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"Precise: (+25% damage against mechanicals, +1 damage tier for ranged attacks dealing blunt damage)"
@tight valve I'm getting a strange bug where if I fire the blunderbuss at a wall at relatively close range, the pellets pile up at the bottom rather than where I shot them at.
this doesn't happen at further ranges somehow
I don't see anything in the logs about it
ok so I don't think it's range dependent
it depends on angle of attack
head on shots against the wall cause it
which make me wonder if this has anything to do with the code you added to make projectiles bounce off surfaces or if that's just a red herring
it's not exclusive to blunderbuss, happened with pistol too. Investingating further.
hello i would like to ask, whats the gunpowder cost of shooting a musket and a carbine?
i know carbines are cheaper
but how much cheap are we talking about?
musket uses 32 units (8 powder), carbine uses 16 (4 powder)
gotcha thanks
interesting, so its cheaper of them all
good to know
is there a spreadsheet i can consult for the cost in powder of all firearms?
idk I'm using the json files for the firearms itemtypes
ohh alright
They seem to fall down, but they probably hit where they should... I will look into it, but not a priority
What is the cylinder for?
Revolver arquebus.
U can make that?
its a mod addon
I have encountered an issue with this mod's clay molds interaction with another mod called Vintage Engineering. The molds' recipes do not specify the accepted types of clay leading to a crash when using a machine from Vintage Engineering with Firearm's molds.
Current recipe line causing the issue:
"ingredient": { "type": "item", "code": "game:clay-*" },
Fixed to not cause crash and align with how the vanilla recipes are:
"ingredient": { "type": "item", "code": "game:clay-*", name: "type", allowedVariants: ["blue", "fire", "red"] },
this issue is present in the slugs, pellets, bullets, and barrel mold, thanks for your time, I love the mod
"allowedVariants" is not about specification, it is about limiting allowed types.
Should be fixed on their side, whatever they do with recipes, probably write better code that does not depend on "allowedVariants" being in recipe
how to maximise gunpowder drying speed?
If you use Food Shelves, the ceiling jar from that mod can hold the wet gunpower and gives a drying bonus
would be nice if we could alloy bismuth with tin to make yet another alternative bullet metal
(i cant find any copper or lead)
you have a gun but can't find copper?
iron is really easy to find ok
i have a revolver arquebus but to make the bullets im gonna go broke
i kinda wish we could use iron bullets
oh shit.. that gives me an idea
forged iron saboted bullets
requires you to chisel out wooden sabots for the bullets
less damage than lead (maybe even less than copper) but adds tier
at that point use a windlass with flint bolts
guns don't have ap to my knowledge
Tbh, I'm considering removing copper ammo...
Exploring and prospecting for specific materials is an essential part of the game
All guns having brass as required material have it for a reason
Same with lead
i pretend it doesn't exist
it's surprising how many people have trouble with sedimentary regions
"i swear i'm playing 28k hours and i haven't found bees/sulfur/natural coal/borax/lead"
And then they say, that they've never gone more than a thousand blocks away from their starting location
it's natural to be scared of straying too far when you're still new to the game, but by the time you have iron you really should understand what's up
now i realize holding w is so good i'm looking for ways to nerf the base movement
please make it a config
otherwise it wont play well with mods like IOG which can make it harder fo find deposits of certain ores
just in general since veins are a little farther apart but larger in size
some materials are more common than others btw
and its a balance between realism and, well, balance
copper bullets are already a worse alternative
despite that they can be used in guns irl
maybe make them consume more durability IDK
I've run all over the world and not found lead yet with iog
luck and mods haven't gone my way
I'm not someone who's like oh i went 1k blocks no lead!!
rework copper ammo so only the blunderbuss can use it
ts simply.. pmo...
not really accurate to reality
very forced
5k blocks all 4 directions from your base, if unsuccessful only then can you call yourself unlucky
ive been 7k south and more than 8k east, 2k north, not much in other directions
more than halfway through exploring the story locations
like i said
IOG
Never found salt in my world, had to buy it from traders
anyways i dont have any more to say on the matter
please keep copper bullets
they already suck lol that's enough to motivate me to look harder for lead
i was planning on adding rock pellets to give blunderbuss at least some funny general use
shoot metal scrap
will add rock pellets but doesnt care for copper
copper is for brass!
copper has alot of uses especially in other mods
brass and copper can both be used for bullets
okay
im considering nerfing all the guns except steel on my server
why, they're already weak
bronze have low damage and tiers, iron are okay but powder inefficient and have the match requirement which is the biggest downside
if you're gonna nerf do it the other way around
Im not gonna nerf the damage, I made them hit harder but I'm gonna lower the durability significantly
what if i told you the durability was even higher
Hm...
now what is THIS
96 cylinders
Though now I will add "allowedVariants" and leave only one of them in the game, as it was before
Just a way to unify gun parts, so other mods do not need to add their own
Same with ramrods, locks and barrels
those copper cylinders make me wanna make a toy gun
yeah i can go all over the place without finding much sedimentary rock
man i wish pepperbox pistols were a thing
Close enough, wish I could donate money to him.
#1450278092982714502 message
YOO holy shit
i had no idea they were working on this
Yup, next up, maybe colt like revolvers.
W honestly
Colt revolvers are percussion cap.
So they'd really require a whole different production chain setup.
Guy can dream, no?
Don't worry, just thinking about the future.
I really need more practice with the animations and effects though, half of what Maltiez did is just magic to me at the moment.
Slow and Steady wins the race my friend, slow and steady.
can someone help with the revolver arquebus
standing still holding ctrl rmb nothing happens
Try shift RMB
did that iam now trying a restart then singleplayer check with other weapons then ill try moving the around on the hotbar and lastly i will check logs
after learning how to do so
I trust you , but in that SC you have the powder equipped . Instead of the gun
it is the kemono mod ithink
does not play animations well but 3rd person some guns reload and shoot (you just can'treally see it being reloaded)
Yes that would be the reason, Kemono is well known to just not work with any mods that adds custom animations.
kemono generally isn't supported by lots of mods nor does the dev make an effort to support them
use PML-based mods
Collier's Flintlock Revolver was a flintlock revolver that was invented by Boston-born gunsmith Elisha Haydon Collier and manufactured by John Evans & Son of London. Collier's Flintlock Revolver was not self rotating but it was self-priming: a compartment automatically released gunpowder into the pan when the hammer was cocked.
Aware of it, not saying it's bad, just wish to get a colt 1851 navy in the game.
A very nice revolver all in all, maybe when I have the time, I could take a crack in it, but for now, to much things to juggle.
You can shoot a pistol and a crossbow at the same time
Do you have money?
Though you are drunk, so just ignore that
Im mildy drunk, I have some brain activity
No, im mexican LoL
now im curious, so you do commisions for new shit right?
