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sterile merlin
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it's only ranged actually

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"Precise: (+25% damage against mechanicals, +1 damage tier for ranged attacks dealing blunt damage)"

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@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.

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this doesn't happen at further ranges somehow

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I don't see anything in the logs about it

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ok so I don't think it's range dependent

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it depends on angle of attack

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head on shots against the wall cause it

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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

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it's not exclusive to blunderbuss, happened with pistol too. Investingating further.

covert flicker
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hello i would like to ask, whats the gunpowder cost of shooting a musket and a carbine?

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i know carbines are cheaper

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but how much cheap are we talking about?

sterile merlin
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musket uses 32 units (8 powder), carbine uses 16 (4 powder)

covert flicker
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gotcha thanks

sterile merlin
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arquebus is 12

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units

covert flicker
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good to know

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is there a spreadsheet i can consult for the cost in powder of all firearms?

sterile merlin
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idk I'm using the json files for the firearms itemtypes

covert flicker
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ohh alright

tight valve
elfin socket
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What is the cylinder for?

rigid quest
elfin socket
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U can make that?

celest thunder
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its a mod addon

elfin socket
gentle slate
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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"] },

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this issue is present in the slugs, pellets, bullets, and barrel mold, thanks for your time, I love the mod

tight valve
teal isle
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how to maximise gunpowder drying speed?

kind elm
glacial lark
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would be nice if we could alloy bismuth with tin to make yet another alternative bullet metal

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(i cant find any copper or lead)

tall yoke
glacial lark
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i have a revolver arquebus but to make the bullets im gonna go broke

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i kinda wish we could use iron bullets

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oh shit.. that gives me an idea

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forged iron saboted bullets

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requires you to chisel out wooden sabots for the bullets

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less damage than lead (maybe even less than copper) but adds tier

tall yoke
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at that point use a windlass with flint bolts

glacial lark
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nah

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muh armor piercing

tall yoke
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guns don't have ap to my knowledge

tight valve
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Tbh, I'm considering removing copper ammo...

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Exploring and prospecting for specific materials is an essential part of the game

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All guns having brass as required material have it for a reason

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Same with lead

tall yoke
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i pretend it doesn't exist

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it's surprising how many people have trouble with sedimentary regions

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"i swear i'm playing 28k hours and i haven't found bees/sulfur/natural coal/borax/lead"

tight valve
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And then they say, that they've never gone more than a thousand blocks away from their starting location

tall yoke
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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

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now i realize holding w is so good i'm looking for ways to nerf the base movement

glacial lark
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otherwise it wont play well with mods like IOG which can make it harder fo find deposits of certain ores

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just in general since veins are a little farther apart but larger in size

glacial lark
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and its a balance between realism and, well, balance

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copper bullets are already a worse alternative

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despite that they can be used in guns irl

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maybe make them consume more durability IDK

glacial lark
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luck and mods haven't gone my way

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I'm not someone who's like oh i went 1k blocks no lead!!

thorny imp
glacial lark
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ts simply.. pmo...

glacial lark
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very forced

tall yoke
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5k blocks all 4 directions from your base, if unsuccessful only then can you call yourself unlucky

glacial lark
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more than halfway through exploring the story locations

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like i said

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IOG

thorny imp
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Never found salt in my world, had to buy it from traders

glacial lark
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anyways i dont have any more to say on the matter

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please keep copper bullets

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they already suck lol that's enough to motivate me to look harder for lead

tall yoke
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i was planning on adding rock pellets to give blunderbuss at least some funny general use

thorny imp
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shoot metal scrap

glacial lark
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will add rock pellets but doesnt care for copper

tall yoke
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copper is for brass!

thorny imp
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copper has alot of uses especially in other mods

glacial lark
thorny imp
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im considering nerfing all the guns except steel on my server

tall yoke
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why, they're already weak

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bronze have low damage and tiers, iron are okay but powder inefficient and have the match requirement which is the biggest downside

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if you're gonna nerf do it the other way around

thorny imp
tall yoke
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what if i told you the durability was even higher

tight valve
tall yoke
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now what is THIS

tight valve
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96 cylinders

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Though now I will add "allowedVariants" and leave only one of them in the game, as it was before

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Just a way to unify gun parts, so other mods do not need to add their own

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Same with ramrods, locks and barrels

tall yoke
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those copper cylinders make me wanna make a toy gun

west gyro
glacial lark
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man i wish pepperbox pistols were a thing

pearl grail
glacial lark
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i had no idea they were working on this

pearl grail
glacial lark
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W honestly

hearty harbor
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So they'd really require a whole different production chain setup.

hearty harbor
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It's something I considered adding!

