#Glockmaker
1 messages · Page 3 of 1
Sorry, I meant total parts in the first one
Though, I do feel like this talk is kinda moot. Either way, I'm happy there is a modern weaponry mod.
Hm now that I think about it…
The SAA would be pretty hard to figure out to model low poly
Probably would have to use a lot of hexagons
the modeling of a revolver has always been one of the biggest gaps to cross for me
It’s a good thing it had a hexagonal barrel option
And I think we should maybe look over to VPB for some ideas
vbp?
Vic point blank
I’m thinking of like a hexagonal cylinder
With square holes for the bullets
modeling and animation are definitely my least favorite parts of the mod, so we'll see how it goes
especially with revolvers needing so many animation states, they will likely be among the last things done, unfortunately
I love modeling, but I’m not a good scripter
Yknow that one revolver right?
Where you could reload by removing the cylinder
there's a couple i'm pretty sure, but i'm familiar with the concept
I think if we were to do revolvers
That would be the first one
Since it would be a lot easier…
oh no, i could 100% code a working revolver that reloads individual rounds
the other doesn't really solve the issue of needing 6 firing animations
6 for each shot?
1 for each chamber position
It’s fine to reuse animations for each shot
ah but you see, with the hexagonal barrel, the rotation will be off
and that will make me either irrationally angry or do nothing
we'll see when we get there
Well we could do a octagon
Or a nanogon
the slots won't line up on an octagon
Hmm…
i realize how popular the idea of a revolver is, but damn if it isn't the most complex to implement
Decagon? But I thinks that’s too high def
i will definitely be trying to pull it off, don't get me wrong
but gonna be trying to get the semi-automatics done first
since i actually know how those are gonna be handled
Steyr M1912 first pistol? Or a fictionalized Glock
i feel like i gotta stick with the joke name i picked
Lol
wouldn't be able to call it glockmaker if i dropped the glock
True
And I’d suggest doing the first gens
Lot less stuff going on so that makes it easier
anyway, since i don't think i actually said fully what's coming in the next update here...
- pump action shotgun (steel)
- meteoric iron version of the bolt action rifle
- bronze age lever action carbines and matching lower caliber rounds
- ground storage for bullets and shells
- like one bugfix i found
- you can fire the bolt action without needing to cycle it first
- bolt action damage 16 > 20
- idk probably something else
Nice!
pretty much everything is done, i just need to make the recipes and parts for the shotgun and shells, and maybe do some testing on the lever actions as they seem a bit more finicky than the other two
I’m guessing manual?
they work fine, they just require some manuvering
of course
the manual action was one of the few things i actually had planned for what i wanted going in
Alr
seeing it work... i won't say well, but enough is pretty cool
Wanna see the progress on my single shot shotgun?
sure
does look good
i'll be completely honest and say that most of the models in my mod use maltiez' as a base lol
lol
I had to go completely custom with mine 
this is... very apparent with the lever actions
May I see?
Oh wow you were right
the bossi already had the shape man 
It’s definitely unique
i may fill out the stock so it doesn't have that L shape though
What do you use to model?
vs model creator
I’ll have to use that instead then
it's definitely a little harder to use than other programs, but it also exports directly to a usable file
What file is it?
a json that vs can actually read
VSMC single shot progress
Oh, I have a single barrel shotgun.
@wicked parrot what do you think so far?\
found how to round out the reciver top and its pretty good
I was thinking of maybe having two versions of it
Once you craft the full thing you could take the saw and turn it into a sawn off
Also, gorg if you could, can you send me some textures for firearms in dms?
oh, textures are actually super easy
its quite literally just the vanilla textures
I’m horrible at texturing lol
I think my single shot might just remain textureless forever
you're fogetting something important
Hmm?
semi-automatic mechanisms based on things like blowback all call for an industrial-scale production of smokeless gunpowder
which is extremely dangerous and quite unwieldy for the level of technology we have in vs atm
a revolver is more tolerant of differences in powder burnrates (to an extent...) and won't jam fatally as a semi-automatic does
Never forgot about that, but I didn't think it would be important.