Look into Firearms moddb page
And here is an example of mod that was commissioned: https://mods.vintagestory.at/revolverarquebus
You can support me on Patreon:
Required mods: Firearms, Overhaul lib
Adds a flintlock revolving arquebus. Requires cupronickel alloy in its crafting recipe. Not as fast to shoot as Bossi carbine, but has bigger capacity and ability to partially reload.
Same as arquebus struggles against stronger animals like bears.
Firearm is bas...
Aaaaaaa Right, didnt read that
passing this info to a friend of mine
sick, im gonna install this addon
As an alternative to payment, you can write documentation for Config lib, or update VSImGui to latest ImGui version. 
im too stupid for that
temporal gun wouldn't be as cool as temporal mechanical crossbow
I could totally see the HL2 crossbow but instead of rebar it's a metal rod that is temporaly charged or whatever
Like using a Temporal battery or something?
Dont pirate bears then, and you will be fine
Damn that’s pretty cool
I dont want to add buffs less than 10%, cause they cant really be felt in gameplay
Staking armor buffs/debuffs is an exception
Seems like fun, but what would it actually do?
temporal fuckery
(i dunno lmao)
a single use railgun is something vanilla would do
(and it would still do like a quarter of erel's hp)
me omw to pay maltiez to make an m249 SAW
But it reloads like the revolver arquebus and you have to reload the 100/200 round belt one pellet at a time 
sitting at night knitting your ammo belt
it would also be a big speed penalty but due to the way the game works it's a non issue
So now you can carry 7 loaded pistols in sheats and slings
This looks absolutely ridiculous
just making those pistols will make you question if it was worth it
7 pistols - 112 dmg (5 tier)
2 muskets - 128 dmg (9 tier)
you can have three muskets on your guy
Ok, lets add an eighth one
The Eigth Drifter: X_x
The Nineth: O_o;
next up, combine the pistol swap with dual wielding
bandolier doesn't play an animation on my end
i just continuously hold one gun like it has 7 bullets
Update firearms
Send client main logs
Also you need to shoot or load a pistol at least once in new update, so it has unique id attached, so the lib can tell that item in the slot was changed
Wont work
will fix
changing pistols in hotbar and switching animations (like priming) makes you do the pullout animation
Priming does it once, because it assignes id to itemstack, and after game thinks item was changed
changing slots - yes
This animation is for selecting pistol, making it aware where it came from is a lot of work to implement, and more animations to make
I will make it being marked with id on crafting, to remove some of the jank
this appliance canonizes the "hotbar full of guns" strat
since you can't see the clothes, it's no longer a fashion statement
it's a fashion threat
8 pistols
I got a commission and then went a bit too far
now imagine revolving pistols lolol
i think extra firearms fork dev is working on those
They are.
I'm also thinking of extending the Collier shotgun thing I'm working on to Collier pistols later.
Which are self-priming flintlocks.
By the way, you suggested asking with you about how you managed the bullet animation effect when there's no marker for it in VS animate. How did you manage that?
You mean me? You add attachment point in your model that you animate, and specify in animation when attach bullet, flask and other stuff, and when detach it
You can look into firearms models and animation files
Yep! And thanks!
no, you have to reload the belt before combat one round at a time
Collab with the CartwrightsCaravn, Elk-carried wagon with a crank gatling gun on a wagon
me omw to use a saw on the revolver arquebus and call it a day
I fricking ADORE the bandolier, I need one
Having a bunch of handguns on you is one of the hardest fit in human history
On the topic of this
Any of the few which are in this restricted circle of interest, do you know of any company that does reproduction Wheelock handguns? I only found The Rifle Shoppe (parts kits) and Saguaro Arms
(Real reproductions)
No, and to be honest, still been searching, but is still to much in terms of price.
Saguaro Arms sells an English style Wheelock for 600 something dollars
Sorry, I was looking at originals, a literal wheellock rifle is 12,000 dollars.
Yeah I don't got that budget for firearms
True
Then again, I got a c96 for 2k.
Lucky you, I'd like one as well
Though on the national used market I could get a lot of cool handguns, I saw a listing for a 1913 Brixia for some 900 euros
#gun-nut-channel
GunYap channel
Can you attach a bayonet to a flintlock carbine? or can it only go on a musket?
only musket I think
A carbine is too short to benefit from a bayonet, at least for the period style of weapons, and style of bayonets
Socket and plug bayonets are too small, they are suited for Musket length weapons (so really long)
With the improvement of Breech mechanisms, doctrinal shift and powder quality we'll see military firearms become shorter, and bayonets much longer (Saber or Sword Style bayonets as they are often called)
Feck
anyone else encountered arm getting stuck in ADS position when using offhand pistol? only happens with offhand, using latest versions of everything for 1.21.6
How exactly to reproduce it?
Is it right hand stuck when pistol is in the left hand?
first happened when I was drawing pistol from holster into offhand with melee drawing into R-hand. but tried it with empty R-hand also and it seems to lock any time I ADS with it in offhand
doesnt happen if pistol is in main hand
Can you please make a screenshot?
sure, 1 sec
first shot is equiped but not aiming, just realized it is not being help up vertically like normal. second shot ADS which looks normal just stays locked into ADS after releasing button
combine that with like...extra firearms' pistols variants, or hell...
maybe revolvers when they come out?
you'll functionally never run out of shot.
Bowtorn: I count six shots, Seraph.
Seraph: I count eight guns, rust-beast.
That's hilarious, I was actually just yelling at my screen (like I often do) because I couldn't equip a left & right pistol sheath at the same time (because I hadn't updated in a while) and started questioning why I should be limited to one pistol when I could reasonably carry eight!
A relief to see the offhand issues aren't just me though, I was so confused by the jank I recorded a video because I was sure it was my cursed installation causing it. Glad a fix is on the way!
You can support me on Patreon:
Required mods: Firearms, Overhaul lib
Adds a flintlock revolving arquebus. Requires cupronickel alloy in its crafting recipe. Not as fast to shoot as Bossi carbine, but has bigger capacity and ability to partially reload.
Same as arquebus struggles against stronger animals like bears.
Firearm is bas...
why does the flintlock pistol use twice the powder of the wheellock pistol but do the same damage?
also you get a hilarious visual bug when you try to dual wield pistols now (something that used to work)
probably due to new anims
yeah flintlock pistol has 1.5x velocity of wheellock and uses 2x the powder, yet deals the same damage. That may need adjusted.
oh another bug is that if you click on a gun in the handbook it now doesn't take you to the recipe for the gun. Like in a context like this:
in that case I can't get to it
but you can still get to the recipe from the search menu:
so 1st image fails to get to the recipe when I click it, 2nd image works
Hm...
orc firearm
we are officially anime
or monster hunter
add a big shield in the offhand and capcom will sue you
We get it, you dont like it, no need to repeat
These are not for the main mod anyway
So no need to raise panic either
More like this:
I have an issue of being unable to load gunpowder into gunpowder flasks. Don't know where else to report it.
