Mods / Gearlock Firearms
- Tags:
- Author:
- JeanPierre
- Side:
- Both
- Created:
- Jul 19th at 1:36 PM
- Last modified:
- 3 days ago
- Downloads:
- 5596
-
Recommended download (for Vintage Story 1.22.0 - 1.22.6):
gearlock-firearms-net10_1.0.6.zip 1-click install
Overview
Need more ways to punish the bowtorns? Or maybe the bear problem is getting outta hand... Not trying to sound like an arms dealer but I may have something for you! This mod adds four firearms that use gearlock mechanism roughly inspired by the irl wheelock. The mod introduces interactive GUI based mini-game reload system, the exact reload speed will largely depend on you and your ability to do it under pressure :>
This mod was born out of my personal need for a firearm with GUI based reloading system + ability to attach it to an elk. It's my little take on what firearms could look like in the world of vintage story, by all means it's not meant to be a realistic representation of a muzzeloaders nor it aims to be. I'm not a firearms expert, i just enjoy 3D modeling, vintage story and when things go boom. Am i slowly remaking rdr2 in vs? Maybe..
This is a standalone mod it does not require any dependecies, my general goal is to keep it fairly vanilla friendly and simple to maintain.



Main content

Features

Goals
- Pistol hip holster and back holster for the rifle
- Handbook guide
- Metal progression: meteoric iron -> steel (new metal also means that each firearm will recieve new unique shape for a given metal type)
- Bullet holes after shooting at a block
- Partial animations for each reload sequence
- Ability to use the pistols in the off-hand
Recommended mod combination
- Modular Backpacks - firearms are attachable to the toolstraps
- Scribe: Notes & Tasks - collecting all those resources to get into ironsmithing takes a bit of time, highly recommend this incredible mod for organizing your seraph's life!
Important notes
- Always back up your world saves before installing any mods. As a (sorta) new modder, I’m still learning and improving my skills. While I test each mod before uploading, there’s always a chance of human error. With that being said, I won’t take responsibility for any issues that may affect your save or character, so please make sure to back up your files.
- Mod is of course still a work in progress, recipes will likey be adjusted as well as damage range and sounds.
- Compatibility with the firearms, CO etc is not a priority right now It may come in some shape or form later on.
For modders
Feel free and most welcome to modify or to use any of the assets from the mod!
Contribution
The "Gearlock" assembly idea was born thanks to DUCATISLO who rightfully so suggested a lot of important changes to the hidden gun from the walking stick mod therefore sparkling my need to make more firearms :>
Check out my other mods!
| Mod Version | Mod Identifier | For Game version | Downloads | Released | Changelog | Download | 1-click mod install* |
|---|---|---|---|---|---|---|---|
| 1.0.6 | forgottenfirearms | 689 | 3 days ago | gearlock-firearms-net10_1.0.6.zip | 1-click install | ||
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| 1.0.5 | forgottenfirearms | 802 | 5 days ago | gearlock-firearms-net10_1.0.5.zip | 1-click install | ||
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Fixed: Fixed the "Two or more animations use the same code" errors | |||||||
| 1.0.4 | forgottenfirearms | 2015 | Jul 27th at 3:44 PM | gearlock-firearms-net10_1.0.4.zip | 1-click install | ||
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| 1.0.3 | forgottenfirearms | 715 | Jul 24th at 4:23 PM | gearlock-firearms-net10_1.0.3.zip | 1-click install | ||
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| 1.0.2 | forgottenfirearms | 270 | Jul 23rd at 10:56 PM | gearlock-firearms-net10_1.0.2.zip | 1-click install | ||
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| 1.0.1 | forgottenfirearms | 860 | Jul 20th at 11:32 PM | gearlock-firearms-net10_1.0.1.zip | 1-click install | ||
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| 1.0.0 | forgottenfirearms | 245 | Jul 20th at 6:03 PM | gearlock-firearms-net10_1.0.0.zip | 1-click install | ||
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I took you up on your offer to use assets from your mods! Your artwork is incredible, and I love your design sense! Keep modding!
Junkmuffin WOAHHHH THATS SO COOL!!! Briliant job!!! I'm so glad that those came in handy! Your Scribe mod came in a perfect time as i've been building a command/planning room and ive been yearning for a working lectern. Incredible stuff, I will immediately put it in the recommended mods section :>
🥰 Thank you so much! Hearing that from someone whose work I admire this much is huge. I’m thrilled Scribe fits right into your command room setup, and having your assets in the mix made all the difference in making it look great. I really appreciate the recommended mods plug—thanks again for all your generosity and support!