Reason why I say blow-back pistol is simple is because of the useage of smokeless powder which is much cleaner compared to blackpowder, and in somr cases, binary powder loads (smokeless/blackpowder mixes).
i mean, again, jams/malfunctions are still more comparatively likely with a semi-automatic magazine-fed pistol as compared to a revolver
but hey thats just what i think
its not necessarily 100% true 100% of the time
but it depends on the level of precision machining and measuring you can achieve
just my one cent
i dont have anyth more to say and i dont rly feel like continuing this discussion that long
Don't worry, actually, Hiram Maxim, the person who made the Maxim Machine gun, was originally made for blackpowder cartridges.
But what I'm worried is about that of how to make primers, as well as cartridges.
yeah, primers are also very dangerous to produce and it would all need a chemistry overhaul
don't think too hard about it
i will probably not be touching on long chem crafting trees, at least for this mod
if you think about it, all the claims that the bolt action jams or doesn't work sometimes would be lore accurate with black powder
i don't think revolvers can "jam" in the proper sense of the word
if it doesn't work it just doesn't work
bc for example a piece of broken
but the cylinder wont just not rotate
unless of course theres random things blocking the mechanism
but i'm not sure its a jam
it could not shoot but either the firing pin would be broken, one of the part allowing the hammer to strike is broken or just theres some sand in the way or something
paper cartridges for good?
true
it can malfunction but not really jam
its either its completly broken and needs fixing or it just works
OR STUPID SAND IN THE DAMN REVOLVER
i bet you sand getting in the revolver was a problem
Or it’s the ammo
Yes. Two parchments and 12 blastpowder for one. 10 uses each.
In any firearm is. The Lorenzoni would literally explode your hand if anything got in the mechanism
WELL THATS NOT GOOD
would the ammo really be that much of a problem if its the right caliber and a squib/too high pressure for the gun to handle ?
in semi autos if the pressure is too low it doesn't cycle and theres a lower treshold for overpressured ammo right ?
It’s more so the primer
Sometimes the primer can be an absolute dud
Nope, actually, it's the blackpowder fowling up the cyclinder, so much so, that you couldn't cock the piece unless the base pin was cleaned thoroughly, unless you do the Mike Bellevue Special.
For maltiez guns or separate?
Separate
i forgot pirmers existed
i also forgot about blackpowder fouling
Yup, a problem on my end when I go out shooting with my blackpowder revolvers.
Sometimes, I hope to see this mod in the up and coming RubixRaptor Vintage Story Playthrough.
It would be cool, but I think the cycling system is a bit finicky atm
I like the idea, just needs some polishing
Don't worry, it'll be some time, but I personally think if given the chance, he would go for the revolver and some caplock, early self-contained cartridge weapon systems.
Thoughts?
I think he would like that kind of stuff
If only I could figure out how to texture my model 😅
Don't worry, you got time, until then, keep on fighting the good fight, and have fun while doing it, ok?
Also, do you think he will go for the extra-firearms mod?
For sure
Nock volly gun is too good to pass up
True, and the halls rifle is the closes thing he'll get for a Fergusen Rifle.
I think once I figure out the texture thing, my gun will be the most modern thing
But that depends on if anyone would actually be willing to take it, animate it, and code it
Because I do NOT know how to do any of that
Huh, why not ask around, noticed that some folks are working to get the desert mod set for Rubix.
Also, side tangent, for some no reason, it reminds me of Grave/Digger.
Don't know why, but it does.
Anyways, good night.
Goodnight
alright lads, i may have found the source of the gun's inconsistencies
or at least, they seem a lot more consistent after the fix
new update is out, changelog can be found both on the mod page and... right here
- Added Lever-Action Carbines of all bronze variants
- Added 9mm bullets for use with these carbines
- Renamed the old cased bullets to .308 bullets
- Added Pump-Action Shotgun made from steel
- Added Shotgun Shells
- Added Ground Storage for .308 and 9mm bullets
- Fixed an animation issue causing some issues
- CTRL alone no longer opens the guns, instead use CTRL + RMB
- idk probably something else that i forgor
The weapon controls are unnecessarily complicated and don't work properly. I press the buttons exactly as instructed, but the weapon doesn't reload.
have you rebound your sprint key?
if it is, use the key you've bound sprint to instead of CTRL
Could you make it so you can rebind the gun controls? I rebound sprint to shift and it feels weird to hold sprint to do some of the actions.