PARRY THIS YOU FILITH hahahaha..
I reinstalled, did not fix the issue
add a top hammer doubling as a front sight and you have the ultimate weapon for sure, slash pierce blunt, and ranged blunt 🤌
gun halberds and boar spears with 2 wheel lock pistols built into it are both real historical things surprisingly, i wonder how well they worked in practice
Instead of axe rifle.. might I suggest.. Pimp Cane? 'Ornate Walking Stick'
Pike and shot in one weapon
threaded cane
what about...
percussion caps arent gonna be added bruh, go ask that on https://discord.com/channels/302152934249070593/1450278092982714502
19th century technology? Yuck.
Huhh
bruh
Why you booing? Percussion cap guns were from early 1800s
Personally I would love to play War of Rights in Vintage Story.
Now, I have three Stoppler Revolvers in my Bandolier, two flintlock muskets, my flintlock pistol, and my steel sword to take on That Damn Bird!
See that would be fun. But there's a bunch of other mid 19th century technology that would need to be added to the game to justify that.
Like you need more than just guns for a proper US Civil War experience :P
Cannons, paddle steamers, ballons, more comprehensive Chemestry system, etc.
Cast iron
That too.
Rusty rails, hopefully.
Honestly the gap in tech between the revolution vs the civil war is kind of crazy. Not as crazy as civil war to WW1 though
Man, how technology flies.
I find it insane that some veterans of the US Civil War would have seen WW1
True, how time flies.
offhand fix is lookin good, mucho gracias
Expanded firearms mod adds basically the revolver musket but pistol
that's fucking sick
All I can think of is some old fuck union guy swinging around a flintlock "OUR FIRST TWO WARS" In protest of the Springfield rifle being issued.
LOL I was delving into a cave and one-shot a sawblade. I wish I got a clip of it. SO satisfying.
You are lucky, head is not that big
3 pistols plus a bossi carbine is OP for bug nest patrols if anyone here uses Wilderlands Rustbound creatures
Both shots from the carbine and one from a pistol will finish an aged nest, leaving two shots to assist with potential caretakers spawning off the nest
doesn't sound OP tbh
sounds like a fair trade
isn't that like 3 gunpowder for one nest?
Is there a list of all the gun mods that are related to this mod
I know there are a few but I want more if there are any
Revolver Arquebus mod by Maltiez,
Extra Firearms [FORK] by Manny56,
Glockmaker by GorgTheRed,
That last one is one I haven't checked yet
Thank you
Omg this was exactly what I was looking for
Incredible
Moreso that you aren't spending 5 minutes just hacking tf out of it with a sword
Hey just curious is there any plans to add colored clay molds? Not a huge thing just feels slightly out of place with all the vanilla molds now looking different.
could make it fireclay exclusive instead
no they're talking about adding the wildcard feature to the firearms molds which would allow all 12 clay color molds
(which is how other molds work)
1.21 changed the json syntax for all clay items so the current molds we have in firearms are just the 1.20 ones ported to the new syntax without wildcard added in
shit I could maybe work on that now
Oh my god im in love.
Did this come to you in a vision or was this a commission?
If someone makes a pull request - sure, otherwise not a priority
In case anyone is curious, I have experimentally determined that the bayonet uses spear proficiency.
Where could someone do that?
github
Ahh ok
Had an issue where trying to aim any firearm just had it either in the center of the screen, or close enough to make proper aiming next to impossible
I haven no idea what that's supposed to mean
game settings
there's an option called hands viewmodel position, some like that
it should be 0
I doubt I would have changed it from the default, don't even recall seeing it
Do you mean "First person hands Y-Position"?
yes
Well, that explains things since it was at 10. XD
I figured out how to recreate the animation stopping glitch pretty consistently
So, for whatever reason. It hates using a slot with all slots to the left of it filled, to draw the first pistol in the sequence. This will make it force you to swap off of and back to the next pistol to be able to aim and fire
But choosing a rightmost slot with open slots to its left, everything works fine, you can fire, itll do the animation, and you can immediately aim and fire the next pistol without having to swap off and back to it (Most of the time, still has the occasional issue.)
@tight valve Sorry to bother you, I'm currently trying to enable aiming and shooting for the revolver pistol that I made while having something in the offhand like a lantern. I have been going through the dll file and checking everywhere but I'm having no luck. Is the need for the offhand being empty for aiming and shooting coded in or is there a property I can use?
It does not have offhand and one-handed support. I can add it, if you need it, but it can take me some time to get to it.
All right I understand. I would appreciate it if you add support for that in the future.
I added 'TwoHanded' field, that should solve this exact issue
in 1.7.6
It is defined in base class, and should work, but for offhand usage it will require more stuff... Though you haven't asked about it, just about twohanded
Yes just to be able to aim and shoot while holding something, thank you.
Please, confirm that it works
Ok, it will need some work, so you can shoot onehaned, but not load, I will look into it again later
Sorry, my sister baby needed attention, I tested it and it works and was able to load it as well.
Is there a hint to find the blueprint to craft the end game fire arms I need some type of bp that drops from locust nest is there a dungeon i can go to. I talked to a trader and they have tons of maps they want to trade items for is one of them a bp location
Just got to break the nests you can find in caves till they drop one
Shits rare asf
whic end game firearms?
i've gotten blueprint pieces just from killing enemies in the deep
and i mean real deep
🤔
i cant remember if you gotta be tinkerer to make muskets
maybe you are thinking of the Hall Rifle?
I turned that setting off myself
Ooo i see all it does is save a steel plate vs a iron plate
Is there an IRL reason why pistols can only be made out of bronze or steel but not iron? I'm unfamiliar with the material properties needed (or maybe my mod is broken lol)
Also is it normal for iron sights to not line up with cursor? Tried out the arquebus a bit ago and they were considerably lower, lower third of the screen instead of center
hands viewmodel position in game settings
mod expects it to be 0
ty!
i think it's just a compromise for progression
but the extrafirearms fork has what you're looking for
it has every variant for every gun
Nope, none at all
Just as there's no reason you couldn't make all-in one paper or cloth cartridges for a muzzle loaded firearm, it's purely a mod design choice
Is it for balancing? Like legit it’s not an issue just wanna understand the design choice
how do you find that and glockmaker in terms of balance? I like the expanded options but Firearms is already kind of pushing it haha
haven't played extensively with the fork but it seems quite good, it removed the arbitrary 5x damage multiplier from the original extrafirearms
glockmaker is underpowered if anything
also still buggy
Under powered in my opinion
Sweet! Just wanna make sure I don’t have like 30 gun options but only one decent one lol
pistol and bossi are alright, peashooters relative to the rest
pistol is much less accurate but has a mobile reload
arquebus packs a punch but also eats more powder and has the annoying match to be wary of
carbine and musket are insanely strong
musket with bayonet is 
that said musket is now balanced out by very high powder use
you wanna use it sparingly
or have the resources to back it up
Yeah by default but that can still be tweaked afaik
So, I have smithing plus installed and firearms, I believe smithing plus is the one that adds imperfections to some smelted items. It also adds them to the pistol barrels that are made with the molds. However we cannot hammer out the imperfections, we've tried all tiers of anvils, nothing worked.
