Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: eddyg86 on December 30, 2010, 02:23:02 pm

Title: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on December 30, 2010, 02:23:02 pm
okay;

for my current mod i have the desire to put in firearm weaponry; yet i want it to not be simple.

i have to write a formula for the smelter reaction; could anybody help me do so? any master reaction writers i can pm for help??

out of interests sake, the idea is;

put in a designated item made from wood or metal (a weapon entity; a fairly unworthwhile bludgeon device) called 'stock'; or 1-2 any metal/wood supply;
put in 1-3 more metal supply for the hypothetical barrel etc

for ammo;
1 lead; 1 iron & 1 Saltpeter provides; 340 ammo (considering how much other stuff can be made from 1 of any of those things, how small bullets can be)

simple enuf? or any suggestions?
Title: Re: Smelting recipe help: creation of firearms formula
Post by: Quietust on December 30, 2010, 03:30:38 pm
1 lead; 1 iron & 1 Saltpeter provides; 340 ammo

simple enuf? or any suggestions?

If you're going to require saltpeter, you ought to require charcoal and brimstone as well.
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on December 30, 2010, 10:10:51 pm
maybz.. charcoal is so crap and common i don't know if its critical for reason or realism: what is the other material? how common is it? really hard to find? 1 brimstone per lump of ammo could be good then.
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on December 30, 2010, 11:51:52 pm
so any help; perhaps in the next 3 days; of helping make this formula? the addition of 1 brimstone would be alright too
Title: Re: Smelting recipe help: creation of firearms formula
Post by: Haymaker on December 31, 2010, 12:05:45 am
EDIT:Since my brain just exploded..

<insert random babbling here>

EDIT2
OKay, here we go. First I figured you'd need custom workshop!
Code: [Select]
[BUILDING_WORKSHOP:GUNSHOP]
[NAME:Gunsmith's shop]
[NAME_COLOR:7:0:1]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BUILD_LABOR:SOAP_MAKER]
[BUILD_KEY:CUSTOM_SHIFT_S]
[BLOCK:1:0:0:1]
[BLOCK:2:0:0:1]
[BLOCK:3:0:0:0]
[TILE:0:1:' ':' ':150]
[TILE:0:2:' ':' ':'/']
[TILE:0:3:'-':' ':' ']
[COLOR:0:1:0:0:0:0:0:0:6:0:0]
[COLOR:0:2:0:0:0:0:0:0:6:0:0]
[COLOR:0:3:6:0:0:0:0:0:0:0:0]
[TILE:1:1:' ':' ':'=']
[TILE:1:2:'-':' ':8]
[TILE:1:3:' ':' ':150]
[COLOR:1:1:0:0:0:0:0:0:6:0:0]
[COLOR:1:2:6:0:0:0:0:0:6:0:0]
[COLOR:1:3:0:0:0:0:0:0:6:0:0]
[TILE:2:1:'-':' ':8]
[TILE:2:2:' ':' ':8]
[TILE:2:3:' ':150:' ']
[COLOR:2:1:6:0:0:0:0:0:6:0:0]
[COLOR:2:2:0:0:0:0:0:0:6:0:0]
[COLOR:2:3:0:0:0:6:0:0:0:0:0]
[TILE:3:1:150:' ':8]
[TILE:3:2:' ':' ':8]
[TILE:3:3:' ':240:' ']
[COLOR:3:1:6:0:0:0:0:0:6:7:0]
[COLOR:3:2:0:0:0:0:0:0:6:7:0]
[COLOR:3:3:0:0:0:7:0:1:0:0:0]
[BUILD_ITEM:1:ANVIL:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]

[REACTION:MAKE_GUN]
[NAME:assemble firearm]
[BUILDING:GUNSHOP:NONE]
[REAGENT:A:1:WEAPON:ITEM_WEAPON_STOCK:NONE]
[REAGENT:B:300:BAR:I:NONE]
[PRODUCT:100:1:WEAPON:WEAPON_ITEM_GUN:GET_MATERIAL_FROM_REAGENT:B:NONE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_STOCK_WOOD]
[NAME:construct wooden stock]
[BUILDING:GUNSHOP:NONE]
[REAGENT:A:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:WEAPON_ITEM_STOCK:GET_MATERIAL_FROM_REAGENT:A:NONE][PRODUCT_DIMENSION:150]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_STOCK_METAL]
[NAME:construct metal stock]
[BUILDING:GUNSHOP:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:NONE]
[PRODUCT:100:1:WEAPON:WEAPON_ITEM_STOCK:GET_MATERIAL_FROM_REAGENT:A:NONE][PRODUCT_DIMENSION:150]
[SKILL:FORGE_WEAPON]