I have the sprint function set to Ctrl; do I need to change it to make it work?
no, it should work perfectly fine then
It should work, too bad it doesn't xd
just to make sure, you are pressing both CTRL and RMB at the same time, yeah?
yes
its intuitive/makes sense once you figure it out the first time and get used to it. press control+left click to open the gun and then hold right click to put bullets in it (for the bolt action) and when the bullets are in it press left click to chamber the rifle
should be able to aim and fire once its chambered
pretty sure pumping/loading the shotgun also works exactly the same
Ready, there was an error caused by another weapon mod that didn't let it work correctly
By the way, the shotgun is wonderful, please don't nerf it
After fiddling with the guns, the intended controls make sense (and are p tactile with both mouse inputs), but does feel clunky at times.
For example, trying to pump a shotgun too quickly to cycle an empty shell just gives u back a normal shell, and I think it might mostly just be ‘feedback’. Visual or audio/sfx idk, but it feels like some inputs aren’t registered when I know they have been
Imo the lever action is the biggest offender cause it seems like it doesn’t register half my inputs for cocking, I think this mod has good bones and solid potential, but def needs a pass on input feedback or response
(Do love it so far so I’m keen to see how this goes!)
could you add a way to rebind your keys to reload the rifle and shotgun? the current one is really clunky and i wanna customise how i reload
and its worse in combat because if you have to run and are trying to shoot you can accidentally start reloading mid run
i do enjoy the mod though
that does make sense, didn't really think about that one
i'll put it on the list of things to do for the next update
also is there any word on when the revolver will be done?
between now and the red giant phase of our Sun
also your shotgun shell ammo doesn't work
also suprisingly the pump action shotgun is faster to use then ther bolty
and someone how does more damage
double head takes 2 shots from shotgun and 3 from bolty
two of your points makes no sense my good sir @tawny quest
a pump action is DEFINITLY faster than a bolt action and of course the shotgun does more damage in its effective range
if you're referring to slugs, yeah they aren't programmed, hence why they don't have a recipe and aren't obtainable in survival
not to mention the shotgun is a steel age weapon, while the bolt action is iron
almost like the later age weapons are better or something
Not exactly, but if were a betting man, I assume the bolt action is taking cues from the Dreyse needle guns/Chassepot rifles?
Wrought iron, maybe, but steel is nice as well. Personally, I was going to talk about how pressure gauge for cartridge was going to make the difference.
But then I remembered durability
the model and general function is based on the m1903
Either way, still a good mod.
Still, somewhat fumble with handling it, but I think I'll get there.
the handling has definitely improved since initial release
Can't wait for the revolver though.
revolver eventually™
my main issue with that one is just gonna be model and animation tbh
We'll wait then, take your time.
next up are probably going to be the semi-automatics, as the code can be pretty similar to the existing guns
also gonna try some alternate loading methods for the magazines that i think might be cool
essentially magazines are planned to be loaded manually like the powder flask in the base firearms mod, and the gun will just read its durability
Makes sense, more easier since the necessary action are usually loading the magazine and pulling back the slide.
Do recommend that if the gun isn't empty, and has one round in the chamaber, do not pull back on the slide, just replace the magazine with a fresh one, and you're good to go.
also leads to the interaction of the magazines not stacking, so you gotta plan out whether you want more overall bullets or more faster reloads
Makes sense, giving it the old Apocalypse rising inventory slot.
Is there any plan to make a blueprint for assembly as an alternative to having the tinkerer trait?
i've thought about it
idk about schematics or blueprints, but i was thinking of potentially having ruined versions of bronze/iron guns that you could find
obviously tinkerer would no longer be required for ammo if i did that
or maybe you would buy ammo from traders
Now I'm imagining cool ways to find the firearm scraps
guns from the ||resonance archive||
i did think about putting a schematic in there at one point, but at the same time i don't really want to alter story locations with my mod
think about the homo sapiens player, let them shoot the bear terrorizing them 300 times
(mag dump, reload, mag dump)
lol
that's part of it, but i also don't want to force people to reload chunks if they retroactively add the mod
hmmm
chaingun.
would be funny
but that seems rather complex, at least with the detail in this mod
I mean
You know they have that in rust shells, but as an emplaced weapon.
Very nice~
i've mentioned it a couple of times, but a machine gun equivilant made from jonas parts is not off the table
what is rust shells?
i've not personally used it, but i'm pretty sure it adds a bunch of seige weapons and emplacements
so stuff like cannons, gatling guns, etc.
ah okay
@wicked parrot will copper bullet options be coming?
pleaasee gorg i need this
my lead deposits kinda nonexistent
i wanna shoot up drifters
perhaps, would need to tear up the ammo handling to do it
BF 1 peacekeeper is still haunting me
lever action already exists
hey any updates?
hmm, i have been described as a very spiteful creature...