Sounds like a smithing plus issue
Should I report the issue there as well?
Yes
Okay, my apologies if I posted this issue in the wrong place
Depends on how exactly they prefer for issues to be reported
True, they seem to not respond much to moddb comments so I assumed.
Considering that there are few old and not closed issues here, better to just report in discord
hello!, sorry to bother
does anyone knows how to "kill" the "WaddingUsedPerReload" requirement?
Probably patch it from "WaddingUsedPerReload": 1, to "WaddingUsedPerReload": 0,
i tried that and the result is very funny
the linen patch just refuses to die and becomes an infinite linen patch, beyond comprehension
it uses "0" of the linen patch per use
try removing the line in the json and see if it still works
it still will ask for wadding,
@tight valve I've made a video featuring your mod in the past and I've been working on another one however I've realized with the new updates the reloading sounds for the firearms no longer work, I've done all the suggest mod troubleshooting (removing old mods clearing cache) without success, are there any plans that you will be re-adding them in the near future? (yes i am aware of the history lol)
he tried it and quickly gave up
awh rip, he could always try making it a single audio clip that speeds up based on reload speed, (tied to the animation) so instead of like several audio sounds needing to play 1 at a time it would just be 1 with all the sounds and if someone stops reloading the entire thing just stops, he does have two stages of reload already it would work temporarily, until he adds partial reloads (if he is going to)
Maybe he'd do it for a million dollars
I swear to god there was an ammunition pouch in the firearms mod, what happened too it? Was it actually a separate mod?
https://mods.vintagestory.at/quiversandsheaths is where it's at
Seems it was separated. Thank you!
Random question, what exactly does this change lol?
I think it changes how much the gun moves around while aiming? I could be mistaken tho
Yeah, that
Ahh, just kinda messing about & seeing how it goes lmao
current ones aren't beefy enough for you?
Has anyone suggested a Breechloading Flintlock?
from firearms moddb page
hello!
i was wondering about something tiny, is there a way to have a separate 3rd person and first person animation for aiming?
add -tp to animation code so it will be used in tp
Sounds like a suggestion for Extra Firearms https://discord.com/channels/302152934249070593/1450278092982714502
do you happen to know if this mod is compatible with sheaths and quivers?
nevermind, i got my answer
have you heard it ingame from 100m away
that shit reaches FAR
It doesn't sound as impactful as i wish it did
they sound like they should
you could obviously make it crunchy like an average game (especially before this decade) but that's not what co goes for
Shooting a .50 Caliber Flintlock Smoothbore Pistol.
Could do with a little more pop to the audio
Have those somewhere
hall rifle from extra firearms
You should look into the possibility to add shot towers for bulk ammunition making.
Ah yes the "drop molten metal from a tower" method of making pellets
I mean it works
Think of it functionally as a giant bullet mold
Idk why we would need this but it sounds fun
Would be good for those servers who do the war stuff
Mass production of bullets
and also just those who mainly use firearms
just so you know i am trying and failing on how to put this thing into an actual gun base to make it function
it even spins
but i cant get it to work at all to make it work as a replacement for any of the exsiting guns to make sure the model even works
the barrel is more packed now
if someone can help me that would be fantastic
@tight valve is it possible to make a gun that continuously fires like this or not i dont want to waste time making this if its not
with code anything is possible
Make one barrel of rotation a loop of the animation
What part are you having problem with?
Use the musket itemtype and change the state to the gun name and shape references to the model to get the model working, leave the class type as musket
Thats what i did and it was crashing the game every time i loaded it up
probly because of textures
does the shape file has any #0 or #nulls or textures that arent well directed /referenced?
oh the crashlog would be amazing to see whats up
I left it completely untextured so it wouldnt have textures to break
oh yeah, it could be that
make it so everything has a single texture if you only wanna see the model quickly
no idea, i just know that models can crash the game in world loading if they have a "Null display"
Ok well do you know of any guns that have a continuous fire mode that use ammo as they fire
in vintage story modding scene?, nae, the revolver rifle from maltiez is the closest
guns can have multiple ammos and shot withouth priming if you edit the itemtypes tho
but full auto as keep click press and keep firing, nae
Im probably gonna have to make this weapon a backpack slot weapon because of it being a hand held gatling
I might be able to figure something out by making the firing and priming animations repeat be be the same animation maybe
Because currently they are set to set and stop animation
ok so its working in game but the animations that i made to make sure its barrel spins its not working
its using the animations from the musket
how do i animate this thing in game like its trying to use the musket animations for loading and firing still do i need to use the dev version of overhaul lib
cause if i need overhaul libs dev version i need a new version
i will look in to how he got it to load multiple shots and see about making it fire continuously as a 1 round per second
but now i need to firgure out how to animate the weapons because im at a road block maltiez isn't responding and im kinda confused if this is something that can be done with the firearms mod or not
because if it isnt im gonna have to write out the code to make it possible
yes!
you need to use the dev version of overhaul lib
animations are stored on a different place, check out maltiezfierarms->config->animations to see how theyre handled, theyre made with overhaul lib developer mode ingame, once you set them up with the tools copy ingame->paste in animations file (make sure theyre well placed, no extra comas or brackets for example) rename and reference in the itemtype
Thanks for this but heres the problem the dev lib is out of date
Im working on 1.21
It states to ask maltiez to make an update if needed he seems to be busy so my gun creation is dead in the water till that gets updated
btw, does it say anywhere that firearms is not compatible with 1.22.pre?
Because my world won't generate with just it, combat overhaul and extra firearms enabled 🙁
this is so sad, i'm gonna need to change like one file in my mod 
Thank you for the clarification
i love you maltiez
aaaa, i would love to make a collab gun to conmemorate!
is there a gun that doesnt uses wadding or gunpowder you would like to see made?
Cartidges 🤔
glockmaker bolt action rifles, trench shotun and lever action
yeah, but im talking about making a new one
Kalthoff Repeater
12 gauge to the left of the seraph probably
actually
more like 30mm
autocannon rounds 👿
Those are not the cartridges i expected on the page of this mod
Were you talking about paper ones?? Yes those could be done too now!