There! Those should give you a shop where weaponsmiths can forge stocks and guns once you've created the appopriate stock and gun entities!  The assemble firearm reaction should leave you with a gun that takes it's material values from the steel used. Though to have some sense of control on the metal used, you could change the bar reagant to say.. ITEM_WEAPON_BARREL (which needs to you make yet another useless weapon)

But yeah, the quantity modifier is kinda funky. one bar is 150, 1 wood is 1, 1 cloth is.. 1000(0)? >.>

Title: Re: Smelting recipe help: creation of firearms formula
Post by: Max White on December 31, 2010, 12:49:08 am
[CREATURE:HAYMAKER]
 [NAME:haymaker:haymakers:haymaker]
 [CASTE_NAME:haymaker:haymakers:haymaker]
 [PREFSTRING:workshop]
 [UTTERANCES]
Title: Re: Smelting recipe help: creation of firearms formula
Post by: Haymaker on December 31, 2010, 03:13:24 am
You forgot
[ALCOHOL_DEPENDANT]
[CURIOUSBEAST_GUZZLER]
Title: Re: Smelting recipe help: creation of firearms formula
Post by: Reese on December 31, 2010, 07:43:57 pm
for ammo;
1 lead; 1 iron & 1 Saltpeter provides; 340 ammo (considering how much other stuff can be made from 1 of any of those things, how small bullets can be)

simple enuf? or any suggestions?

If you're going straight to cartridge bullets, it might be a bit more realistic to use brass (or copper) in the reaction... not to mention it would make brass actually useful. 

And I think charcoal actually makes up a large part of gunpowder or black powder, so Quietust's suggestion is probably pretty good nod in the direction of realism.
Title: Re: Smelting recipe help: creation of firearms formula
Post by: Aranador on January 01, 2011, 07:44:41 am


I use the following:

[REACTION:BULLET_MAKING]
[NAME:make rocket bolts]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:LEAD]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:BRASS]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:INORGANIC:SALTPETER]
[REAGENT:D:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[REAGENT:E:150:BAR:NO_SUBTYPE:CHARCOAL:NO_MATGLOSS]
[PRODUCT:100:20:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]
[FUEL]
[SKILL:SMELT]


Works a cracker.  the 20 in the product is what you would want to change to 340 - my 'rocket bolts' are very large bullets (well, they're rockets, actually :P ) that deal blunt damage
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on January 01, 2011, 08:00:01 am
cOOL! this will be sweet. okay: we could forgo stocks and even barrels in favour of raw metal; i'll talk about what guns and all in this post.

ok: here are my raws.in.progress

you 2 and more thank you so much: i'll provide more info on the mods progress here.

i speak to you from the raw folder atm; i'll paste my current progress

*AMMO*

[ITEM_AMMO:ITEM_AMMO_BULLETS]
[NAME:bullet:bullets]
[CLASS:BULLET]
[SIZE:90]
[ATTACK:EDGE:25:3000:penetrate:penetrates:NO_SUB:1000]

[ITEM_AMMO:ITEM_AMMO_BOMBS]
[NAME:bomb:bomb]
[CLASS:BOMB]
[SIZE:220]
[ATTACK:BLUNT:60:5000:blow up:blows up:NO_SUB:1000]

[ITEM_AMMO:ITEM_AMMO_SHOTS]
[NAME:shot:shots]
[CLASS:SHOT]
[SIZE:140]
[ATTACK:BLUNT:40:2500:mutilate:mutilates:NO_SUB:1000]