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I'm working on my revolver shotgun mod.

pearl grail
hearty harbor
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I really need more practice with the animations and effects though, half of what Maltiez did is just magic to me at the moment.

pearl grail
slow moss
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can someone help with the revolver arquebus
standing still holding ctrl rmb nothing happens

untold cedar
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Try shift RMB

slow moss
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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

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after learning how to do so

untold cedar
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I trust you , but in that SC you have the powder equipped . Instead of the gun

slow moss
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it is the kemono mod ithink

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does not play animations well but 3rd person some guns reload and shoot (you just can'treally see it being reloaded)

wet gyro
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Yes that would be the reason, Kemono is well known to just not work with any mods that adds custom animations.

glacial lark
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kemono generally isn't supported by lots of mods nor does the dev make an effort to support them

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use PML-based mods

west gyro
pearl grail
thorny imp
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You can shoot a pistol and a crossbow at the same time

formal panther
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a temporal tech themed gun

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why? because im drunk and I want that

tight valve
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Though you are drunk, so just ignore that

formal panther
formal panther
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now im curious, so you do commisions for new shit right?

tight valve
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Look into Firearms moddb page

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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...

formal panther
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Aaaaaaa Right, didnt read that

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passing this info to a friend of mine

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sick, im gonna install this addon

glacial lark
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just realized commissions cost 500-1000

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im so broke sungl

wet gyro
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As an alternative to payment, you can write documentation for Config lib, or update VSImGui to latest ImGui version. blunt

glacial lark
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im too stupid for that

tall yoke
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temporal gun wouldn't be as cool as temporal mechanical crossbow

wet gyro
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I could totally see the HL2 crossbow but instead of rebar it's a metal rod that is temporaly charged or whatever

cunning iron
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Like using a Temporal battery or something?

tight valve
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Working on a commission. These pistols are huge...

tall yoke
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we can now play pirate

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as long as the target doesn't have 5 blunt resist

tight valve
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Dont pirate bears then, and you will be fine

tight valve
untold cedar
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Damn that’s pretty cool

glacial lark
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10% proficiency is biggg

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🔥

tight valve
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I dont want to add buffs less than 10%, cause they cant really be felt in gameplay

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Staking armor buffs/debuffs is an exception

hearty harbor
formal panther
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(i dunno lmao)

pearl grail
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Or in Some Cases, a Railgun

tall yoke
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a single use railgun is something vanilla would do

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(and it would still do like a quarter of erel's hp)

west gyro
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me omw to pay maltiez to make an m249 SAW

tall yoke
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i would be fine with that

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even more absurd than an ak

wet gyro
tall yoke
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sitting at night knitting your ammo belt

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it would also be a big speed penalty but due to the way the game works it's a non issue

tight valve
wet gyro
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This looks absolutely ridiculous

tight valve
tall yoke
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just making those pistols will make you question if it was worth it

tight valve
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7 pistols - 112 dmg (5 tier)
2 muskets - 128 dmg (9 tier)

tall yoke
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you can have three muskets on your guy

tight valve
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Ok, lets add an eighth one

pale monolith
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The Eigth Drifter: X_x
The Nineth: O_o;

thorny imp
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next up, combine the pistol swap with dual wielding

tall yoke
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bandolier doesn't play an animation on my end

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i just continuously hold one gun like it has 7 bullets

tight valve
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Update firearms

tall yoke
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still no animation

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also pistols don't display tier

tight valve
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Send client main logs

tall yoke
tight valve
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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

tall yoke
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oh that could explain it

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i load a pistol once and then dupe it all over the floor

tight valve
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Wont work

tight valve
tall yoke
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changing pistols in hotbar and switching animations (like priming) makes you do the pullout animation

tight valve
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Priming does it once, because it assignes id to itemstack, and after game thinks item was changed

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changing slots - yes

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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

tall yoke
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that jank aside, this is amazing

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can hardly see my clothing

tight valve
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I will make it being marked with id on crafting, to remove some of the jank

tall yoke
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this appliance canonizes the "hotbar full of guns" strat

tall yoke
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it's a fashion threat

tight valve
glacial lark
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😭

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maltiez has gone mad with pistols

tight valve
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I got a commission and then went a bit too far

glacial lark
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now imagine revolving pistols lolol

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i think extra firearms fork dev is working on those

hearty harbor
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I'm also thinking of extending the Collier shotgun thing I'm working on to Collier pistols later.

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Which are self-priming flintlocks.

