Mods / Rusty Shell
Category:
#Technology
#Weapons
Author: Lastelle
Side: Both
Created: Aug 19th 2023 at 10:41 PM
Last modified: Oct 22nd at 7:39 PM
Downloads: 14277
Follow Unfollow 222
Author: Lastelle
Side: Both
Created: Aug 19th 2023 at 10:41 PM
Last modified: Oct 22nd at 7:39 PM
Downloads: 14277
Follow Unfollow 222
Latest file for v1.19.8:
rustyshell_0.1.0.zip
1-click install
Overview
This mod adds heavy weapons and other means of mass destruction from the rennaisance to the late 19th century
Content
!! The 0.1.0 update is not compatible with previous versions !!
Please backup your world if you do not want to lose most of the items made for this mod, or make a new one
Heavy guns are now stored in the backpack slots. To place blocks that are in the backpack slots, use CTRL + Mouse wheel to equip them
The limbering mechanic will be back once the 1.20 is released. Until then, it will be disabled
- 4-pounder support gun: A medium velocity muzzle-loading gun that can be picked up and shoots 4-pounder and grape shots
- 12-pounder field gun: A medium high velocity direct fire muzzle-loading gun that can shoot 12-pounder, grape and canister shots
- 12-pounder howitzer: A medium medium velocity indirect fire muzzle-loading gun that can shoot 12-pounder, grape and canister shots
- 120mm field gun: A medium high velocity direct fire muzzle-loading gun that can shoot shells
- 120mm howitzer: A medium medium velocity indirect fire muzzle-loading gun that can shoot shells
- 120mm breech loading field gun: An ancient heavy high velocity direct fire breech-loading gun that shoots shells with reusable casing
- 120mm breech loading howitzer: An ancient heavy medium velocity indirect fire breech-loading gun that shoots shells with reusable casing
- Machine gun: An ancient heavy gun that fires cartridges with reusable casings
- 4-pounder and 12-pounder shots (gunstone, cannonball, bomb, carcass, grape shot and canister shot)
- 120mm shells (warhead, high explosive shell, anti-personnel shell, gas shell, incendiary shell, fragmentation warhead, high explosive fragmentation warhead, shrapnel shell, fragmentation gas shell, fragmentation incendiary shell)
- Landmines (regular, incendiary): A device that blows up when walking over it. Landmines can be buried and may require multiple steps done carefully to be disabled.
- Hand grenades (regular, anti-personnel, gas, incendiary)
- Bagged charges: A linen sack filled with explosive powder used to fire muzzle loading artillery pieces
- Gas and gasmask: Gas is especially effective in tight places but will still force other entities to wear a gasmask and to keep enough charcoal to supply the filter of their mask.
- Projectile stability: The more explosive a projectile contains and the faster it goes, the more likely it is to explode before impact. Rifled gun allow to shoot projectiles at higher velocity while reducing the risk of making the projectile explode.
- Ramrod: A rod used to clean and load heavy guns.
- Primer: A device used to fire heavy guns
- Wastelands: Sustained artillery fired makes soil barren
- 360° gun placement and precise firing angle selection with wrench.