I need a speed loader for my guns so bad 😭
the mysterious reload speed config option
I want something that feels like progression though, not just tweaking a value
only way to speedload a muzzleloader would be cartridges
something malt won't do (unless commissioned)
one cant commission me to change a mod, only to make a new one
well you did mention it a few times
as a separate mod - mb
ppl were constantly asking for colt navy
Could probably take some inspiration from old air powered guns
Fun note: early air guns could at times be better than firearms of the same periods
Bolt action firearm being 50% off?
What does that mean
500 bucks for a black powder bolt action? Those existed?
i mean, technically black powder can be used in modern guns
my mod's bolt action uses black powder, mainly because i cannot be bothered to make a process for more modern powder
Fun fact: black powder .45ACP rounds can successfully cycle M1911's a few times before there's too much waste buildup, a feet more impressive than a black powder bolt-action
But also yes, bolt action rifles that used black powder cartridges did exist, the Dreyse needle gun as one example https://en.wikipedia.org/wiki/Dreyse_needle_gun
The Dreyse needle-gun was a 19th-century military breech-loading rifle, as well as the first breech-loading rifle to use a bolt action to open and close the chamber. It was used as the main infantry weapon of the Prussians in the Wars of German Unification. It was invented in 1836 by the German gunsmith Johann Nikolaus von Dreyse (1787–1867), ...
no question to be seen
Thats gonna make that gatling gun so much easier to make
damn i'm out here being shown up, gotta step up my game
(jk, excited to see the other gun mods that come out)
i actually love glockmaker
yeah, unfortunately development is paused until it can be worked on for 1.22
girandoni air rifle in VS...........
I think he means that out of the 1000$ or 500$ price tag for a black powder weapon, it'd be 50% off the 1000$ or 500$ price tags for maltiez to completely make it from scratch
aka, he gives a discount for something hes more willing to make
Not that the weapon itself is 500 dollars. Pretty sure if it was then that would be outrageously expensive for back then given how much weight a "dollar" had when compared today's money
I think they meant, if refiles like this one https://www.youtube.com/watch?v=aLzqQlQ49oA&list=PL9e3UCcU00TQwIj2_TigjB0gAt-JQOD04&index=41 existed
perhaps.
Though I am in the opinion the mod should stay as flintlocks/breachloaders and go no further
thats your choice of course
No new firearms are planned to be added to the main mod
Any commission will be a separate mod
Figured as much
Silver bullets would be cool but there is no reason for them. 😔
🤣
can only be killed by silver bullets too
hope you like panning through boney soil
who tf pans for silver
you nuke quartz
panning for anything except candles and trinkets is a scam
I'd say there's plenty of reason to add more bullet materials: giving players more use for metals they don't particularly need, the biggest problem I could see is that a few metals don't really work for bullets
maybe the fantastical parts of vintage story could allow for more bullet materials to flourish, like using electrum as a glorified hollow point, or using uranium as a really hard hitter
cannot wait to have two thousand rounds of depleted uranium and an itchy trigger finger in vintage story
Uranium is used IRL for better armor penetration
I pan for gears, candles, trinkets and copper when I cant find any copper deposits until like year 2 where I find deposits everywhere
why is it only in the early game, surface copper can be so hard to find sometimes?
real
@tight valve Planning on making some changes to a mod based on your mod, just gonna ask for permission to do it from you, since some of your code and modeling will probably be used due to it coming from this mod. You'll be credited, along with the other creator.
Dont reupload or copypaste code/assets, just make an addon or patches mod
is the firearms mod working with the new update? i am unable to load past the first two lines when creating a world
iirc, 1.22 runs on a different dot net version, so a lot of mods have to be edited
Oh 100%, it's gonna be an LMG, Semi-auto rifle, and maybe a bolt action sniper
The animations for reloading in this mod are amazing, the look and feel of the guns fit the game perfectly.
Especially the arquebus is my favourite in terms of aesthetics.
Is there a sheath or such that holds the arquebus?
i don't know about a sheath, but i know you can put them in slings
When looking up sling in game I only see the sling weapon and pouch, is there a particular name for the one for firearms?
Quivers and sheaths, also has things for swords and other stuff. Made by Maltiez, too
Thanks, I suppose my version of the mod is probably just out of date.
Pretty sure is the weapon sling
It should let you carry carbines and muskets atleast
I think I'm just on an older version and they might have been added since. I presumed that the game would automatically update mods but in retrospect that'd be unwise.
Older version of the firearms mod?
Quivers and sheaths, I realize in retrospect I should have asked in that thread, I hadn't thought to check for one though until I asked the question.
What mod are the cartridges from?
one im working on
Can't wait to see it!
thanks!
the colt is up✌️
un
link pls :3
nvm found it and holy moly this looks awesome!!!
didn't even know about the nekpo! so excited to try these out
btw, sorry to bother again, is there a way to make projectiles break on impact? (i had posted this same message on another wrong thread sorrry)
also thanks, i hope you like the animations
Yes, I will look into it after I move my mods onto 1.22
when did I write this ToT
thanks!, i look foward to it!
In the entities json file for the bullet they have a line that is "minSeconds" if you put the time to 1 it will despawn after 1 second. The entities is the projectile that is fire.
What's the setting to modify the vertical offset for firearms? Is it clientside?
In game settings: hands hight or something like this
Could you tell me where particularly it is? I apologise but I cannot find the name.
Apologies, I have it sorted
Would you happen to know if there's an equivalent for x position?
nope
You have player model mod and it does not play well with firearms?
I am afraid so yeah. Just installed a race overhaul mod today to play as a dwarf.
You can ask the author to adjust animations for their model
That's a fine shout, thank you.
If you remind me about this issue after I update my mods to 1.22, I will probably make mod config settings for firearms to manually adjust them in such cases
Rn I'm focused on updating to 1.22, so I dont work on 1.21 versions of new features
hey maltiez i might be dumb but, how do you set up the "WaddingUsedPerReload": 0 on revolvers?
"WaddingUsed"
in each stage
OH, thank you so much!
Hey guys, I know this is about firearms and such, but I was using Rusty Shells, and the Machine Gun has a bit of a problem, like it's rotating itself, turning left essentially, while firing, is there a command of sorts in the files to help me change it?
You might want to ask in here https://discord.com/channels/302152934249070593/1147947048491032576 instead, this is for a different firearms mod
This channel is specifically for malt’s firearm mod not firearm mods in general. I’d check if that mod has a specific thread/forum or if they have their own discord.
Synchronized moment.
@brisk sonnet , @shell jolt : Thanks
Happy to help
What's the steel cylinder for?
You can support me on Patreon:
Required mods: Firearms, Overhaul lib
Adds a flintlock revolving arquebus. Requires cupronickel alloy in its crafting recipe. Not as fast to shoot as Bossi carbine, but has bigger capacity and ability to partially reload.
Same as arquebus struggles against stronger animals like bears.