Greetings! This mod of yours is another one I really enjoy and appreciate you for making it. I'm testing it around a bit and found out you there is supposed to be a little smoke after shot, I checked my settings and tried different options, but I still get no smoke from any of the pieces. Any idea what could cause it or if it might be a bug or mod incompatability? I deleted cache already and currently DONT have firearms mod installed.
Feruen Hm, I had the same issue when i played on my other older laptop which had the quality settings set on low, you may need to tweak the Graphic settings a bit but i'd start by checking if the "Particles" Slider is set on something higher than 0. Let me know if that helped or if it didn't :>
It would be super cool if you added compatibility with bullseye, combat overhaul, the ability to be a sniper and line up a shot well enough to oneshot a bear with the musket seems super SUUUPER peak
Also, does the ranged damage bonus on hunter (and by extention other modded classes) apply to the guns in the mod? I havent actually found a decent way to test
Also feedback on when i shot is hit would be awesome
The ranged damage bonus seems to work on the guns
The active reload is really janky. i find it never gets the cartridge down into the bottom with one pull. and you gotta like click it once to make it "snap" into place before the reload finishes.
also the mouse reset needs fixing.
(also third person animations get broken while using this mod? unsure if relevant and i didnt test it much)
I would very much like to see this mod get developed further. right now its kinda underwhelming, but with some work it can be good i think.
Errors2149 hm i really like the reload, even without pushing the mouse too much, while standing still i can easly do that in one pull. the cartridge and flax have a tiny bit weight added but thats by design, the reload aims to mimic the IRL reload of a muzzeloader which sometimes you gotta give a good push. Is it annoying sometimes? Hell yea and i love it, but totally get it that it may not be for everyone. Mouse reset will be fixed in the upcoming update :> also I'm not sure which animations get broken but i'm also not actively adjusting the mod to be playable in the tp, my main focus is first person.
well, i like the reload too, it just has bugs. besides the non responsiveness i named:
1 - Reloading without wadding or cartridge has you playing the reload game, only for it to fail at the end. should be changed to only let you "start reloading" if you meet ammo requirements.
2 - right clicking while not loaded plays a "fire" animation. you can go pretend "pew pew"
I seriously enjoy what this mod adds. The active reload is cool and balance seems fine for the cost, though I won't be able to play with it due to combat overhaul halving~ the damage each gun does.
Some compatibility with Quivers and Sheathes would be neat, I think. It already brings some holsters, ammo pouches and a bandolier. But I get compatibility not being a priority right now. Interested to see where this mod goes.
Shenna Thanks! I do plan on adding my own holsters as i don't want to rely on dependencies :> plus i wanna make my own 3D Models heheheh
hi ! quick question , but are you planning more ammunation type or i can start making CRATELOADS of them already ?
Kassencc Hi!! You have my blessing to make crateloads of em heheh as I won't be adding new ammo types, new guns will use one of the three existing ammo types :>
huh, an interesting, and dare i say, more vanilla friendly alternative to Maltz firearms. Given how long it's been since that mod updated, perhaps something different would be fitting. I'll admit, i like his detailed, reloading animations a lot, but the mini-game approach you did to get around that is also pretty cool. u-u
GmanAmatin Thank you!! Yess Maltiez firearm are incredible detail wise and its a technical marvel to pull something like this out :> My approach is a bit different so I'm glad that it has been received with so much love given that folks are used to the Firearms mod :>
ty for fixing the animation log spam, i can see my server console again!
Pell My pleasure! Sorry for the spam, i need a better naming system for my animations hehehhe
Super duper cool concept. Don't think I can use it on account of accessibility (clicky-draggy motions add up to a lot of pain) but I enjoy mods that go out to do this sort of thing. Anything more intriguing than "hold key combination and wait" is always awesome.
Vigilance Thank you!!
Hello,
I am running a MP server and trying your mod for the first time. My console is spamming this set of error messages over and over again. Since yours is the only "gun " on the server, could you let me know if you are aware of a fix? It is substantial enough that it is causing server lag.
9.8.2026 01:30:59 [Server Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'hold-gun-low'. This will lead to undefined behavior.
9.8.2026 01:30:59 [Server Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'aim-gun'. This will lead to undefined behavior.
9.8.2026 01:30:59 [Server Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'gun-hold-reload'. This will lead to undefined behavior.