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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?

tight valve
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You can look into firearms models and animation files

west gyro
half hearth
wet gyro
cold marsh
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I fricking ADORE the bandolier, I need one

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Having a bunch of handguns on you is one of the hardest fit in human history

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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

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(Real reproductions)

pearl grail
cold marsh
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Saguaro Arms sells an English style Wheelock for 600 something dollars

pearl grail
cold marsh
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Yeah I don't got that budget for firearms

pearl grail
pearl grail
cold marsh
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Lucky you, I'd like one as well

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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

tall yoke
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#gun-nut-channel

pearl grail
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We wish.

cold marsh
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GunYap channel

teal isle
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Can you attach a bayonet to a flintlock carbine? or can it only go on a musket?

thorny imp
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only musket I think

cold marsh
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A carbine is too short to benefit from a bayonet, at least for the period style of weapons, and style of bayonets

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Socket and plug bayonets are too small, they are suited for Musket length weapons (so really long)

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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)

teal isle
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Feck

half bridge
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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

tight valve
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Is it right hand stuck when pistol is in the left hand?

half bridge
# tight valve How exactly to reproduce it?

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

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doesnt happen if pistol is in main hand

tight valve
half bridge
tight valve
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Yeah, offhand pistol is broken...

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Will fix

half bridge
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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

dapper kernel
# tight valve 8 pistols

combine that with like...extra firearms' pistols variants, or hell...
maybe revolvers when they come out?

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you'll functionally never run out of shot.

glacial lark
jade snow
# tight valve 8 pistols

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!

ornate star
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what is this for?

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(i assume its this mod that adds it)

kind elm
ornate star
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oh

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thanks

sterile merlin
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why does the flintlock pistol use twice the powder of the wheellock pistol but do the same damage?

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also you get a hilarious visual bug when you try to dual wield pistols now (something that used to work)

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probably due to new anims

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yeah flintlock pistol has 1.5x velocity of wheellock and uses 2x the powder, yet deals the same damage. That may need adjusted.

sterile merlin
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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:

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in that case I can't get to it

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but you can still get to the recipe from the search menu:

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so 1st image fails to get to the recipe when I click it, 2nd image works

tight valve
neon crown
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orc firearm

tall yoke
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we are officially anime

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or monster hunter

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add a big shield in the offhand and capcom will sue you

tight valve
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No, we are officially warhammer

tight valve
tall yoke
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revolving variant

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now capcom is definitely suing

tight valve
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We get it, you dont like it, no need to repeat

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These are not for the main mod anyway

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So no need to raise panic either

tall yoke
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who said i don't like it

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this is awesome

tight valve
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...

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Ok

pearl grail
dawn schooner
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I have an issue of being unable to load gunpowder into gunpowder flasks. Don't know where else to report it.

tall yoke
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rightclick with the flask

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if that doesn't work reinstall the mod

safe siren
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PARRY THIS YOU FILITH hahahaha..

dawn schooner
half bridge
# tight valve

add a top hammer doubling as a front sight and you have the ultimate weapon for sure, slash pierce blunt, and ranged blunt 🤌

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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

half hearth
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Instead of axe rifle.. might I suggest.. Pimp Cane? 'Ornate Walking Stick'

devout star
plush tendon
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what about...

worldly veldt
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There are plans for black powder weapons with primer ignition ?

tight valve
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...

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Please, read the moddb page

sterile merlin
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19th century technology? Yuck.

half hearth
pearl grail
sterile merlin
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Why you booing? Percussion cap guns were from early 1800s

pearl grail
sterile merlin
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Like you need more than just guns for a proper US Civil War experience :P

pearl grail
sterile merlin
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Cast iron

pearl grail
sterile merlin
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Steam trains

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Etc

pearl grail
sterile merlin
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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

sterile merlin
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I find it insane that some veterans of the US Civil War would have seen WW1

half bridge
modern rock
# elfin socket

Expanded firearms mod adds basically the revolver musket but pistol

torpid salmon
half hearth
sterile merlin
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LOL I was delving into a cave and one-shot a sawblade. I wish I got a clip of it. SO satisfying.

tight valve
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You are lucky, head is not that big

half hearth
#

3 pistols plus a bossi carbine is OP for bug nest patrols if anyone here uses Wilderlands Rustbound creatures

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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

sterile merlin
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doesn't sound OP tbh

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sounds like a fair trade

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isn't that like 3 gunpowder for one nest?

dull crescent
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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

kind elm
dull crescent
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That last one is one I haven't checked yet

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Thank you

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Omg this was exactly what I was looking for

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Incredible

half hearth
covert island
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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.

tall yoke
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could make it fireclay exclusive instead

sterile merlin
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(which is how other molds work)

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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

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shit I could maybe work on that now

weak spade
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Did this come to you in a vision or was this a commission?