*FIRE ARMS*

[ITEM_WEAPON:ITEM_WEAPON_RIFLE]
[NAME:rifle:rifles]
[SIZE:450]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BULLET]
[SHOOT_FORCE:3800]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:67000]
[MINIMUM_SIZE:24000]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:10000:4000:buttsmash:buttsmashes:NO_SUB:1250]

[ITEM_WEAPON:ITEM_WEAPON_RIFLEBAYO]
[NAME:rifle w/ bayonet:rifles w/ bayonets]
[SIZE:460]
[SKILL:SPEAR]
[RANGED:CROSSBOW:BULLET]
[SHOOT_FORCE:3800]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:67000]
[MINIMUM_SIZE:24000]
[MATERIAL_SIZE:6]
[ATTACK:EDGE:70:4000:bayonet:bayonets:NO_SUB:1250]
[ATTACK:BLUNT:10000:4000:buttsmash:buttsmashes:NO_SUB:1250]

[ITEM_WEAPON:ITEM_WEAPON_HANDCANNON]
[NAME:hand-held cannon:hand-held cannons]
[SIZE:700]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BOMB]
[SHOOT_FORCE:6500]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:77000]
[MINIMUM_SIZE:30000]
[MATERIAL_SIZE:10]
[ATTACK:BLUNT:15300:5000:smash:smashes:NO_SUB:1250]

[ITEM_WEAPON:ITEM_WEAPON_SHOTGUN]
[NAME:shot rifle:shot rifles]
[SIZE:570]
[SKILL:HAMMER]
[RANGED:CROSSBOW:SHOT]
[SHOOT_FORCE:7000]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:57000]
[MINIMUM_SIZE:25000]
[MATERIAL_SIZE:7]
[ATTACK:BLUNT:10000:4000:buttsmack:buttsmacks:NO_SUB:1250]

[ITEM_WEAPON:ITEM_WEAPON_SHOTPISTOL]
[NAME:shot pistol:shot pistol]
[SIZE:270]
[SKILL:HAMMER]
[RANGED:CROSSBOW:SHOT]
[SHOOT_FORCE:5700]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:24000]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:5000:4000:buttsmack:buttsmacks:NO_SUB:1250]

[ITEM_WEAPON:ITEM_WEAPON_BULLETPISTOL]
[NAME:pistol:pistols]
[SIZE:200]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BULLET]
[SHOOT_FORCE:3600]
[SHOOT_MAXVEL:1000]
[TWO_HANDED:20000]
[MINIMUM_SIZE:14000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:6000:4000:buttsmash:buttsmashes:NO_SUB:1250]

*SMELTER REACTIONS..*

[REACTION:BULLET_MAKING]
[NAME:make packet of bullets]
[BUILDING:SMELTER:NONE]
[REAGENT:A:25:BAR:NO_SUBTYPE:METAL:LEAD]
[REAGENT:B:50:BAR:NO_SUBTYPE:METAL:BRASS]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:INORGANIC:SALTPETER]
[REAGENT:D:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[REAGENT:E:50:BAR:NO_SUBTYPE:CHARCOAL:NO_MATGLOSS]
[PRODUCT:100:100:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]
[FUEL]
[SKILL:SMELT]

[REACTION:BOMB_MAKING]
[NAME:make ten bombs]
[BUILDING:SMELTER:NONE]
[REAGENT:A:5:BAR:NO_SUBTYPE:METAL:LEAD]
[REAGENT:B:2:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:C:1:BOULDER:NO_SUBTYPE:INORGANIC:SALTPETER]
[REAGENT:D:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE] // <-- (neccesary?)
[REAGENT:E:45:BAR:NO_SUBTYPE:CHARCOAL:NO_MATGLOSS]
[PRODUCT:100:10:AMMO:ITEM_AMMO_BOMBS:METAL:IRON]
[FUEL]
[SKILL:SMELT]

[REACTION:SHOT_MAKING]
[NAME:make packet of shots]
[BUILDING:SMELTER:NONE]
[REAGENT:A:25:BAR:NO_SUBTYPE:METAL:LEAD]
[REAGENT:B:10:BAR:NO_SUBTYPE:METAL:BRASS]
[REAGENT:C:3:BOULDER:NO_SUBTYPE:INORGANIC:SALTPETER]
[REAGENT:D:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[REAGENT:E:50:BAR:NO_SUBTYPE:CHARCOAL:NO_MATGLOSS]
[PRODUCT:100:50:AMMO:ITEM_AMMO_SHOTS:METAL:LEAD]
[FUEL]
[SKILL:SMELT]

