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Author Topic: On and On and ON About Guns  (Read 2272 times)

DaSwayza

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On and On and ON About Guns
« on: December 21, 2017, 05:53:40 pm »

Hi ladies and beards, I'm not interested in creating some long drawn out gun industry, but here's what I would like to add to my game: I would like to make a barrel out of an iron/steel bar at a metalsmiths forge using metalcrafting, a set of shot made from an iron/steel/lead? bar, saltpeter, brimstone, and charcoal also at a metalsmith forge using metalcrafting, and a stock out of wood at a craftwarfs shop using woodcrafting. I would like a skill of rifledwarf, and not add any additional buildings for this task.

Optionally I would like to play with the idea of using booze and charcoal to create shot, and would like to try the idea of making a munitions pouch for shot instead of a quiver. Both of these are absolutely optional, more important is to add an entity reaction so I can trade for shot or the materials needed.

Advice?

*EDIT* btw I know how to make the raws, the one thing I don't know (besides the optional bits there) is how to make them able to be made at the proper workshops
« Last Edit: December 21, 2017, 06:01:09 pm by DaSwayza »
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Toxicshadow

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Re: On and On and ON About Guns
« Reply #1 on: December 21, 2017, 06:53:05 pm »

you cant add skills so you'll have to repurpose an existing skill to be your new 'rifle' skill. Just rename it in the entity (eg. marksdwarf -> rifledwarf).

Use
Code: [Select]
   [BUILDING:<BUILDING NAME>:<BUILDING KEY>]in your reaction for the building you want to use, including metalsmiths forge. http://dwarffortresswiki.org/index.php/DF2014:Reaction#Building

Make a new kind of ranged weapon and ammo(see wiki), and your new parts (generic items used only for reactions), make reactions to make the parts, then the reaction for the gun, then give whichever entities access to the items. Look at the wiki for the tokens.

Also about the booze thing, just make a stone shot (so the game uses that to calculate damage instead of booze lol) then in the reaction make it need booze or whatever. No need to worry about how it would work irl or anything. You could program raws for shots made with cat hair if you really wanted
« Last Edit: December 21, 2017, 06:56:37 pm by Toxicshadow »
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DaSwayza

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Re: On and On and ON About Guns
« Reply #2 on: December 21, 2017, 06:57:05 pm »

So would I not be able to differentiate between crossbow dwarves and rifledwarves like Masterwork can?
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Toxicshadow

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Re: On and On and ON About Guns
« Reply #3 on: December 21, 2017, 06:57:46 pm »

So would I not be able to differentiate between crossbow dwarves and rifledwarves like Masterwork can?
If you renamed marksman. Rename blowgunner or archer instead if you want.
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DaSwayza

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Re: On and On and ON About Guns
« Reply #4 on: December 21, 2017, 07:06:19 pm »

Oh yes! that's what I'll do. Blowgunners are obsolete anyway
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Toxicshadow

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Re: On and On and ON About Guns
« Reply #5 on: December 21, 2017, 08:37:06 pm »

Oh yes! that's what I'll do. Blowgunners are obsolete anyway
Don't forget to change the subterranean animal people if you remove vanilla blowguns!  :)
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DaSwayza

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Re: On and On and ON About Guns
« Reply #6 on: December 22, 2017, 09:46:25 am »

Well this is embarrassing. How do you change the name of a skill like blowgunning?
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Bearskie

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Re: On and On and ON About Guns
« Reply #7 on: December 22, 2017, 09:49:30 am »

Try:

[PROFESSION_NAME:BLOWGUNMAN:rifledwarf:rifledwarves]
[PROFESSION_NAME:MASTER_BLOWGUNMAN:expert rifledwarf:expert rifledwarves]

in the dwarf creature raws.

DaSwayza

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Re: On and On and ON About Guns
« Reply #8 on: December 22, 2017, 09:57:53 am »

you just toss that in wherever? I don't see any other profession skills listed
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KittyTac

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Re: On and On and ON About Guns
« Reply #9 on: December 22, 2017, 10:06:04 am »

Oh yes! that's what I'll do. Blowgunners are obsolete anyway
Don't forget to change the subterranean animal people if you remove vanilla blowguns!  :)

Or let the animal people have guns.
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Bearskie

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Re: On and On and ON About Guns
« Reply #10 on: December 22, 2017, 10:18:30 am »

in the dwarf creature raws.

First creature in creature_standard.txt, you can't miss it.

DaSwayza

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Re: On and On and ON About Guns
« Reply #11 on: December 24, 2017, 11:03:16 am »

Alright, I checked the reactions page for what building to make the mechanism in, and I cannot find the Mechanics Workshop listed in the possible tokens. Where can I find the building token I need?
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Bearskie

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Re: On and On and ON About Guns
« Reply #12 on: December 24, 2017, 10:30:14 pm »

Only certain hardcoded buildings are eligible for modded reactions (unless you use dfhack). Unfortunately the mechanics workshop is not one of them.

DaSwayza

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Re: On and On and ON About Guns
« Reply #13 on: December 25, 2017, 10:46:41 am »

I have an odd situation: I successfully made a tool item, a wooden rifle stock. But as soon as it is looked at or they attempt to put it in a stockpile, the item disappears without a trace. No idea why

::EDIT::
I have unmade all of my components, requiring one bar, one log, and one mechanism. However none of the tasks are showing up in the metalsmith forge, and I couldn't force them with a manager order. So will I need to build a custom workshop to make it work? or if I design it to just be made with a few metal bars, how can I prevent bronze, copper, and silver arquebuses from existing?
« Last Edit: December 25, 2017, 11:36:22 am by DaSwayza »
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Teirdalin

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Re: On and On and ON About Guns
« Reply #14 on: December 27, 2017, 12:50:46 pm »

Did you make sure to include the reactions on the races entity page?
Honestly for something like that I'd kinda suggest making a new building all together just for the sake of simplistically.
« Last Edit: December 27, 2017, 12:52:22 pm by Teirdalin »
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