Mods / Rusty Shell Fork
- Tags:
- Author:
- KenigVovan
- Side:
- Both
- Created:
- Aug 9th 2025 at 2:54 PM
- Last modified:
- Aug 21st at 4:35 PM
- Downloads:
- 19801
-
Recommended download (for Vintage Story 1.22.7):
rustyshellfork_0.2.2.zip 1-click install
Fork of Rusty Shell mod from Lastelle
This mod adds heavy weapons and other means of mass destruction from the rennaisance to the late 19th century
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 0.2.2 | rustyshellfork | 1427 | Aug 21st at 4:35 PM | rustyshellfork_0.2.2.zip | 1-click install | ||
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| 0.2.1 | rustyshellfork | 5876 | Apr 6th at 7:50 AM | rustyshellfork_0.2.1.zip | 1-click install | ||
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| 0.2.0 | rustyshellfork | 28 | Apr 6th at 6:37 AM | Empty | rustyshellfork_0.2.0.zip | 1-click install | |
| 0.1.1 | rustyshellfork | 7461 | Oct 10th 2025 at 3:16 PM | rustyshellfork_0.1.1.zip | 1-click install | ||
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| 0.1.0 | rustyshellfork | 2182 | Aug 29th 2025 at 3:19 PM | Empty | rustyshellfork_0.1.0.zip | 1-click install | |
| 0.0.17 | rustyshellfork | 1550 | Aug 14th 2025 at 6:23 PM | rustyshellfork_0.0.17.zip | 1-click install | ||
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| 0.0.16 | rustyshellfork | 368 | Aug 13th 2025 at 3:53 PM | rustyshellfork_0.0.16.zip | 1-click install | ||
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| 0.0.15 | rustyshellfork | 671 | Aug 11th 2025 at 2:40 PM | rustyshellfork_0.0.15.zip | 1-click install | ||
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| 0.0.14 | rustyshellfork | 238 | Aug 9th 2025 at 2:55 PM | rustyshellfork_0.0.14.zip | 1-click install | ||
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.20 | |||||||

Fuck yeah, you're a hero
Was wondering if you have a discord i could message you on? I have some questions on what you did with making the emplacements and what not. Trying to pick up nodding and want to make things similar to this :)
also an issue ive noticed is that firing the machine gun also rotates it because of a shared input, if possible could it require the wrench or something to rotate? and same issue as with the others its very hard to tell where its aiming maybe making it have simple iron sights or adding a seat etc would make it a bit easier
it be awsome if there was some form of range finder or better way to aim insteads of just general direction, not sure how difficult it would be to add but even a mechanical guage that gives rough block distance would be awsome
hey i love that your picking up the torch. is there a thread or comunity post where we could see previews and such comming for this mod
Can anyone confirm whether this fork is functional with 1.21.6?
🔫Smoothbore loading procedure.🔫
1) Clean with a ramrod(hold shift + right click for about 10 sec),
2) add bagged charge(shift + right click),
3) add shot (shift + right click),
4) load with the ramrod (shift + right click for about 10 sec),
5) use a primer on the cannon (shift + right click)
BOOM!
We are noticing the damage values seem very off when firing at players. We are seeing people in steelplate take 3-4 damage from machinegun fire and we are not using combat overhaul. Could it be due to damage tiers?
I am trying to get this to work with the Chemistrylib fix mod, because I realized you still had the json's to detect that mod, but I could not get the recipes to work whenever I changed the modID from ChemistryLib, to ChemLibFix. I was wondering if you could help out. I got it to detect the mod itself, and got the gas masks to be craftable, but the recipes for the gas grenades don't show up.
Running on 64 bit Windows 10.0.26100.0 with 16221 MB RAM
Game Version: v1.21.5 (Stable)
12/17/2025 12:07:13 AM: Critical error occurred
Loaded Mods: steamandpower@1.7.2, game@1.21.5, nutslib@3.0.7, panningmachine@1.0.6, rustyshellfork@0.1.1, creative@1.21.5, survival@1.21.5, vintageprojector@1.0.0, vsradiomodupdated@0.2.4
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Item maltiezfirearms:bullet-* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[] gridrecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 114
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, List`1 containers, List`1 fuels, List`1 molds, Boolean haveText) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 2107
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo(ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 109
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 119
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 113
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 128
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.onLeftClickListElement(Int32 index) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 348
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUpOnElement(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 95
at Vintagestory.GameContent.GuiElementFlatList.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VSSurvivalMod\Systems\Handbook\Gui\GuiElementFlatList.cs:line 174
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 446
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 593
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 423
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1996
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 424
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 210
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 338
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 133
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 95
Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 12/16/2025 6:14:57 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: coreclr.dll, version: 8.0.1325.6609, time stamp: 0x6789557c
Exception code: 0xc0000005
Fault offset: 0x00000000001894ff
Faulting process id: 0x2114
Faulting application start time: 0x1dc6edfe5d6be5a
Faulting application path: D:\INSTALLATION\vintagestory\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.13\coreclr.dll
Report Id: faa1ffc7-f987-4c87-90ac-f8639e140ef9
Faulting package full name:
Faulting package-relative application ID: }
--------------
{ TimeGenerated = 12/16/2025 4:01:05 PM, Site = , Source = Application Error, Message = Faulting application name: Vintagestory.exe, version: 1.21.5.0, time stamp: 0x67fe0000
Faulting module name: coreclr.dll, version: 8.0.1325.6609, time stamp: 0x6789557c
Exception code: 0xc0000005
Fault offset: 0x00000000001894ff
Faulting process id: 0x24e8
Faulting application start time: 0x1dc6edd3fbac8bf
Faulting application path: D:\INSTALLATION\vintagestory\Vintagestory\Vintagestory.exe
Faulting module path: C:\Program Files\dotnet\shared\Microsoft.NETCore.App\8.0.13\coreclr.dll
Report Id: b4f18df6-ff2a-46d0-be57-eea3f2c7d1de
Faulting package full name:
Faulting package-relative application ID: }
crashed on trying to view a shell recipe
KenigVovan So good news someone got around to updating Lavoisier with a fork, as well as CemistryLib with another fork. So do you think you could update this fork to include the gas mask/weapons and incendiary weapons?