[REACTION:MAKE_RIFLE]
[NAME:construct rifle]
[BUILDING:GUNSHOP:NONE]  // <--plz see my questions below
[REAGENT:A:2:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:1:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:C:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:WEAPON_ITEM_GUN:GET_MATERIAL_FROM_REAGENT:B:NONE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_RIFLEBAYO]
[NAME:construct rifle w/ bayonet]
[BUILDING:GUNSHOP:NONE]  // <--plz see my questions below
[REAGENT:A:2:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:1:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:C:1:WOOD:NONE:NONE:NONE]
[REAGENT:D:1:WEAPON:ITEM_WEAPON_DAGGER_LARGE:NONE]
[PRODUCT:100:1:WEAPON:WEAPON_ITEM_GUN:GET_MATERIAL_FROM_REAGENT:B:NONE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:FORGE_WEAPON]

[REACTION:MAKE_PISTOL]
[NAME:construct pistol]
[BUILDING:GUNSHOP:NONE]  // <--plz see my questions below
[REAGENT:A:1:BAR:NO_SUBTYPE:METAL:IRON]
[REAGENT:B:1:BAR:NO_SUBTYPE:METAL:STEEL]
[REAGENT:C:1:WOOD:NONE:NONE:NONE]
[PRODUCT:100:1:WEAPON:WEAPON_ITEM_GUN:GET_MATERIAL_FROM_REAGENT:B:NONE][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:FORGE_WEAPON]

etc

*Now*
-The weapon must be Not added to any entity lists (obviously) (except maybe for an unplayable race (humans & dwarves & gobbos are playable in this mod)

-I don't know what ingredients are realistically needed to make Bombs (iron or steel + salt peter + charcoal + brimstone will do for now)

-Hypothetically; then; by default No races in world generation will have guns; unless they are added to unplayable civs; and (potentially); my first successful fort will be the first owners of guns, and potentially they'll be sold and spread about in that world if i make a few.

-why do i not put the [SMELT] tag on the weapon creation reaction? ah where is the reaction initiated? the smelter? yet you Require a gunsmith station to see or enact the reaction? cool.. i'll use that; i need more info if possible thank you..

*awaiting... a spellcheck and analysis of my prototype before any testing happens; THANK YOU :D
Title: Re: Smelting recipe help: creation of firearms formula
Post by: Supercharazad on January 01, 2011, 09:44:40 am
cOOL! this will be sweet. okay: we could forgo stocks and even barrels in favour of raw metal; i'll talk about what guns and all this next post.

ok: so ammo; what would anybody suggest?

i think, 12 charcoal + 2 brass (?) + 2 saltpeter + 2 + brimstone = 140 shots (they'll produce in a stack, which is cool, so your quivers would be nicely stocked - this may provide 'weight' issues tho (i doubt it at 140))

you 2 and more thank you so much: i'll provide more info on the mods progress asap

Actually, gunpowder is made of 10% Carbon (charcoal is a form of carbon), 15% sulphur (AKA brimstone) and 75% Potassium Nitrate (AKA saltpetre (sic))