tight valve
glacial hill
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In case anyone is curious, I have experimentally determined that the bayonet uses spear proficiency.

covert island
tall yoke
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github

covert island
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Ahh ok

surreal dirge
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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

tall yoke
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hands viewmodel position

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should be 0

surreal dirge
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I haven no idea what that's supposed to mean

tall yoke
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game settings

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there's an option called hands viewmodel position, some like that

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it should be 0

surreal dirge
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I doubt I would have changed it from the default, don't even recall seeing it

surreal dirge
tall yoke
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yes

surreal dirge
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Well, that explains things since it was at 10. XD

half hearth
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I figured out how to recreate the animation stopping glitch pretty consistently

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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

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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.)

split sage
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@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?

tight valve
split sage
tight valve
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in 1.7.6

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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

split sage
#

Yes just to be able to aim and shoot while holding something, thank you.

tight valve
#

Ok, it will need some work, so you can shoot onehaned, but not load, I will look into it again later

split sage
#

Sorry, my sister baby needed attention, I tested it and it works and was able to load it as well.

pale comet
#

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

devout star
#

Just got to break the nests you can find in caves till they drop one

pale comet
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Shits rare asf

glacial lark
#

i've gotten blueprint pieces just from killing enemies in the deep

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and i mean real deep

pale comet
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I got it off a bell shiver

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Its for flintlock I think

glacial lark
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i cant remember if you gotta be tinkerer to make muskets

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maybe you are thinking of the Hall Rifle?

pale comet
#

I turned that setting off myself

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Ooo i see all it does is save a steel plate vs a iron plate

tall yoke
#

steel plate is the glockmaker craft

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so yes it's better to have the bp either way

unkempt jewel
#

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)

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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

tall yoke
#

mod expects it to be 0

unkempt jewel
#

ty!

tall yoke
#

but the extrafirearms fork has what you're looking for

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it has every variant for every gun

surreal dirge
#

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

unkempt jewel
#

Is it for balancing? Like legit it’s not an issue just wanna understand the design choice

unkempt jewel
tall yoke
#

haven't played extensively with the fork but it seems quite good, it removed the arbitrary 5x damage multiplier from the original extrafirearms

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glockmaker is underpowered if anything

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also still buggy

unkempt jewel
#

Sweet! Just wanna make sure I don’t have like 30 gun options but only one decent one lol

tall yoke
#

pistol and bossi are alright, peashooters relative to the rest

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pistol is much less accurate but has a mobile reload

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arquebus packs a punch but also eats more powder and has the annoying match to be wary of

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carbine and musket are insanely strong

wet gyro
#

musket with bayonet is blobjustright

tall yoke
#

that said musket is now balanced out by very high powder use

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you wanna use it sparingly

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or have the resources to back it up

wet gyro
#

Yeah by default but that can still be tweaked afaik

elder shadow
#

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.

wet gyro
#

Sounds like a smithing plus issue

elder shadow
#

Should I report the issue there as well?

tight valve
#

Yes

elder shadow
#

Okay, my apologies if I posted this issue in the wrong place

wet gyro
tight valve
wet gyro
#

True, they seem to not respond much to moddb comments so I assumed.

tight valve
#

Considering that there are few old and not closed issues here, better to just report in discord

bitter cargo
#

hello!, sorry to bother

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does anyone knows how to "kill" the "WaddingUsedPerReload" requirement?

wet gyro
#

Probably patch it from "WaddingUsedPerReload": 1, to "WaddingUsedPerReload": 0,

bitter cargo
#

i tried that and the result is very funny

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the linen patch just refuses to die and becomes an infinite linen patch, beyond comprehension

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it uses "0" of the linen patch per use

tall yoke
#

try removing the line in the json and see if it still works

bitter cargo
#

it still will ask for wadding,

terse lynx
#

@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)

tall yoke
#

he tried it and quickly gave up

terse lynx
# tall yoke 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)

tall yoke
#

stretching audio is a horrendous idea

#

and does the engine even support that?

steel pier
near crag
#

I swear to god there was an ammunition pouch in the firearms mod, what happened too it? Was it actually a separate mod?

near crag
gentle seal
#

Random question, what exactly does this change lol?

wind jolt
#

I think it changes how much the gun moves around while aiming? I could be mistaken tho

tall yoke
#

sway

#

the guns barely sway now anyway

wind jolt
#

Yeah, that

gentle seal
#

Ahh, just kinda messing about & seeing how it goes lmao

fluid peak
#

Ayy

#

Any chance of us getting some super BEEFY shot sounds for this?

tall yoke
#

current ones aren't beefy enough for you?

wind jolt
#

nope

#

i need LOUD guns

worldly veldt
#

Has anyone suggested a Breechloading Flintlock?

tight valve
#

from firearms moddb page

bitter cargo
#

hello!