See
Will we get some .22?
A varmint rifle would be cool, small game beware
I was shot with a 22. when young. It now looks like I have a third nipple.
Huh
No pointing barrel at anybody, period.
My God that made me cringe.
i mean unless you wanna kill the guy but thats also not a very good idea
No, I refering to the four cardinal rules of shooting:
-
Treat your gun as it is loaded
-
Always point the business end away from anything you don't want to destory.
-
Finger off trigger unless you're going to shoot.
And lastly, 4. Be aware of what you're shooting, as well as those behind them, we don't want unintended casualties.
Had this drilled into me by a firearma instructor.
i know
as a gun nut its kinda impossible to not know those
Good, still, a shame the guy got shot by accident.
A shooters worst nightmare right there.
thank GOD it was .22
Not sure to be honest, but to be honest, a more forgiving round to be shot at, but still a valid gunshot wound, and 1k worth of medical bills.
At minimum.
i mean at least but much less lethal than alot of other rounds
still absolutly is if you get hit in a wrong spot tho
this is called Midwestern Fun
🙏
It wasn't an accident. A man with a scoped bolt-action .22 was hunting protected birds near our field, when I passed by and saw him he shot me to avoid any repercussions, luckily my cousins were with me.
Were you packing as well?
No, I was only 13.
Also, court must've been something.
That I don't know.
At least you survived attempted murder.
Also, was the hunter, at least, arrested/caught?
I think not.
It was in a giant reforestation area and he ran deep.
I remember someone tried to chase him with a pickaxe.
Hopefully they'll get him soon.
alright, finally getting to a couple of small things, new update coming soon™
plan is to get full compatibility with quivers and sheaths for the guns, unsure if ammo will be viable but i'll look into it. also located a "bug" with lever action carbine damage so that'll be fixed as well
not planning on working on any new guns until 1.22 fully releases just in case it changes some stuff with the code or something, would rather rework on script than two
that's the plan for now, is all
perchance, i would need to rip up a lot of how loading is handled for copper ammo unfortunately
my code is, in a word "bad" and the current system can only handle one ammo type per gun
You cant just say perchance
"everyone knows that mario is cool as fuck"
Just like VSMC
My god I hate it I hate it I hate it
not sure what that is lmao
Not being able to select multiple parts…
it is, in a word, "bad"
Trying to zoom in but it makes your camera SLOW
i thought you were talking about something else and the one ammo type per gun lmao
lol
god damn the camera controls are so ass
Id also say the texturing is too
i agree with this wholeheartedly
And the animating thing…
Dear god it’s confusing
And why isn’t there a speed control
bro i don't even use it for texturing, i legitimately just texture it in the json
far easier
Idk how to do that so I just give the model out and let the others do the rest
lmao fair
So far only my single shot is done modeling wise
AR-18 still needs size adjustments and the foregrip, stock…
And buncha other stuff
I cant use it man, hurts my soul
I understand
Not webleys, But perhaps simular vibed enough for you to enjoy looking at.
YAY, HANDGUNS!!!
Roll up on that hare with the ol' big iron
Can’t wait to see a Lewis Gun
real
OH MY GODDD
Would new variants of existing guns be possible before 1.22, such as iron and steel lever action carbines and steel bolt action rifles?
Having actually attempted to hunt something with this mod now, man the guns feel as under powered as guns in ARK: survival evolved do
which gun? there is a bug that i need to fix with the lever action making it do 4 damage instead of 10
Both the lever action and bolt action, even with the .308's damage increased to 45 a deer somehow wasn't downed in one shot
IIRC it was a chital deer, but might have been a different variety with climate overlap
ah, yeah that's because of some of this, my code has a lot of weird workarounds
essentially, the ammo consumed by the gun is not the same as the actual projectile and by extension the stats of the projectile
so .308 gets converted into the regular firearms mod bullets. this was done because if it doesn't do that, you would pick up cased bullets if you missed
so buffing the damage of .308 doesn't do anything to impact the actual performance of the gun
I've picked up uncased bullets and pellets while using this funny enough
aye
Not sure why the 9m turned into pellets
because that's what is used to craft them
but yeah, that's also the source of lever actions dealing less damage
i forgor about it while adding them so the 10 damage 9mm bullet gets converted into the 4 damage pellet and the gun does not account for that
so it does a lot less damage than is supposed to
Isn't it possible to make projectiles never drop?