- Step by step gun loading
- Ruined part and technological progression
- Immersive sounds, particles and screenshake effects
- Optional compatibility:
- Maltiez Firearms:
- replaces some recipes that contain blastingpowder with gunpowder
- allows to craft anti-personnel weapons with bullets instead of metal bits
- allows to craft cartridges
- allows to buy ruined machinegun barrels from treasure hunters in order to repair it
- ChemistryLib:
- allows to craft gasmasks and gas weapons
- allows to craft incendiary weapons
- Maltiez Firearms:
Mod config
(RustyShellModConfig.json)
CommonHighcaliberReinforcmentImpact: (integer) = 0
Sets the amount of reinforcement strength reduced in the blast area by regular
projectilesExplosiveHighcaliberReinforcmentImpact: (integer) = 40
Sets the amount of reinforcement strength reduced in the blast area by piercing projectiles
HighExplosiveProjectileReinforcementImpact: (integer) = 20
Sets the amount of reinforcement strength reduced in the blast area by high explosive projectiles
GasDamage: (integer) = 10
Sets the target damage strength of gas weaponsEnableLandWasting: (boolean) = true
Allows explosions from high caliber and landmines to lower the fertility around the blast locationForceLandmineSign: (boolean) = false
Forces land mines to display a sign
Roadmap
Heavy guns
- 12-pounder mortar [emplaced]
- 75mm grenade thrower [wheeled and pickable]
- 120mm heavy mortar [emplaced]
- 250mm heavy howitzer [emplaced and mechanized]
Ammunitions
- 75mm grenades
- 250mm super-heavy shells
Others
- Sea mines
- Gabions and sandbags
- Barbed wire
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.1.0 | 1625 | Oct 22nd at 7:39 PM | Show | rustyshell_0.1.0.zip | Install now | |
v0.1.0-rc.3 | 661 | Oct 8th at 6:19 PM | Show | rustyshell_0.1.0-rc.3.zip | Install now | |
v0.1.0-rc.2 | 350 | Oct 2nd at 6:20 PM | Show | rustyshell_0.1.0-rc.2.zip | Install now | |
v0.1.0-rc.1 | 170 | Sep 30th at 1:12 PM | Show | rustyshell_0.1.0-rc.1.zip | Install now | |
v0.0.13 | 1379 | Aug 22nd at 4:31 PM | Show | rustyshell_0.0.13.zip | Install now | |
v0.0.12 | 628 | Aug 12th at 5:52 PM | Show | rustyshell_0.0.12.zip | Install now | |
v0.0.11 | 3176 | Dec 19th 2023 at 6:34 PM | Show | rustyshell_0.0.11.zip | Install now | |
v0.0.10 | 893 | Nov 27th 2023 at 7:07 PM | Show | rustyshell_0.0.10.zip | Install now | |
v0.0.9 | 1051 | Nov 7th 2023 at 8:20 PM | Show | rustyshell_0.0.9.zip | Install now | |
v0.0.8 | 253 | Nov 6th 2023 at 9:04 PM | Show | rustyshell_0.0.8.zip | Install now | |
v0.0.7 | 725 | Oct 23rd 2023 at 9:57 PM | Show | rustyshell_0.0.7.zip | Install now | |
v0.0.6 | 825 | Oct 3rd 2023 at 9:24 PM | Show | rustyshell_0.0.6.zip | Install now | |
v0.0.5 | 509 | Sep 18th 2023 at 4:40 PM | Show | rustyshell_0.0.5.zip | Install now | |
v0.0.4 | 745 | Sep 2nd 2023 at 10:15 PM | Show | rustyshell_0.0.4.zip | Install now | |
v0.0.3 | 399 | Aug 29th 2023 at 6:42 PM | Show | rustyshell_0.0.3.zip | Install now | |
v0.0.2 | 281 | Aug 27th 2023 at 6:54 PM | Show | rustyshell_0.0.2.zip | Install now | |
v0.0.1 | 521 | Aug 19th 2023 at 10:47 PM | Show | rustyshell_0.0.1.zip | Install now |
kitsushadow I'm not sure if I'll add some, and I don't want to interfere with Maltiez's firearm mod, so if I do, don't expect arquebuses and muskets, but maybe some cartridge rifles
With Firearms mod integrating Combat Overhaul is there a chance we can get just some guns through this mod? Would really like a gun mod that doesn't require a combat overhaul.
DrLulu That means a lot to me! Glad you're loving it :)
One of the best mod, i especially like 120mm canons. Well done !
Lemurek Are the available actions not showing when you look at a cannon? If they do and it's still not clear I will try to write a guide for the handbook.