#

i was wondering about something tiny, is there a way to have a separate 3rd person and first person animation for aiming?

tight valve
#

add -tp to animation code so it will be used in tp

bitter cargo
#

OH thats the difference

#

thanks!

wind jolt
#

nevermind, i got my answer

tall yoke
#

that shit reaches FAR

wind jolt
#

It doesn't sound as impactful as i wish it did

tall yoke
#

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

half hearth
#

Could do with a little more pop to the audio

final sleet
west gyro
dire sigil
#

You should look into the possibility to add shot towers for bulk ammunition making.

bright creek
#

Ah yes the "drop molten metal from a tower" method of making pellets

dire sigil
#

Think of it functionally as a giant bullet mold

wind jolt
cunning iron
#

Would be good for those servers who do the war stuff

#

Mass production of bullets

#

and also just those who mainly use firearms

delicate pier
#

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

tall yoke
#

with code anything is possible

fluid peak
bitter cargo
#

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

delicate pier
bitter cargo
#

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

delicate pier
#

I left it completely untextured so it wouldnt have textures to break

bitter cargo
#

oh yeah, it could be that

#

make it so everything has a single texture if you only wanna see the model quickly

delicate pier
#

I have done this before and had no issues tho

#

Why is it happening now

bitter cargo
#

no idea, i just know that models can crash the game in world loading if they have a "Null display"

delicate pier
#

Ok well do you know of any guns that have a continuous fire mode that use ammo as they fire

bitter cargo
#

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

delicate pier
#

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

delicate pier
#

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

delicate pier
#

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

bitter cargo
#

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

delicate pier
#

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

wet gyro
delicate pier
# wet gyro

Thank you so much i will use that in the morning

subtle nymph
#

btw, does it say anywhere that firearms is not compatible with 1.22.pre?

subtle nymph
tall yoke
#

game updated to dotnet 10

#

mods need to be updated for it

reef spindle
#

this is so sad, i'm gonna need to change like one file in my mod Skull

subtle nymph
bitter cargo
#

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?

bright creek
sharp iris
#

glockmaker bolt action rifles, trench shotun and lever action

bitter cargo
#

yeah, but im talking about making a new one

bright creek
#

Kalthoff Repeater

bitter cargo
#

Also, yes

#

Cartridges

wind jolt
#

Oh my

#

-# I don't know what I'm looking at

bright creek
#

12 gauge to the left of the seraph probably

#

actually

#

more like 30mm

#

autocannon rounds 👿

wind jolt
#

Those are not the cartridges i expected on the page of this mod

bitter cargo
#

Were you talking about paper ones?? Yes those could be done too now!

wind jolt
#

I need a speed loader for my guns so bad 😭

tall yoke
#

the mysterious reload speed config option

wind jolt
#

I want something that feels like progression though, not just tweaking a value

tall yoke
#

only way to speedload a muzzleloader would be cartridges

#

something malt won't do (unless commissioned)

wind jolt
#

Man

#

How dare the game be like this, now i wanna code

tight valve
tall yoke
#

well you did mention it a few times

tight valve
#

as a separate mod - mb

tight valve
surreal dirge
#

Fun note: early air guns could at times be better than firearms of the same periods

olive turret
#

Bolt action firearm being 50% off?

#

What does that mean

#

500 bucks for a black powder bolt action? Those existed?

reef spindle
#

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

surreal dirge
# olive turret 500 bucks for a black powder bolt action? Those existed?

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), ...

bitter cargo
#

alright

#

colt navy it is then

#

i only have one question!

tall yoke
#

no question to be seen

bitter cargo
#

i was preparing a example to visualize it better but the program crashed out so

#

✌️

delicate pier
reef spindle
#

damn i'm out here being shown up, gotta step up my game

#

(jk, excited to see the other gun mods that come out)

bitter cargo
#

i actually love glockmaker

reef spindle
#

yeah, unfortunately development is paused until it can be worked on for 1.22

tepid radish
bitter cargo
#

model for the colt is done!

