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DF Modding / Re: Black Powder Firearms
« on: April 13, 2017, 02:38:45 pm »
Unless reaction_guns.txt is missing from ~/raw/objects, I'm at something of a loss.
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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?
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.
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.
But OP posted yesterday... still confused.It was the early hours of April 1st when I hit the button. I'm on British Summer Time here.
Nah, I'm talking about the marksdorfs that will jump off walls to charge a target with their crossbow stock held high... while also carrying a full quiver. This may be a combination of things, though. They jump off the wall to get a valid path to the target, then realize they are too close to fire and just charge in.That would be why my very first DF mod was to give crossbows bayonets.
However you slice it, marksdorfs are one dumb bunch of Urists.
Yeah, [INSTRUMENT:x] isn't actually retired.So will this still work?
[BUILDING_WORKSHOP:EXHIBIT16]
[NAME:Instrument Exhibit]
[NAME_COLOR:7:0:1]
[DIM:1:1]
[WORK_LOCATION:1:1]
[BUILD_LABOR:ARCHITECT]
[BLOCK:1:0]
[TILE:0:1:'#']
[COLOR:0:1:7:0:0]
[TILE:1:1:'#']
[COLOR:1:1:7:0:0]
[TILE:2:1:'#']
[COLOR:2:1:7:0:0]
[TILE:3:1:8]
[COLOR:3:1:7:0:0]
[BUILD_ITEM:1:BLOCKS:NONE:NONE:NONE]
[BUILD_ITEM:1:BOX:NONE:NONE:NONE][CAN_USE_ARTIFACT][GLASS_MATERIAL]
[BUILD_ITEM:1:INSTRUMENT:NONE:NONE:NONE][CAN_USE_ARTIFACT]
You could put it into the interaction_standard.txt file, since that already has some interactions in it.Normal practice with reactions, items etc is to create a separate text file with the appropriate headers. Not sure how that works with interactions though.