Otherwise, guns that are not breechloading follow that pattern: clean the barrel by holding right click with a ramrod, then put one of the matching ammunition as well as a bagged charge, then load the content by holding right click with a ramrod, finally right click the barrel while sneaking with a primer in order to fire the gun. If the gun is breechloading, you can skip the cleaning and loading part. To change elevation use a wrench and hold right click to increase the elevation or right click + sprint key to decrease. To change the orientation, hold sneak and right click to align the gun with your viewing angle
Is there a wiki/guide to how to load, fire and elevate your cannon?
I could use one
GThane I think that comes from the fact that I trigger the explosion on the surface at the player's foot (so that you take all the damage caused by the blast) and not under the mine dirt mound :)
Not to be nitpicky, but the blast radius of the landmines is 3 blocks, not 6. But fantastic update, such a cool concept.
Snowfall94 Glad you're loving it :)
I'm currently adding hand grenades, they should be added some other bug fixes to the 0.1.0 in a few days
I love the landmines, finally some defenses that I don't have to watch over or just have line of sight on it.
Do you have any plans for hand thrown grenades?
Thorin48 Oh sorry, I've noticed some part of the mod description weren't saved when I updated them? Anything related to gas (gas mask and gas shell) require the use of the Chemistrylib mod. You can still use them but the recipes are disabled when this mod is not there
I do not see a recipe for Gas shells or Gas masks
Madman2429 should be fixed for next update :)
TumbleTrash you currently can't cast barrels, you need to smith them
How do I craft these, I might be blind but I don't see any way to cast things like the barrel.
Reporting a bug. It seems some crafting recipies that involve a knife aren't set to keep the knife. The specific recipie my server encountered was for the goad.
Oh you're right, my bad. I think I misread so-so. Thanks.
LadyBlakeHammer Hello! I think you're mixing up my mods with Maltiez's :)
You may ask him for that in the Vintage Story discord, there is a post dedicated to his firearm mod in the mods channel!
Could you happen to add a weaker form of musket rifle made of the same tin-bronze as the pistol, so there is an early stage rifle, with the pistol? I have a hunter friend who'd love to use it.
Otherwise, we'd just be using crossbows till steel. Regardless, no harm done if the answer is no. ♥
we're back
hope this mod gets continued on into the 1.20 update, it'd be amazing to see these working on boats
I see, I can take over updating this mod if you don't mind, I haven't had issues with the mod and I've used it on the most recent version so I think I would just start working on QoL and new features. Lastelle
DepressedPepe I don't know if anything broke in particular after the 1.19 update, I know there's an issue with machine guns not dealing damage (according to another modder I simply commented a line that should have been), but besides that I don't think there are bugs to fix, but surely QOL features for aiming, shell sound effect being in some case too loud according to some players
I've been thinking about potentially trying to continue this mod, I was wondering what exactly needed to be updated so that I could start putting together a list of things I need to do.
I love it ! I get that you can't expect a huge accuracy from an old technology but, i feel that the trajectories are fucked up, it took me at least 25 shots with a perfectly aligned rifled field gun to hit a large wall at 30 blocks. I even got shots that went over the wall with the canon nearly pointing to the floor. Otherwise great !
I will maybe get back to it after releasing the early access of the game I'm working on, otherwise I'm willing to transfer the ownership of the mod page to anyone willing to continue it.
Anyway, you can still post the logs whenever you encounter a crash with newer versions (if it even loads), that would still speed up the process if it happens!
NOREALGRUGS
Will update be possible?
Centerion There is an unused function inside every artillery piece to automaticaly turn and lay to hit a given target based on the blast power of the loaded ammunition and fire power of the piece, that may come handy
Royal_X5, think it be possible to use the game map to target with the larger mortars?
Sure thing, will hit you up later today or tomorrow Lastelle
If you need clarifications about the mod structure, you can send me a message via discord
Royal_X5
I will most likely fork the mod and fix the issues with the current version (bugs, inconsistencies), it will take me a bit though as I first want to gather all the issues and resolve a good enough number of them. Will check this thread but until I publish the fork, if you have a particular issue with the mod that's frustrating you just ping me here I guess.