#

which means the fun part is over

tidal hornet
#

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

tight valve
tidal hornet
#

Though I am in the opinion the mod should stay as flintlocks/breachloaders and go no further

#

thats your choice of course

tight valve
#

No new firearms are planned to be added to the main mod

#

Any commission will be a separate mod

tidal hornet
#

Figured as much

proper cairn
#

Silver bullets would be cool but there is no reason for them. 😔

tall yoke
#

add werewolves and add silver bullets

#

problem solved

proper cairn
#

🤣

reef spindle
#

can only be killed by silver bullets too

hope you like panning through boney soil

tall yoke
#

who tf pans for silver

#

you nuke quartz

#

panning for anything except candles and trinkets is a scam

surreal dirge
bitter cargo
#

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

reef spindle
#

cannot wait to have two thousand rounds of depleted uranium and an itchy trigger finger in vintage story

surreal dirge
tidal hornet
#

why is it only in the early game, surface copper can be so hard to find sometimes?

tall yoke
#

panning for copper is a psyop by big rightclick

#

always hold w, more efficient

tidal hornet
#

real

frank latch
#

@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.

tight valve
supple fractal
#

is the firearms mod working with the new update? i am unable to load past the first two lines when creating a world

thorny imp
#

idk I havent tried any weapons mods in the new update

#

alot of mods crash the game

reef spindle
#

iirc, 1.22 runs on a different dot net version, so a lot of mods have to be edited

frank latch
covert aspen
#

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.

covert aspen
#

Is there a sheath or such that holds the arquebus?

reef spindle
#

i don't know about a sheath, but i know you can put them in slings

covert aspen
#

When looking up sling in game I only see the sling weapon and pouch, is there a particular name for the one for firearms?

tall yoke
#

do you have the q&s mod

#

well you do cause you mentioned the pouch

#

update the mod

wind jolt
covert aspen
#

Thanks, I suppose my version of the mod is probably just out of date.

bitter cargo
#

Pretty sure is the weapon sling

#

It should let you carry carbines and muskets atleast

covert aspen
#

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.

wind jolt
covert aspen
#

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.

charred nymph
#

What mod are the cartridges from?

bitter cargo
#

one im working on

charred nymph
bitter cargo
#

thanks!

bitter cargo
#

the colt is up✌️

novel atlas
#

un

charred nymph
#

nvm found it and holy moly this looks awesome!!!

#

didn't even know about the nekpo! so excited to try these out

bitter cargo
#

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)

bitter cargo
tight valve
novel atlas
bitter cargo
split sage
covert aspen
#

What's the setting to modify the vertical offset for firearms? Is it clientside?

tight valve
#

In game settings: hands hight or something like this

covert aspen
#

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?

tight valve
#

You have player model mod and it does not play well with firearms?

covert aspen
#

I am afraid so yeah. Just installed a race overhaul mod today to play as a dwarf.

tight valve
#

You can ask the author to adjust animations for their model

covert aspen
#

That's a fine shout, thank you.

tight valve
#

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

bitter cargo
#

hey maltiez i might be dumb but, how do you set up the "WaddingUsedPerReload": 0 on revolvers?

bitter cargo
#

OH, thank you so much!

pearl grail
#

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?

shell jolt
brisk sonnet
#

Synchronized moment.

pearl grail
#

@brisk sonnet , @shell jolt : Thanks

brisk sonnet
#

Happy to help

covert aspen
#

What's the steel cylinder for?

chilly falcon
#

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

covert aspen
#

Okay, do you know why the cylinder is in the base firearms mod?

chilly falcon
#

i don't, no

#

it's not used in the Firearms mod itself

cunning iron
#

Could be the main code for firearms includes the revolver code so its in firearms for that

wind jolt
weak spade
#

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.

smoky pike
#

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.

patent steeple
#

powder cost

covert aspen
#

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.

tall yoke
#

but if you can afford the hefty 8 powder per shot, yeah musket is just better

#

8 powder as in items, not units

smoky pike
#

Hm, I see.

#

I wonder...

#

Can you move while reloading?

#

Is there also reload checkpoints?

tall yoke
#

that's its unique quirk

tall yoke
#

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

covert aspen
#

Matchlocks are still fairly good for small game, they've the benefit of hitting reasonably hard with the cheaper ammo and lesser powder use.

tall yoke
#

the advantages matchlocks have are breakpoints, accessibility and cost

covert aspen
tall yoke
#

hence, breakpoints

covert aspen
#

Per linen and lead the arquebus is most efficient.

tall yoke
#

with default configs:
wheellocks - 1 powder
matchlocks - 3 powder
carbine - 4 powder
musket - 8 powder

#

matchlocks used to be most efficient

covert aspen
#

With barrel length you'd expect pistols to be less efficient in powder usage, but then I suppose they'd also get less usage.

covert aspen
#

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.

surreal dirge
covert aspen
#

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.

surreal dirge
covert aspen
#

And even then the faster burning powder would work better in a longer arm, if that arm is built to account for the pressure.

surreal dirge
covert aspen
#

Pistols are purely a compromise for handiness, on what grounds are they more efficient for powder use?

