggered.
I'm still slowly working on building up to the guns and making the ammo, so I haven't tested it yet. If I'm reading the raws right, they use the speardwarf skill, right?
I tried to instal this mod on Starter Pack 0.43.03-r09. Copied all files to raw\objects and copied that text in description to entity_default.txt for dwarfs. Started new fortress in new world but nothing changed. What have I done wrong?Check the error logs, see if there's anything with "ITEM_WEAPON" and/or "ITEM_AMMO" in there. If you find some, C&P it and we'll go from there.
Can I in adventurer mode turn off the automatic reload? After the shot, the enemy manages to run up and repeatedly strike until the character reloads the gun.No idea, sorry. I've barely ever played Adventure Mode.
For some reason, this mod isn't working with my world. I've added the files to the raws, I've added the required text to the entity_default.txt, and yet when I start a fortress in this world, none of the workshops are available! The only change I made to the files was changing things like [ITEM_WEAPON:ITEM_WEAPON_MUSKET] to [WEAPON:ITEM_WEAPON_MUSKET], but I can't see how that would cause the mod to not work.You do mean you're doing that in entity_default.txt, right?
For some reason, this mod isn't working with my world. [...] ...none of the workshops are available! The only change I made to the files was changing things like [ITEM_WEAPON:ITEM_WEAPON_MUSKET] to [WEAPON:ITEM_WEAPON_MUSKET], but I can't see how that would cause the mod to not work.