I most likely won't get back to modding, so unless someone decides to fork the mod, the mod will be discontinued.
alucard666
will you be updating this mod to 1.19.3?
I've got an issue with the mod : when shooting with artillery on animals they become unkillable. Like they do not get damaged by melee or ranged attacks. So i have to turn into creative mode and use lava.
I'm sorry you have issues, this never occured to me, I guess either it is caused by latest update or maybe somehow you managed to put unwanted ammunition. Are the help bubbles not appearing? More archaic type of guns require cleaning before adding ammunition, then cleaned and finally fired, and not all guns use the same ammunitions. All of that is displayed with help bubbles but They aren't the most obvious since they only show models and not names. Sylvi
I am taking a break from modding so I don't know when I will add those elemtns. JStarling3
It would be cool to add barbed wire. although it would be a bit much to ask for with whats already been added so far, some military uniforms would be cool as well
Really cool mod I love seeing these early industrial armaments. The models to way they function are all done great.
Very thematically fitting to the style of the game. A guide on how to operate them would be nice, after messing around for awhile I can't figure out how to use most of them. And after getting one of the heavy cannons to fire, it left behind a cloud of fire/smoke that doesn't want to go away.
Love the pixel art
Heya,
Got a problem in multiplayer, the rotation of the gatling gun don't work for other player looking at ^^
Ragolution
Not yet. Until then you could use patching to disable gas shell recipes by adding "enabled: false" at the end of them (assets/rustyshell/recipes/grid/shell.json)
Are there any configs to disable particular elements of the mod? For example, I don't particularly want to have players gassing each other... yet.
RuneScholar
I've just tried that on my side and shake lasts for about one second and has litlle intensity. Is that happening with every guns / projectiles? And are you playing in multiplayer or singleplayer?
Thanks for the report!
Screen shake, at least in my game, seems a little intense. It goes on for minutes just from one shot and jerks the screen everywhere. I do have other mods so I don’t know what is causing this but I thought I’d make a comment in case other people experience it.
Gas question: can you also deal with it by standing next to a lit firepit? It was a common method in WW1 as the burning fire created a "chimney" of hot air that pulled the gas away, creating a safe zone next to the fire.
@Samino2 Thanks mate!
Lastelle Thanks a lot a little late ^^' Your mod is fantastic and make us see all the possibility of Vintage Story modding. Keep it up!
@Samino2 You need to hold right click with a hammer and have two bighorn sheep male nearby. Then you do the same with a wheeled gun nearby. You can use the goad to move draft animals around (when they have a limber, you need to select the right most animal to move the carriage in the wanted direction)
Hi, how to use the limber?
Not crashing but some major fps impact on multiplayer, for now I'll just use it on singleplayer
@Dj3dzx what kind of issue did you have? You can send me the crash log and I'll fix the bug as soon as possible
I'm looking forward to see a stable version of this mod! Would love to have it on my world to deal with those nasty drifters
game crashed when i clicked on the cannon
This mod is very cool and will fit perfect with my musket mod. but for now i will keep it uninstalled until its more stable and less prone to crashing
Before the projectile hit the water, my game crashed.I think this is bug.
How to make a smoothbore barrel? that's not very clear
Wonderfull mod, well balanced, this is for sure going to be an even greater mod in future
Suggestion: please make it auto-craftable in helve hammer, produce cannonballs is a pain xd
This looks amazing, good job, looking forward to this mod's future <3
Now a suggestion: Besides maybe PvP i dont see much use for this in singleplayer. Maybe the addition of a bigger monster type enemy would be beneficial, they could be giant stationary worms that shoot out acid and spawn other critters, and they can only be killed by these big guns, or maybe a large really slow armored drifter that can only be killed by firearms and cannons. These could incentivize the player to develop these guns and actually use them to get rid of an annoyance. But these creatures should not be too annoying or mobile to not force a player to make these guns, getting rid of them should be optional. ðŸ¤
I love the old gunpowder weapons. Thanks!!
Wow this sounds insane, and a first project, no less?
I'm looking forward to this.