Or would that interfere with recovering spent casings?
it uses whatever projectile system the firearms mod/combat overhaul uses, so its a limitation of that mod
I've never recovered a projectile from base firearms mod weapons though
i don't know the exact ins and outs of it, but its not really within my control either way
it happens if you miss
i can't speak for you, but i've definitely recovered bullets and especially pellets while using the firearms mod
Weird
Set their gravity affectness in json to 0
i... don't think that's the drop being used in this context
In this case we were talking about projectile recovery
how do i use the guns? non of the key binds do anything
and yes i have sprint rebound and i tried using that key to and nothing
the controls do work right?
they should work just fine
if tried control and alt right click and the bolt dosent open or anything
screen shot if it helps
running version 1.1.0, right?
any idea whats wrong?
hmm
are you running any other mods?
i've never experienced any issues with controls personally, and have never been able to replicate them
Can't check rn, but are the keybinds for Glockmaker in your settings and changeable? If so maybe they have overlapping keybinds or might've been set to null somehow?
they are not confugurable, no
yeah that's p weird then
they use the input system for CO, which makes even less sense as those mods still work
heres my mods
im testing it now with just the mods needed for glockmaker (ie malteze firarms combat overhaul)
wait hold on i got it working
i switched my sprint back to control instead of alt
and now it opens but after i loaded 1 and fired now i cant load
ok so it works about 5% of the time the other 95% nothing works
i can get it to this stage but it wont load ammo it just lowers the gun
wait no its working now i just had to hold control left and right mouse to load it
it works but i must say its VERY finicky
ah, yeah its set to not receive inputs while alt is pressed so that you can interact with things
that kinda sucks i have had my sprint set to alt for ages because its more comfortable
never mind i was wrong just took a sec to get used to
is therre a way to disable this?
there is not, it's hard coded and causes issues if it's not there
how? you can just change unlock mouse to a diffrent key
I have sprint on alt and didn't have any issues other than finding the need for such inputs mildly annoying
do someone knows when is the next update
XD
Just discovered this mod like 5 mins ago during a desperate search for modern guns for VS, left a comment on the mod page but just wanted to drop it here too that i would like to donate to you as a thx for making my dreams come true
uhh
i appreciate the sentiment, but i'm not entirely sure about how i feel about it. idk the idea of money being involved puts a lot of pressure on me as a developer, and my code is already scuffed and slightly buggy as is. i also don't have anything set up at the time to even accept donations
but still, it means a lot to hear that you like the mod as much as you do 🫀
Gorg, do you think we might be able to get a 1911 and a C96?
Fun idea, but I think the mod would need it's own bullets first to make the difference of two different pistols meaningful
Having a 9mm M1911 but not a 45ACP one would be heresy after all, but having both calibers as options would be fine
Actually, I should see about making something to add different bullet production methods for every mod to use.
You've got a few options that span the years.
Casting is the most practical for the scale one would be making ammunition in game, which is what we already have
we shall see, i wouldn't expect many actual historical gun models. the mod more hits generic ideas for the categories
Colt revolving rifle? Winchester 1895?
Shiloh Sharps Model 1874 Hartford in .50-90 Sharps.
Hey, sometimes you need thousands of rounds of ammunition.
Drifters are always a pain.
Solution: a very big bullet mold, or just use a lot of normal size ones
A mechanically automated melting and casting system perhaps?
Automatic press to shape nuggets/bits of pure metals into bullets?
Actually I was thinking of borrowing the required shape for a building stuff from beehive kilns, etc, to make drop towers a thing.
Make a copper sieve for the correct caliber, then drop molten lead through it into a pit of water down below.
The required shape would allow a requirement that it be tall enough - probably 40 blocks.
Other solution; shot towers.
Not really worth the effort in normal game play, would probably also be more of a pain to code
If you really think about it, it would perform just like an ingot mold, just significantly larger.
Poor in liquid, give it time, extract result
So what you're saying is that implementing them would be a waste of effort because normal casting does the same thing with less effort on everyones part
Not saying for casings. I’m talking about more/less for the bullets to put into the casings
Bullet is the projectile.