Does this mod work for 1.21.5?
Can people tell me why when i fire the canon what so ever the type when it past 50 block from the player the round just vanish or explode in the air and when it vanish i need to go to where the round vanish for it to spawn then continue his path is it simulation range ? how do i change it and another things the overall range of the artillery is way to short to be useful in any way but still a great mod and i don't know if its on purpose but now aiming the cannon is harder bicause it doesn't align with your view like before
Can you even place the Cannons?
SaintMemes like i mentioned in my posts to Gmcool, the recipes for a number of items would need to be reworked for the 1.21 pottery rework. there are 2 prerequisites for some of the features (for incendiary and chemical rounds) and both are out of date.
Does this mod have any needed compatibilties? I'd like to make %100 sure before adding this to my server.
Gmcool also Chemistry and it's prerequisite Lavoisier are outdated and have broken recipes in 1.21, the mod author of both said they were working on them a month ago. so probably need to wait for those to get updated as well.
Gmcool due to 1.21.0's changes to pottery, we now have different bowls/pots/etc for the different clay. the recipe would need to be updated to accept the new ceramic types.
old: "bowl-fired"
new: "bowl-[]-fired" ([] = color)
colors: blue, fire, black, brown, cream, gray, orange, red, tan
How do I place the cannons?
I'm planning to make Gas shells in survival but there was no recipes to create it. The hidden spoked wheels recipe works but the shells for 120mm Gas shell warheads is not showing with the added chemistrylib mod. I did double check the mods coding and that one item says that I need Bowl-Fired. I am confused as I check every bowls that may seem to work but it was not working. Its either unobtainable item or is only meant for creative. Please patch this.
I wonder if there's a way to add CO compatibility to the cannons. It seems that all cannons by default deal Tier 0 damage, which means any higher tier armour can block 100% of the damage
Firing 12lbers with certain types of ammunition will crash your game and crash your server
> Spoked wagon wheel doesn't show up in handbook, so idk how to craft it
> Firing cannon uses shifr + right click combination, which also repositions the cannon, making precise aiming near impossible (and shooting the machine gun makes it spin in circlesxd)
> Flight times on 120mm shells are much too short, copper ones explode just in front of the cannon, and even iron ones barely fly a hundred or so blocks
Except for that works in 1.21 nicely
Shooting the 12 pounder crashed my MP server
I tried to start a new game with this mod enabled, it would not start the world generation process. i am unable to get logs as they are completely blank.
EDIT: i am running version 1.21.0
i was using a rope not a primer
hey i know its now classed as outdated but in 1.21 everything works apart from firing which i think is because of something changed with the rope so if you could make the small update id be very grateful. plus you can only turn the gun one way too it seems
KenigVovan
There is no way bro's complaining that a mod got an unofficial update...
CleverMagpie I guess you never looked at original mod page😒
@AgentOfChaos Yeah, same
with the new update to this i can no longer turn it right
Wish Rubix Raptor Saw this.
Sianks Just go to the original mod page that's linked in the description and read through it's page. This is a fork, it's a fan mad version of the original outdated mod released for free so that other people can use it in the current version.
Don't be hostile for no reason, people share mods for free and that's not a labor-less task
We dont really care about Mod that doesnt explain how it works, in fact we should report mods like that so moderators could take it down like they did with many others
would it be possible for gas to do damage to all mobs instead of just players?
kolyanix
yea, I saw this json errors today, but even with them it should work
KenigVovan,
[Error] Patch 6 (target: game:entities/humanoid/trader-treasurehunter.json) in rustyshell:patches/traders.json failed because supplied path /attributes/trade Props/selling/list/- is invalid: The json path /attributes/trade Props/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 30,
"var": 10
How do you get the guns to fire?? I set everything up and loaded up a 120 breach loader but no matter what it won't let me fire it no matter how many times I click on it with a primer
I am not sure if I am seeing this right but the machine gun barrel and the front loading howitzer barrel seem to just require themselves in their recepies and I am not sure if that is a bug or intentional
kolyanix
I'd need exception/error from log, as I don't get any problem on game start/new world creation
KenigVovan, on world join. And mod is not appears in game. All already placed items from 15 version looks like white cubes with question mark.
kolyanix
On startup or after some actions?
KenigVovan, now it causes errors and not working, Something with traders. That may be caused by my game version (1.20.10), but not sure. Version 0.0.15 worked fine.
N0nam21
merged with branch with hand grenades
does the limber mechanic work in this mod?
Is this version 0.1 of Rusty Shell? I don't see hand grenades.
Could you add a description of all the controls and how to use the cannons? even the main mod page is really vague about this
omg thanks so much!
AgentOfChaos
renderer of machine guns/cannons
what was updated?
Hey I noticed that the machine guns aim/mesh is off center. anything you could do to fix it?
Joeyfar624 lmao you believe with or without pictures it would or wouldn't be a virus are you 5 year old?
please add photos, just so I know it isn't some type of Virus. My other thing is does this mod have any compatibility like Maltiez's firearms?
thank's for the work! Btw your hyper link doesn't work on Rusty Shell.