surreal dirge
#

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

covert aspen
#

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.

surreal dirge
#

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

covert aspen
#

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.

surreal dirge
#

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

covert aspen
#

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.

surreal dirge
#

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

wind jolt
#

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

weak spade
#

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.

latent barn
#

Hmmm

#

Bolt action rifles when

wet gyro
latent barn
#

Anywho, do you think the arqebus is good?

reef spindle
wet gyro
weak spade
#

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.

covert aspen
#

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.

wind jolt
#

As long as you prime them beforehand, you can shoot instantly

covert aspen
#

God I wish I could convert the arquebus to use a wheellock

tall yoke
#

extrafirearms has that

latent barn
#

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

covert aspen
#

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

tall yoke
#

revolver arquebus is a malt mod

#

not from extra

#

extra just adds a pistol variant

covert aspen
#

There's a revolver musket in extra, it's 4 shots of 64 damage.

tall yoke
#

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

reef spindle
#

this the kind of shit people expect me to put in glockmaker i swear

covert aspen
#

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.

tall yoke
#

yes we have time magic but we cannot possibly have the technology of revolving cylinders with big lead balls inside

covert aspen
#

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.

tall yoke
#

would you ever use it if it could misfire and kill you

velvet inlet
#

call it a risk/reward mechanic

wind jolt
#

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

latent barn
covert aspen
#

Matchlock is what it initially uses

latent barn
indigo arrow
#

Do ya'll usually go for a carbine first or a musket

glacial hill
#

Musket, myself

#

Keep it in reserve for when there's a bellhead shiver that needs to have been dead five seconds ago

tall yoke
#

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

weak spade
#

ill never get tired of pulling the trigger and watching a royal pain in the ass fall to the floor.

hearty harbor
#

Actually, there were a few different designs.

covert aspen
hearty harbor
#

As opposed to the "Good enough" approach for military firearms.

#

In real life, they were also often a lot more finicky.

covert aspen
#

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.

hearty harbor
#

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.

covert aspen
#

That one does look beautiful, could they really handle the same loads as military arms though?

hearty harbor
#

That meant it'd seal sufficiently for minimal gas leakage.

covert aspen
#

Akin to the nagant revolvers then?

hearty harbor
#

Aside from that, being custom made meant there was usually a higher quality of work in general, including metal and parts.

covert aspen
hearty harbor
#

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.

hearty harbor
#

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.

hearty harbor
covert aspen
#

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.

surreal dirge
#

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

wind jolt
#

I wish the cylinder recipe was harder to make though

grim crest
#

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.

tight valve
rain veldt
#

throwing obsidian into a blunderbuss so it absolutely shreds people without armor

tall yoke
#

slashing damage shot

bitter cargo
#

loading my musket with depleted uranium

wind jolt
#

Loading my revolver arquebus with square rounds to inflict more pain upon the unholy drifters

proper cairn
#

What are the effective ranges of the various guns?

surreal dirge
grim crest
#

ultimately a nice to have not a need to have though shrug

tight valve
#

I can add small features to existing classes, if it makes others life easier, but not full-fledged features

grim crest
#

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

west gyro
#

if you want that feature then you do it

latent barn
#

best wheel lock gun?

tall yoke
#

there's only two

#

mobile reload shit accuracy or double shot stationary reload okay accuracy

chilly falcon
#

bossi is a good opener because 2 shots

#

if whatever i shot is still alive then i start whacking it

indigo arrow
#

Need a reminder but whats the powder cost for arquebus, carbine, and musket again?

weak spade
#

Someone else can fact check me if im wrong but I remember 3, 5, and 8 respectively.

#

Actual gunpowder being used. Not flask durability.

smoky pike
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Question, I need help on something.

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I found a flintlock schematic, but it seems useless.

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It has no recipes linked to it.

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Its the complete schematic btw.

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How do I craft firearms then?

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It is bugged?

covert aspen
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What other mods are you using?

smoky pike
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Extra firearms.

covert aspen
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no racial classes overhaul? Just asking as that's one particular mod I know could have the effect.

tall yoke
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reinstall the mod

latent barn
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I just made a bossi... Genius or waste of resources?

tall yoke
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durable, reliable, strong for basic targets within its tier range

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highly powder efficient

latent barn
tall yoke
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wheellocks are kind of a luxury compared to matchlocks, they take a lot more resources to make

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but if you wanna make them you can't go wrong

latent barn
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I also am a clockmaker so it's cheap for me to make shit

tall yoke
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flintlocks are the strongest by far but like what are your usecases

latent barn
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Carbine

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Musket

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Pistol

tall yoke
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you listed the guns