Firearm is bas...
also the colt navy mod uses it
Okay, do you know why the cylinder is in the base firearms mod?
Could be the main code for firearms includes the revolver code so its in firearms for that
Also, extra firearms mod uses it for the revolver flintlock
i assume maltiez keeps it in the main mod to keep it easier for other people to use and build off of.
also easier for people who may download multiple mods that make use of it.
Question.
Why I would pick the carbine over the, musket?
The musket deals double the carbine's damage, with the only drawback being a 3 second longer recharge.
There might be something that I'm missing.
powder cost
The carbine also slows you down less if I recall correctly.
But arguably unless you want to shoot a bear or very high tier drifter/bow torn/other thing, the carbine is just most pleasant to use
It's my favourite hunting weapon in this mod.
much cheaper, much less powder cost
but if you can afford the hefty 8 powder per shot, yeah musket is just better
8 powder as in items, not units
Hm, I see.
I wonder...
Can you move while reloading?
Is there also reload checkpoints?
loading, priming, then match application if it's a matchlock
flintlocks are the best but they're endgame
matchlocks are generally the worst but they don't require any perks to make and very accessible to use and massproduce
wheellocks are peashooters but they're cool and satisfying
Matchlocks are still fairly good for small game, they've the benefit of hitting reasonably hard with the cheaper ammo and lesser powder use.
powder use is inefficient compared to wheellocks
the advantages matchlocks have are breakpoints, accessibility and cost
There are no wheel locks effective against deers though? And I find the smaller prey are less worth hunting.
hence, breakpoints
Also would you happen to have a resource on the powder usage? Until recently I bsd been playing an older version and the difference in powder use seemed only one to two?
Per linen and lead the arquebus is most efficient.
with default configs:
wheellocks - 1 powder
matchlocks - 3 powder
carbine - 4 powder
musket - 8 powder
matchlocks used to be most efficient
Ah grand, I am used to the old values then.
With barrel length you'd expect pistols to be less efficient in powder usage, but then I suppose they'd also get less usage.
I just think pistols conventionally shouldn't be the most powder efficient as they require a finer grained powder and they lose more velocity as the projectile is accelerated over less time.
How long you take accelerating the projectile has no impact on how long the projectile retains the velocity it has
What? The longer you accelerate a projectile with the same given powder charge the higher the initial velocity will be to a certain point, that is my argument. Pistols have short barrels, the projectile tends to exit the barrel before all of the powder has burnt.
I may have worded it awkwardly, but my argument is short barrel loses potential energy from the powder, not that it slows more quickly after leaving the barrel on account of it being short.
So it feels off that all the most powder efficient weapons have short barrels.
I'd say you worded it terribly, not merely "awkwardly"
And the whole reason faster burning powder is used for pistols is to minimize the powder wasted with incomplete combustion of the powder
And even then the faster burning powder would work better in a longer arm, if that arm is built to account for the pressure.
In realistic combat at the ranges pistols are effective, pistols are the most powder efficient, the biggest advantage long guns have is range
Pistols are purely a compromise for handiness, on what grounds are they more efficient for powder use?
Smaller amount of powder needed for proper function of the firearm, while still getting the job done as long as the firearm and ammunition are competently designed
But given the same charge of powder and same projectile in a barrel that is say twice as long, you would still see a greater muzzle velocity, until you reach the cut off that any additional length of barrel will start slowing the projectile down due to friction.
Right, you're arguing an irrelevant point given literally nothing in this mod uses the same powder charge while having different barrel lengths
Outside of that, using a firearm and ammunition designed for each other will be more efficient over-all than the same ammunition in a weapon that can take it, but is optimized for something else
Then why does it make sense that using a wheellock pistol which uses 1 powder, does 2/3 the damage of a far longer weapon firing the same calibre projectile with 3 times the powder charge.
Barrel quality perhaps? Iron kinda sucked early on
Bronze genuinely was better for making firearms for a decent length of time than iron because it was both easier to work with and more durable
A pistol length barrel would also be easier to clean
Bronze has definitely been uzed for making cannons, but I've not heard of a bronze barreled small arm, and cannons are on the opposite end of the spectrum from pistols.
And my argument is that the arequbus should just use less powder, based on the differences in damage.
Bronze hand cannons of various lengths existed
Only reason bronze wasn't really used for more advanced black powder firearm designs before decent steel was cost, ignoring largely cosmetic use which brass also saw
Idk, i read it just fine
If it uses 3 times the gunpowder and has a much longer barrel (so the projectile has more time to accelerate) shouldn't it deal more damage?
I think from a realism standpoint, it should, but maybe not so much from a gameplay standpoint
Making it use less gunpowder would definitely help it be balanced and a little more realistic
I think the fact that arquebus only deals .25 more damage than the pistols is purely a gameplay thing. Its a video game so you cant balance everything over the granularity of reality.
"No new firearms or paper cartridges are planned. And won't be in the future."
Yea it's a joke
Anywho, do you think the arqebus is good?
#1430621052505030780
Dunno, my friend mains Musket, I main Revolver Arquebus
Revolver fun
I think the windless crossbow is a better arquebus from a gameplay standpoint.
For me, the boon of guns is being able to draw and shoot them immediately, but needing to prime the match before shooting makes me think, "i can spend the same time readying a bolt on a crossbow and be doing more damage for no gunpowder, lead, or linen cost."
Revolver arquebus is dope as fuck though. I second the recommendation on that.
I'd love the arquebus if it didn't mean I had to weird things everytime I wished to cross a body of water. It's honestly the primary reason I use the carbine, not the higher damage.
Yeah, matchlocks aren't very good guns, wheel lock and flintlock are way better since you don't have to put the match on them
As long as you prime them beforehand, you can shoot instantly
God I wish I could convert the arquebus to use a wheellock
extrafirearms has that
It also has the extremely broken handgonne
The gun is genuinely too good, 2 shots a bear
There's been times whe and I was chased up and done wn by an animal and an arqebus would have taken 2 shots while the handgonne just 1 shot it
Yeah I'd thought about installing extra firearms for that, but I'm against the revolver tech which seems way too effective for the tech level, especially the revolver musket
ok he's gone off the rails now
probably got inspired by the mod he forked
which originally had an arbitrary 5x damage multiplier on all guns
this the kind of shit people expect me to put in glockmaker i swear
I have no intent of being harsh on the dev, but it looks like some of the things like that or the jezail which does even more damage than the musket seem overtuned, alternatives to the base weapons seem more interesting than straight upgrades, and I don't believe anything like that could be effectively made with the level of technology.
yes we have time magic but we cannot possibly have the technology of revolving cylinders with big lead balls inside
I mean as a flintlock revolving musket seems off, there's no gas seal so there's no reason it shoud hit as hard as a musket, and the risk of chain fire.
would you ever use it if it could misfire and kill you
call it a risk/reward mechanic
It costs a tiny bit more, it has a damage multiplier of 2.125, as compared to the musket's 2, but the damage is one tier below
Unless they changed that in a newer update
The revolver musket is probably too good tho, since it reloads FASTER than a musket and deals the same damage
Like, at least lock the cylinder tech to specific schematic
Maybe that could be an idea for the revolver arquebus, needing a specific schematic to make the steel cylinder, or schematic to use it
Since i have no idea how you could lock a smithing recipe to a schematic
What does it use?