We are on 1.22.6 and the mod version is 1.0.4
hardware_despair helloo! Yess friend, check out the new update the issue should be fixed now :>
Is it affected by X-skills/X-skills fork archer and sniper trait? If not is there any chance compatibility will come down the line?
Why not add a gears of war style reload where your rewarded with like extra damage or something of that sort for a successful flawless reload?
Lupin_Galveston maybe, this would requre a substantial amount of changes to the reload and I'm quire fond of the current system
I didnt like it at first but the more I play with it I see the idea and the logic behind it and to be honest im sort of liking it more than I do Maltiez's I can reload faster than I could with Maltiez which is already a plus. That being said is a gear lock revolver planned at some point or would that be a bit advanced?
I've been using this with the enchantment mod, but it doesn't look like any of the damage effects can apply with the guns. Is there a posibility of further compatability?
Always a possibility but can't promise that!
2.8.2026 21:35:08 [Server Warning] Shape game:entity/humanoid/seraph-faceless: Two or more animations use the same code 'gun-hold-reload'. This will lead to undefined behavior.
This doesn't lead to any bad behavior, but the console is contantly spamming it. We are running both gearlock and walking sticks so I guess the animations for the guns overlap.
Not very important, but thought I would let you know. Thanks for the amzing work!
Portokalis yup yup, its likely from my walking stick mod which also has a firearm, i will try to fix it soon :> Thanks!!
Portokalis Fixed in the newest update!
I saw, thank you!!!
Geniunely the coolest firearms mod I've seen, the reload mechanic is so clerver as a way to balance it! (though having the mouse reset to the center every time is a bit annoying and hurts my wrist :( ). Also, god I hope we get some sort of shotgun or blunderbuss.
Rythillian Thank you so much!! Oh ye i may need to adjust it more, blunderbuss is deff coming tho ;>
Will there be any more firearms?
Xenomorph311 Yess each metal will have their own unique firearms, not just the recolor :> also i will likely add an early game handgone made out of scrap metal that will have a chance to blow up
Will there be option to use it without that reload mini game? I love how it looks but reload minigame kinda breaks it for me.
AikoAihara Possibly but i don't like the "hold and wait 10 seconds" style of reload so i won't be adding that, i'll likely add a simplified reload option based on the system thats already there but nothing major, i wanna focus on the interactive reload :>
Maybe just automate it with reload animation you have on mind and make it little quicker? Just and idea.
Amazing!!! Anyway we can make guns unload if holstered? There is a slight issue when someone has 10 arquebass in their hotbar able to kill 10-20 people in 8 seconds. Maybe make it so carrying guns/more than 1 gun slows you down, and that debuff just stacks?
Awesome work anyway.
Portokalis Thanks! yeee i'm not sure how to resolve this yet heheh, maybe movement speed penality would be good yeah but a person would still be able to shoot em, also nooo if you load the gun it gotta stay loaded, it would be very annoying if it was unloading itself like that hehe
There was another mod that solved this by just adding a timer between being able to use different guns (So if I fired all the rounds from one gun, and then pulled out the same gun but loaded again, it wouldn't let me shoot for a moment). Rust solved by this by having it take a moment to switch to the other weapon. Orrrr you could limit it to one gun loaded per time on hotbar.
I'm trying to figure out how to realod the gun and honestly load them in general. Exactly how does one as slow as my self do that?
Ixon you need to have a cartridge and flax fibers in your toolbar and after pressing alt+r you need to move or sping things in the direction that little arrows point you to :>
I think it might be bugged for me. The only thing happening when I have the ammo and the flax in my hotbar is that my coursor ppops up and I can interact with stuff in my hotbar,
Ixon Try changing the reload to a different keybind maybe? Maybe something is already binded there
that fixed it. also this mod is awsome.
Ixon Nice! Thank you :>
i have the same issue, i changed the ALT+R to Shift+R in the Controls, and it worked for me
*the same thing worked with the Walking Stick Gearlock*
instant fav, great work. very immersive
hohoho. slippery when wet. noice
hehehehe
I'm running into the odd issue that it seems to think the musket is an axe. It works fine as a gun, but when my axe breaks while cutting down a tree, it swaps the musket into my hands and uses its durability to finish the tree off.
Aarkan fixed, my bad :>
Is compatibility with Combat overhauls damage systems something thats on the table?
Octonixthe7th not right now, not a priority
Amazing work! I just wanted to compliment you on this great mod.
I love the idea of using a temporal gear as an ignition source, akin to a wheelock.
Might as well also ask, do the guns interact with the various class traits?