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not the usecases

latent barn
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2: mammoths

tall yoke
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for bears your only option is flintlocks

latent barn
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3: inventory space

tall yoke
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carbine and musket

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mammoths idk i don't use fotsa

latent barn
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4: tigers

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5: lions

latent barn
tall yoke
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check their tiers, gun's tier must be equal or higher to their blunt defense tier

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otherwise damage gets halved and you might as well not bother

latent barn
latent barn
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Not bad

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Copper bullets too

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Dude I just need sulfur

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That's one of if not the only limiting factors

tall yoke
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hit the sediment and you'll have it in no time

devout star
wind jolt
indigo arrow
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very good for big game hunting and emergency bear defense

strange lagoon
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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?

indigo arrow
wind jolt
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When it's done

smoky pike
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Question

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Everyone can craft firearms regardless of their class right?

primal hollow
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Yes

smoky pike
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Oh I see.

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I might had mixed the class exclusive recipes with extra firearms.

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That mod is broken as we speak right?

gaunt sun
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It works fine for me

wind jolt
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Also for me

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Technically some weapon parts can only be crafted by some classes

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Also, idk if clockmaker is the only class that can make pistols

covert aspen
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Though it's much easier for them

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Especially if you want a full brace and a bossi to spare.

smoky pike
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Question

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Can someone tell me how much gunpowder each weapon uses?

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Im not at my pc to check myself.

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Please

chilly hedge
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@tight valve hi how much is a firearm commission?

tight valve
hearty harbor
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For the one you're wanting.

chilly hedge
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Oh also before I go this is the mechanism in question. Otherwise it's a fairly normal musket. @tight valve

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I'll get back to you in 3 weeks

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If this is too complicated for 1000 I'm willing to pay extra.

tight valve
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its fine, but I have no idea where you should get in game percussion caps

hearty harbor
chilly hedge
tight valve
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Do we have mercury in vanilla?

split sage
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Well I'm currently working on a Caplock firearm mod

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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...

tight valve
split sage
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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

tight valve
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May be it makes sense to make a base mod with everything required for firearms, parts, ammunition, equipment... May be later

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How many mods there are that depend on Firearms?

split sage
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Around 10 I think

wind jolt
bitter cargo
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Uff

bitter cargo
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Its a really good mod to make addons on once you get the hang of it

astral bone
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What is this, i love it?

small blade
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will this mod be ported to 1.22 after stable release or is there a possiblity of it coming to the test version?

smoky pike
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I also got a question

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How much gunpowder does each firearm use?

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I only know that the carbine uses 5 and the musket 8.

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I also see that the flask only has capacity for 2 stacks of gunpowder despite it says it has around 515 durability (capacity)

dusk pond
tight valve
covert aspen
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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

smoky pike
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Heh

smoky pike
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Still I wonder if someone knows.

wind jolt
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Does anyone know what increasing the amount of durability per gunpowder does? Does it reduce the gunpowder capacity?

rigid quest
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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. 😅

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14mm/.50/28ga and 16mm/.62/20ga respectively. I know I'm sure excited!

reef spindle
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the powder flask's capacity is only based off of its durability, not how many gunpowder items you actually stored in it

smoky pike
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And how much durability you use per gun?

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If it is not much trouble ofc.

reef spindle
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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)
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in terms of damage/powder, bossi is marginally the best, wheellock pistol being second

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other than that you get a fairly consistent 2 damage/powder with the exception of blunderbuss' at 3

grim crest
smoky pike
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I hope the message gets pinnen eventually for anyone that asks in the future.

reef spindle
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huh. apparently i have that power, but will refrain as this is not my thread

smoky pike
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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

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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

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Alright someone pin this please.

covert aspen
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There's a difference between wheellock and flintlock pistols? Do they differ in damage as well?

restive ermine
covert aspen
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Rip, the flintlock pistol left me down.

restive ermine
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pistol is really just an anti-wolf weapon

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if you want to hunt try the revolver arquebus

smoky pike
covert aspen
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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

tight valve
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Damage tier difference is half the damage is too low

devout star
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Damage tier is also useful if your using CO as mobs do have armor.

covert aspen
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I don't mean in literal terms, more the high armoured enemies would take many pistol shots anyways

smoky pike
covert aspen
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But at that point it's generally not worth using a pistol at all

smoky pike
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Are you sure?

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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.

smoky pike
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Hm I got a question.

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How wide is the blunderbuss spread?

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Or it is tight enough to land all the pellets at a safe distance?

tight valve
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or 2 deg

smoky pike
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Ooh

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Hm

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I apologize for my ignorance, but is 2 degrees a wide or narrow spread?

tight valve
smoky pike
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Oh I see.