Sorry, I edited the message, though I initially said matchlock, I meant wheellock
Matchlock is what it initially uses
Yea
Do ya'll usually go for a carbine first or a musket
Musket, myself
Keep it in reserve for when there's a bellhead shiver that needs to have been dead five seconds ago
carbine now has much more applicability since the powder changes, so first batch i would go for that now
musket is a machine for oneshotting something that displeases you
ill never get tired of pulling the trigger and watching a royal pain in the ass fall to the floor.
It's a real thing.
Actually, there were a few different designs.
But would they have hit as hard as a proper military musket?
Mostly because they were typically highly elaborate guns designed for wealthy individuals and hunters, who could afford to pay a lot more per unit for a very high quality weapon.
As opposed to the "Good enough" approach for military firearms.
In real life, they were also often a lot more finicky.
Do you know were they carried with each pan primed? Or was it preferred to prime the pan only before firing?
I don't know if it's a realistic concern as I've never handled a muzzle loader but I wonder if powder would fall out of the bottom pan.
The used designs all have pan covers to prevent that concern, as with the revolving musket design for the firearms mod proper. Let me get a picture.
You can support me on Patreon:
Required mods: Firearms, Overhaul lib
Adds a flintlock revolving arquebus. Requires cupronickel alloy in its crafting recipe. Not as fast to shoot as Bossi carbine, but has bigger capacity and ability to partially reload.
Same as arquebus struggles against stronger animals like bears.
Firearm is bas...
Here's the real weapon:
Those brass rectangles with the steel mechanisms on them are covers for the pans.
They stop the powder getting out, or anything else getting in.
You'd just pull them away when rotating it into firing position.
That one does look beautiful, could they really handle the same loads as military arms though?
A lot of historical designs, since they had issues with gas seals due to lacking modern materials, instead had an overlapping cylinder and barrel design. In effect, you'd pull the cylinder back, revolve it manually, then let it go and it'd push forwards into the barrel.
That meant it'd seal sufficiently for minimal gas leakage.
Akin to the nagant revolvers then?
Yep! Although usually overlapping a bit more.
Aside from that, being custom made meant there was usually a higher quality of work in general, including metal and parts.
Ah thank you for your explanations!
I'll concede then it's more realistic than I thought though I would still question the balance of the weapon.
I unfortunately don't have a chart detailing the effective loads for a lot of these designs, just because they're so rare, but it wouldn't surprise me at all if they were able to take comparative powder loads.
The main difference is really that one's a unique handcrafted incredibly expensive custom weapon, and the other is a standard mass produced one.
The balance is definitely a concern stemming from that.
If you're familiar with more modern weapons, there's a ton of incredibly strong, interesting, or otherwise useful weapon designs that nonetheless weren't used for various reasons. Mostly logistics and cost.
Or, for older weapons, stuff like the Ferguson rifle.
Very fast to reload, but also incredibly expensive, finicky, and difficult to maintain.
For the cost of a revolver musket, a proper military might be able to get a dozen normal muskets, which will win out every time.
And no worries! It's fun to chat about - although I'd highlight that I'm by no means an expert, so that's only to the best of my understanding of things.
Ah all that you've said does make sense and especially in a video game context I couldn't think of fun ways to model maintenance or reliability to balance out historical experiments or bespoke weapons. If there was a way, the Lorenzoni would strike me as a really cool in game firearm.
The Kalthoff repeater is another good example of a multi-shot black powder firearm that was too expensive to see wide spread use
Flintlock rifles with 5-30 round capacity depending on caliber
Ig since you have to smith the steel cylinders for both the revolver arquebus and the revolver musket, that does kinda make it less mass produceable
I wish the cylinder recipe was harder to make though
I would really love if we could have separated reload animations for different ammo types
obviously with muskets and blunderbuss this doesn't.... really make a big difference, unless you put something vastly different into the blunderbuss maybe, but useful for other gun types.
None of existing firearms need it, so I see no point in adding it
throwing obsidian into a blunderbuss so it absolutely shreds people without armor
slashing damage shot
loading my musket with depleted uranium
Loading my revolver arquebus with square rounds to inflict more pain upon the unholy drifters
What are the effective ranges of the various guns?
I mean, in VS you'd just use natural uranium since there's no meaningful difference between the isotopes for game play purposes
mostly just easy framework for other people to use (or maybe i just want to put silverware into my blunderbuss, who knows)
ultimately a nice to have not a need to have though 
Firearms mod is not a framework though, it is just a regular mod
I can add small features to existing classes, if it makes others life easier, but not full-fledged features
I was not sure how big of an undertaking it would be, honestly wasn't even sure if this wasn't just already possible and I just didn't know
if you want that feature then you do it
best wheel lock gun?
there's only two
mobile reload shit accuracy or double shot stationary reload okay accuracy
bossi is a good opener because 2 shots
if whatever i shot is still alive then i start whacking it
Need a reminder but whats the powder cost for arquebus, carbine, and musket again?
Someone else can fact check me if im wrong but I remember 3, 5, and 8 respectively.
Actual gunpowder being used. Not flask durability.
Question, I need help on something.
I found a flintlock schematic, but it seems useless.
It has no recipes linked to it.
Its the complete schematic btw.
How do I craft firearms then?
It is bugged?
What other mods are you using?
Extra firearms.
no racial classes overhaul? Just asking as that's one particular mod I know could have the effect.
reinstall the mod
I just made a bossi... Genius or waste of resources?
durable, reliable, strong for basic targets within its tier range
highly powder efficient
Yea I need that
wheellocks are kind of a luxury compared to matchlocks, they take a lot more resources to make
but if you wanna make them you can't go wrong
Should I build up a Wheelock arsenal, or should I just make steel (I play on a server and I do not wanna make steel so idk)
I also am a clockmaker so it's cheap for me to make shit
flintlocks are the strongest by far but like what are your usecases
Revolver musket (Ik that's the plus mod DW)
Carbine
Musket
Pistol
for bears your only option is flintlocks
3: inventory space
Yea
check their tiers, gun's tier must be equal or higher to their blunt defense tier
otherwise damage gets halved and you might as well not bother
I play on a homo sapiens server where animals are bumped up in aggression and there are added predators so instead of crawlers or wtv hunting you it's nature itself
I mean 4 shots with an arqebus for a mammoth
Not bad
Copper bullets too
Dude I just need sulfur
That's one of if not the only limiting factors
hit the sediment and you'll have it in no time
Quivers and sheaths mod fixes that problem
A musket should suffice, i think?
muskets 2 shot them with lead slugs
very good for big game hunting and emergency bear defense
Hey everyone, probably someone asked about that before, but I missed it, when the mod will be updated to the new versions of the game?