Casting bullets is still objectively the better option for the scale of production people are going to be needing in-game
This is casting lol, a shot tower is literally a tower for pouring liquid lead to make balls in bulk
When I play in a server, needing to cast 50+ molds of bullets takes too long and too time consuming
A shot tower would allow you to make ammunition in bulk and have it last for a long time
1: This mods guns shouldn't even be using spherical bullets
2: conventional casting is all you need for typical ammo production in VS
This is technically conventional casting
No it isn't
It's not casting at all because there is no cast
I guess you’re right on this
Just an option to do something in bulk seems a lot more appealing than 50 molds.
Like the difference between a beehive kiln and a pit kiln
Realistically you shouldn't need 50 molds for the scale of VS anyway
I enjoy making things in bulk. You’d be surprised how fast a crate of bullets goes away when you play with multiple people
If you play alone, molds are a option for small quantities
Play with many other players? Shot towers to do it in bulk
For single shot weapons, the molds already produce a lot, Glockmaker uses smaller bullets which you get more of per mold
Only problem is that the weapons aren't really balanced in a way that makes them use their ammo with a proper level of efficiency
If you only shot a few times a trip yes, but a lot of my friends end up using firearms are their primary source of all damage. Especially in PvP. 32 bullets or the 16 slugs you get in a stack is too little for one small mining trip. Not to mention the fact 6+ people need ammunition, the number racks up extremely fast.
Haven’t used Glockmaker on a server yet, but I’m imagining the issue would be even greater
Due to the volume of fire many of the weapons give you
The bolt-action and maybe shotgun(didn't use it) are the only ones really worth using, lever actions were just far too weak when I tried using them
Isn’t there a bug currently that makes the lever action do significantly less damage?
bug + choice to use an unsuitable projectile IIRC
I see
Either way I’m just proposing a way to mass produce ammunition, a more late game method. Not a replacement for the current one
In theory, the bolt action kills most animals in 1-3 shots
Something mechanical in nature would make the most sense for this mod in particular
Melt lead, cast it into thin rods, cut into sections of the needed length, press to shape, or just let the machine press metal bits for the sake of simplicity
Maybe a form of press for the casings?
And the shot tower for the actual projectiles
For modern/semi-modern firearms? No.
Yes, but IIRC that's because the author either doesn't know how to or doesn't feel like making their own projectiles for the time being
I see, if the mod were to use its own bullet heads I understand having a form of mechanical cutter to make them into shape
A mechanical press would make the most sense to go for regardless in my opinion, much more space efficient, adds more reason to make and use mechanical energy sources
Iron tier manual press, steel or higher mechanical press?~
I do like that, and the thought of not having to wait for something to cool down
Fast-efficient
Or would it have to function while something is hot?
So it’s softer to blow?
I'd say make both like the quern: mechanical with the option of manual operation
Lead and copper can both be cold worked IRL, and making them into bullets is simple enough
I see
Could probably also cold form bronze and brass bullets as well

lever action is currently bugged, it does not do its intended damage
it is supposed to deal 10, instead it does 4
but yeah, to address... all of that stuff above, i'm pretty happy with the current production of the ammunition as it stands. i don't think an ammunition press or shot tower is necessary
i also would much rather spend my effort coding the actual weapons rather than blocks to make the ammo making process different
Sir revolver when
revolver is planned for eventually™
Will you be using it like Flintlock ?
offhand and all ?
currently, i'm waiting for the game update (and mods it depends on) so i don't have to rewrite as much stuff. then i'm gonna be working on the semi-automatics from there
if i can get them to work in the offhand, then they will work in offhand, though i'm not entirely sure how it handles the firing states in the offhand
So i can expect it on a stable version ?
i will only be releasing the mod for stable game versions, so yeah
alright hope to see your update soon
you mod is quite nice
Glock
maker, even
A single shot shotgun for brass age, and double barrel for iron.
M30 Luftwaffe Drilling when 👀
the current state of shotguns might be a little much for bronze age lol
but yes, DBS for iron age eventually
special trait so you specifically can't make it
If you want I can give you my kind of unfinished single shot model
I have no further use for it
Though a downside is that it was all made in VSMC so I don’t know how well it’ll translate to blockbench
Since the last time I ported my gunmodel the AR-18 turned into blocks
It's black powder, bronze and brass can handle it
im talking from a game balance standpoint, shot shells do 40 damage
Could just make a half power shot shell or make the brass/bronze version require metal parts if thats the issue
Lower caliber - .36 maybe.