So, it'd be better to have it as 7 parts saltpetre, 2 parts brimstone and 1 part charcoal.
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on January 01, 2011, 09:50:51 am
i reckon in reality i'll have to do 1 brim, 2 salt peter and 10 charcoal For Gameplays sake cos otherwise unless ur lucky or got a bit of trade.. perhaps you'll never get to make more than 1 stack of bullets; how common is saltpeter and brimstone??? can someone verify :P what do you think?
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on January 01, 2011, 10:20:34 am
nevermind to anyone scrutinizing - it's been about 2 years since i last modded DF - i suppose i have neural memory (from hours and hours and hours of copy and pasting and typing and double spell checking lol) - i will post the raws soon again finalized - i suppose what is next left is testing the damage of the firearms.. thx testarena <3 lol
Title: Re: Smelting recipe help: creation of firearms formula
Post by: jaked122 on January 01, 2011, 11:43:34 am
i reckon in reality i'll have to do 1 brim, 2 salt peter and 10 charcoal For Gameplays sake cos otherwise unless ur lucky or got a bit of trade.. perhaps you'll never get to make more than 1 stack of bullets; how common is saltpeter and brimstone??? can someone verify :P what do you think?
saltpeter is more common than brimstone, at least where I like to embark, therefore I'd recommend, that you make it enough to make at least 3-7 stacks of bullets, as bullets don't really need that much gunpowder. besides saltpeter and brimstone alike are found in very small clusters, it would be difficult to find enough to make it economical for only one brim, 2 saltpeter, and 10 charcoal.
these stones are typically found in clusters of 9, and besides, 10 charcoal is roughly equal mass to the much more dense stones, and by weight, that doesn't seem like the right formula. the formula I found for black powder is
100 parts saltpeter
18 parts of char coal, and (Parts given by weight)
                       16 parts of sulfur
and the formula for sulfurless black powder(which would probably what dwarves would end up using)
100 parts of saltpeter and
                       24 parts of charcoal
I'd recommend making both possible, as their existance is the product of necessity and thereby the availability of the materials required.
                       
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on January 01, 2011, 11:50:53 am
ok; i am open to alot of suggestion; this will be a very simple more 'firearms' in which ppl can add to vanilla and hypothetically use them as templates for whatever range of firearms the imagination and keyboard can conjure..

what would you recommend? i got those 3; yet they can be completely different; the guns are almost irrelevant as there isn't much that one can change atm and they're all crossbows, the ammo makes the weapon; give thoughts in raw language even and i'll intergrate anythinggreat lol ;)
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on January 02, 2011, 07:31:46 am
hmm; all that's left to do is the balance on dmg (this part is kinda a challange) and the ammounts of stones etc.. ok;

any modders out there any suggestions? types/ranges of dmg for effectively different ammo types???
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on January 02, 2011, 10:37:21 am
i reckon in reality i'll have to do 1 brim, 2 salt peter and 10 charcoal For Gameplays sake cos otherwise unless ur lucky or got a bit of trade.. perhaps you'll never get to make more than 1 stack of bullets; how common is saltpeter and brimstone??? can someone verify :P what do you think?
saltpeter is more common than brimstone, at least where I like to embark, therefore I'd recommend, that you make it enough to make at least 3-7 stacks of bullets, as bullets don't really need that much gunpowder. besides saltpeter and brimstone alike are found in very small clusters, it would be difficult to find enough to make it economical for only one brim, 2 saltpeter, and 10 charcoal.
these stones are typically found in clusters of 9, and besides, 10 charcoal is roughly equal mass to the much more dense stones, and by weight, that doesn't seem like the right formula. the formula I found for black powder is
100 parts saltpeter
18 parts of char coal, and (Parts given by weight)
                       16 parts of sulfur
and the formula for sulfurless black powder(which would probably what dwarves would end up using)
100 parts of saltpeter and
                       24 parts of charcoal
I'd recommend making both possible, as their existance is the product of necessity and thereby the availability of the materials required.
 

ahhr i is only good at thinking and stuff when a) not on beer b) spirits c) not now;... help us out here,
in DF raw language what type of numbers?

[REACTION:BULLET_MAKING_NOSULF]
[NAME:make packet of bullets (purely saltpeter)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:10:BAR:NO_SUBTYPE:METAL:LEAD]
[REAGENT:B:14:BAR:NO_SUBTYPE:METAL:BRASS]
[REAGENT:C:15:BOULDER:NO_SUBTYPE:INORGANIC:SALTPETER]
[REAGENT:D:5:BAR:NO_SUBTYPE:CHARCOAL:NO_MATGLOSS]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]  <--*
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]
[FUEL]
[SKILL:SMELT]