Theres no timeframe or eta, Maltiez said hes working on making CO and his other mods ready for 1.22 but it won't be a quick process ofc
When it's done
Yes
Oh I see.
I might had mixed the class exclusive recipes with extra firearms.
That mod is broken as we speak right?
It works fine for me
Also for me
Technically some weapon parts can only be crafted by some classes
Also, idk if clockmaker is the only class that can make pistols
I believe you can buy the wheel locks from a treasure trader so technically no
Though it's much easier for them
Especially if you want a full brace and a bossi to spare.
Question
Can someone tell me how much gunpowder each weapon uses?
Im not at my pc to check myself.
Please
@tight valve hi how much is a firearm commission?
What is written on Firearms moddb page
$1000.
For the one you're wanting.
Okay I'll get back to you in 3 weeks regarding it assuming this is correct. @tight valve
Oh also before I go this is the mechanism in question. Otherwise it's a fairly normal musket. @tight valve
I'll get back to you in 3 weeks
If this is too complicated for 1000 I'm willing to pay extra.
its fine, but I have no idea where you should get in game percussion caps
The easiest way to do it would be requiring something like expanded chemicals or lasovier.
It doesn't need to necessarily be a 1-1 copy, really just a side loaded box of shot that moves right as fired is all I want, it can be a flintlock if that's somehow possible
Do we have mercury in vanilla?
Well I'm currently working on a Caplock firearm mod
Work in progress, there is no balance on anything. If there is any issues comment it.
This needs Maltiez firearms mod to work
Adds
Caplock Carbine
Caplock Musket
Known issue
Any fireams that uses slugs can be loaded with the cartridges. I'll fix this later
From flintlock to caplock there is a improvement in how much ammo you can carr...
So what is your solution?
My mod does add the entire process for the percussion cap and I have been designing the mod to act as a repository for everything needed for caplock firearms
May be it makes sense to make a base mod with everything required for firearms, parts, ammunition, equipment... May be later
How many mods there are that depend on Firearms?
Around 10 I think
Cinnabar is the closest we have rn
Uff
Theres a bunch, and its only gonna get growing as people make more/the knowledge to make them is more spread (since people seek weapon authors to get help to make their own)
Its a really good mod to make addons on once you get the hang of it
What is this, i love it?
will this mod be ported to 1.22 after stable release or is there a possiblity of it coming to the test version?
I also got a question
How much gunpowder does each firearm use?
I only know that the carbine uses 5 and the musket 8.
I also see that the flask only has capacity for 2 stacks of gunpowder despite it says it has around 515 durability (capacity)
It will be updated after stable, mod auth has said he will not update any mods before stable
Thats false, I do update mods before stable, and all my libs are already updated. But when I finish refactoring and updating this mod - no ETA yet.
I'd like to request the powder usage of firearms be mentioned on the mod page if it's not too much of a hassle, it just seems the most often question asked in here
Heh
Still I wonder if someone knows.
Does anyone know what increasing the amount of durability per gunpowder does? Does it reduce the gunpowder capacity?
If anyone else might be interested, Lazzarino Historic Arms (an offshoot of Brixia) announced that they're making available reproduction wheellocks. I missed the announcement back in late February. 😅
14mm/.50/28ga and 16mm/.62/20ga respectively. I know I'm sure excited!
I do believe nobody does.
the powder flask's capacity is only based off of its durability, not how many gunpowder items you actually stored in it
in order from cheapest load to most expensive load, according to the source files
wheellock pistol: 3 load, 1 prime (4)
bossi carbine: 3 x 2 load, 1 prime (7)
flintlock pistol: 7 load, 1 prime (8)
matchlock arquebus: 11 load, 1 prime (12)
matchlock blunderbuss: 11 load, 1 prime (12)
flintlock blunderbuss: 15 load, 1 prime (16)
carbine: 15 load, 1 prime (16)
musket: 31 load, 1 prime (32)
in terms of damage/powder, bossi is marginally the best, wheellock pistol being second
other than that you get a fairly consistent 2 damage/powder with the exception of blunderbuss' at 3
im about to make it 11 soon 
Oh you are a lifesaver, thanks.
I hope the message gets pinnen eventually for anyone that asks in the future.
huh. apparently i have that power, but will refrain as this is not my thread
Ok so I've been doing the measurements myself in order to be sure of it:
Wheelock pistol = 1 gunpowder/4 flask units
Bossi carbine = 2 gunpowder/8 flask units
Blunderbuss = 3 gunpowder/12 flask units
Arquebus = 3 gunpowder/12 flask units
Flintlock pistol = 2 gunpowder/8 flask units
Flintlock blunderbuss = 4 gunpowder/16 flask units
Carbine = 4 gunpowder/16 flask units
Musket = 8 gunpowder/32 flask units
A flask is able to hold 2 stacks of gunpowder, or 512 units, so a full flask has enough for:
128 wheelock pistol shots
64 bossi carbine and flintlock pistol shots
42 blunder and arquebus shots with 8 units left for any other gun
32 flintlock blunder, and carbine shots
16 musket shots
Alright someone pin this please.
There's a difference between wheellock and flintlock pistols? Do they differ in damage as well?
Flintlock reloads slightly faster and I think it has a higher damage tier, not sure if that changes any of the breakpoints against animals though
Rip, the flintlock pistol left me down.
pistol is really just an anti-wolf weapon
if you want to hunt try the revolver arquebus
Their difference is that flintlock pistols have a higher damage tear, and they don't require a level crank, with the downside that flintlocks use 8 flask units in comparison of the 4 that the wheelock uses.
I can't think of many situations where the damage tier difference is very important though, the damage is low enough that where ever it makes a difference you're probably shooting a lot anyways
Damage tier difference is half the damage is too low
Damage tier is also useful if your using CO as mobs do have armor.
I don't mean in literal terms, more the high armoured enemies would take many pistol shots anyways
You are right, but it will take way less shots than with the wheelock.
But at that point it's generally not worth using a pistol at all
Are you sure?
It is a backup that keeps its damage consistent, it doesn't rely on needing a crank, and you can reload it while moving around.
Hm I got a question.
How wide is the blunderbuss spread?
Or it is tight enough to land all the pellets at a safe distance?
Roughly the same as real world shotguns, you can calculate it, for such small angle it is just angle in radians multiplied by distance, so ~3.5 blocks on 100 blocks distance
Oh I see.