Lower gunpowder usage and less powah if
Ig
0.8-0.7 dmg mult
Still does 28-32 dmg while keeping the bullet cost
that would involve making an entirely new gauge of shotgun shell solely for the bronze age, and i don't particularly want to do that
well
who knows, maybe semi-auto or perchance even full auto shotgun that uses them late game
No need for that
Change the bronze age shotgun dmg multiplier and as justifier make it use less gunpowder
Makes sense?
... no, it doesn't actually. yes i can change the numbers on the gun, but that's not how shotguns, or cartridge ammunition works
the power load is in the shotgun shell item itself, if i wanted a different powder load, i'd need a different type of shotgun shell
Ahh
Iforgot
I forgot it was a shell
I assumed the uh fireweapons way
just the lever action?
yeah i think i got it working, its the lmb to chamber but it also unchambers a round so its give or take
hello! sorry for bothering
how did you do it for your guns to use a cartridged bullet but drop a simple one when at place of impact?, is it a feature from your mod via the .dll or..?, if i may ask
i use my own code yeah, though the ammo used and item dropped is hard coded per item
i see, thanks!
Hey so 1.22 is out for awhile now , any update on the update ?
glockmaker requires firearms, which is not updated to 1.22 yet
oh alright thank
hey! would like to say that there is a maltiez firearms mod fork as a heads up!
FOR ISSUES CONTACT ME (NOT MALTIEZ) HERE OR ON DISCORD : Alodh Animations are now less broken. tested on 1.22.0
i did not make this mod, i just got it working on 1.22original: https://mods.vintagestory.at/firearmswill probably not be compatible with the original when it gets updated
requires my overhaullib compatibility fork: https://mods.vinta...
im well aware of the fork, i don't know hit it interacts with the code that exists, or will continue to work. thus, i am waiting for the official version
Yea, the fork is pretty half-baked and only barely functional, for the most part.
yeah, so i've heard
when pistol release
When Maltiez mod update
which is to say, probably not for a while
Tragic
indeed, but maltiez says they'll probably be skipping 1.22 for updates, and i can honestly respect it
When Glock
when the firearms mod officially updates
let wait for about 4 months
how about 4 days, update is out for 1.22, have at it
nice
you using fork ?
aye
pistol included ?
i have not added anything new yet, just made everything compatible
damn 1.23 it is then
i haven't actually been able to even use vsc until like yesterday
damn
in my limited testing, everything seems to work fine, but let me know if that is not the case
semi-automatics soon™
ok
about 4 months ish 😭
there are theoretically better tools available for the parts i don't like now, so we'll see
goodluck
I was testing loading and unloading the guns in survival on a creative world, and there seems to be a way to make bullets disappear
like in the process of fully loading and then fully unloading a gun it's possible to end up short one bullet that's not in the chamber either
or wait is it impossible to remove the bullet from the chamber?
either way I can't fire the thing if the phantom bullet is supposedly in there
ok so upon further testing.... what I think is happening is that, if you load the gun fully and rack the round into the chamber, if you then unload the gun fully then you won't be able to fire it even though there should still be a round in the chamber
I think.
here's a video of me fiddling around with it. Something is off but I'm not sure what it is. Notice how I've "fully" unloaded the gun but I'm left with 31 bullets instead of 32, yet I can't fire the thing: https://imgur.com/a/gEch6rC
implying that there's a bullet that's neither in the magazine nor in the chamber.
yeah, i am vaguely aware of this issue. from what i have seen, it only affects unloading the gun, and doesn't affect it further than that. which is to say, if you reload the gun from that point, and continue firing, you'll suddenly have access to that last bullet again
i'm not terribly sure what causes it, but its also sorta low on my priority list, as unloading the guns isn't terribly useful in actuality. its more just there because i thought it'd be cool
Do you think it's more an issue with your mod or a CO problem?
its probably my mod, and yeah my vsc does not like to be connected to github unfortunately
any news
I think fork is broken because hits don’t register well
brass casings using lead? @wicked parrot
@wicked parrot Would you consider doing a commission on a 1873 Springfield Trapdoor rifle and carbine
uhh
maybe? i think i've looked at them. would need to refresh myself on how they work
still honestly not sure my stance on commissions, especially regarding modding. but i'll at least hear you out, what's the offer? it definitely looks doable
チンポ
very cool and creative