[REACTION:BULLET_MAKING_SULF]
[NAME:make packet of bullets (brimstn/sltptr)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:10:BAR:NO_SUBTYPE:METAL:LEAD]
[REAGENT:B:14:BAR:NO_SUBTYPE:METAL:BRASS]
[REAGENT:C:14:BOULDER:NO_SUBTYPE:INORGANIC:SALTPETER]
[REAGENT:D:1:BOULDER:NO_SUBTYPE:INORGANIC:BRIMSTONE]
[REAGENT:E:4:BAR:NO_SUBTYPE:CHARCOAL:NO_MATGLOSS]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]
[PRODUCT:100:30:AMMO:ITEM_AMMO_BULLETS:METAL:LEAD]  <--*will multiple product lines produce multiple items? i thought so?..
[FUEL]
[SKILL:SMELT]

how does this stand?
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on January 02, 2011, 01:57:42 pm
this above is probably roughly what i'll use; i'll get it all zipped and maybe ppl wanna test them out; tis ez for everyone to mod whatever
Title: Re: Smelting recipe help: creation of firearms formula
Post by: kasan on January 02, 2011, 10:22:04 pm
Well, a very rough formula for bombs would be completed gunpowder, potash, a unit of alcohol and plant fiber cloth.  You'd get a very crude form of TNT.
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on January 02, 2011, 11:24:03 pm
in regards to ah shootable ammo? i would say sure.. say 15saltpeter;5charcoal;1potash;1alcohol;plantfibre; that'll do for now. what of the dmg? without 'fire' dmg on ammo types i can only maybe compensate by doing a big 'boom' of blunt dmg
Title: Re: Smelting recipe help: creation of firearms formula
Post by: kasan on January 03, 2011, 01:46:27 am
unless your goal is incendiary bombs, 99% of all high explosives deal concussion based damage in the real world anyway. All that fire and jazz you see in movies are just special effects.  Ergo: Blunt Damage  and it would be a fairly big number.  Even a homemade pipe bomb out of 17th century materials is enough to remove limbs at ground zero. Just average the damage out based on the total number of materials.
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on January 03, 2011, 02:54:38 am
sure; i thought a large surface blunt attack would emulate something going 'whack' ANd 'boom' against a target.. to testing arena asap cheers
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on January 31, 2011, 10:31:01 am
after many weeks of distractions ; i have finalized the roughs of what types of weapons i would like to see. if one would like to add these to a mod or make a change... go forth

add these to 'item_weapons.txt or a custom weapon txt
Spoiler (click to show/hide)

add these to item_ammo.txt or a custom item_ammo .txt
Spoiler (click to show/hide)

a million bonus karmic universal goodness points to the someone who can perfect the damage on those ammo types

- nothing there is final -

much more arena testing is neccesary ; those values will provide decent effects on bullets - yet against adamantium ; a legion of master bullet(pierce) armed goonbags will not be able to scratch 1 goondah in full adamantium armor even without a shield - they can attack him 360 and they'll be more likely to shoot their own mates or something.

The Reactions. These may require a building in later dates - the line is removed requiring the 'gunsmith' and 'bombshop' perhaps to be present for the reactions to commence ; to add this i'd ave to post the custom building; i will only do so on request or look back in this post as someone helped me with the info on the how.
Add these to reaction_other.txt or to make your own, an empty txt file with [OBJECT:REACTION] in the heading. Same with weapons and ammo ; AMMO / WEAPON / ARMOR etc
Spoiler (click to show/hide)

Add this with the other reactions on or just above the noble and professional listings in any entity you would wish to be able to do the job (and have guns and ammo in worldgen i believe) ; entity_default.txt
Spoiler (click to show/hide)

That's it. With iron/and steel with the bomb weapons / gunpowder all that ; your dwarves or whoever else may dig up the goods and put together some mightier than usual crossbows.. the bombs and shot suxor tho.. what values ought i use? digs up for prize
thanks for the help everybody who does
Title: Re: Smelting recipe help: creation of firearms formula
Post by: myrkul on January 31, 2011, 02:27:09 pm
Why'd you make the skill hammer? I would think crossbow would be a better choice... x-bow was, after all, the first stocked weapon.
Title: Re: Smelting recipe help: creation of firearms formula
Post by: eddyg86 on February 01, 2011, 02:37:05 am
becos thats the skillz for SMACKING someone with the weapon ; not shooting them ;D

hence ; the bayonet rifle is 'spear'.

setting the ammo type to 'crossbow' does the trick of requiring crossbow training etc.