I just think it would be tragic if the clockmaker suffered from decreased range while using them
SovietSwede Thank you so much!! ^^ Oh no worries, currently clockmaker benefits immensely as with tinkerer trait you can craft the firearms without the schematic :>
That's wonderful!
Also i couldn't help but notice, that the "gear winding" animation part of the reload, happens only once, no matter how many barrels, or gears the gun happens to have. Is that intended or an oversight? I would assume it would have to be wound up once per trigger pull.
Also! Black powder produces considerably more smoke, to the point where subsequent shots were usually hard to aim.
Would you consider upping the level of smoke?
SovietSwede yup its intended you spin the gear only once per full reload, the hammers however have to be pulled individually. Its a pure gameplay QoL as while testing it gave me the best fun to tedium ratio heheh. Smoke particles eat up performance very quickly, i'm open to it ofc but i'm very cautious about bumping right now, i wanna give the mod a bit more time to marinate and if i wont get any negative performance feedback imma bump the hell outta it :>
Another piece of feedback/suggestion I'd like to throw your way, but would you be willing to consider adding an "immersive" aiming setting that brings the sights of the weapon up to your screen, instead of aiming with a crosshair? I remember an old game I used to play called Ace of Spades did this well with their voxel guns
Willcario noo i dont think so, i like this aiming style :>
So I had a lot of fun with this but the reloading does get a little obnoxious after a few hours of wild west blowtorn duels, and I noticed you were thinking of simplifying the reload through a toggle...then I had a thought, rather than just a simple toggle (though, do that, having the option to disable the reload mini game entirely is a good idea regardless) what if you added a sort of, "Temporal Ammo Pouch" that would go in the belt slot. The way I imagine it, it's like a quiver but made with a temporal gear, and it "rewinds" time in your gearlock (for flavour and lack of a better explaination) to auto-magically reload. You could even have it do a little gear glow/spin, animation on the gun itself to show it's reloading and set tiers of pouches.
Rusted, has less "temporal ammo storage" (could actually require ammo like a quiver, or not, I wouldn't mind having some free inventory space), and is the slower of the pouch teirs; but still typically faster than your average manual reload (maybe 3 seconds or so, sometimes I can manually reload pretty damn fast, but it's situationally dependant).
Temporal, is much faster with greater "ammo storage", maybe just a flat 1 second reload.
Then you could add something like a Magnetic Bullet Chamber or something, you combine it with the gun in the crafting menu. Rather than acting as an ammo pouch, it acts as an attachment which passively pulls ammo from your inventory and directly regens ammo over time, while you aren't firing. However, because it doesn't have it's own temporal storage, it requiries ammo in your inventory or hotbar to actually draw from, you could even have it cost 2 for 1 as some bullets get lost in the magnetic pull and wind up randomly flung away (but you could always go pick them up if you find them). As an added caviet, the gun might jam, forcing you to "reload manually" though it could also just be purely visual, it would be a 5 second or so reload time involving clearing the chamber of the misaligned bullet or shell first; essentially letting players shoot as much as they have ammo but also add some level of punishment for those who are more into a balanced option. If you can call "RNG has decided I will shoot you 100 times before I must reload" balanced...Anywho, food for thought. xD
Drej Hey! Thank you so much for taking your time and writing all these things, i really appriciate that! :> I love the ideas! They may be a bit too fantasy for my plan for this mod however! I plan on making another firearms mod, that would add gun-blades halberts with guns all matter of funky stuff, its gonna be a place for me to go absolutly wild with the designs and features so magnetic bullet chambers, temporal ammo pouches and stuff like that would fit very very well there :> also! for this mod i plan on adding misfires with a chance getting much higher when having the wet status effect heheh
Oh nice! Hope you can take some of that wall of text for insperation for that mod! Would love to see a psudo FF8 Revolver style gunblade ;p (in vintage story rustic fashion of course) so I'll def be checking it out when it gets posted! Also, a sorta steampunky tesla/railgun thingie! We neeeed more Jonas flavored weapons xD
I really would love an optional setting, that the guns can backfire and blow up in your face (It doesn't necessarily has to destroy the weapon). Or maybe a little Prima Materia shock.
Thy_Dungeoneer Interesting! I may add something like this ;> I plan on adding misfires, like a small procentage on each gun, but it would go up when a person would jump in the water and get the wet status effect
Would it be possible to make the gui locations movable? I quite like the actual mechanic, but dislike the positioning of them in relation to my mouse cursor. It's like it forces the cursor back to the center of the screen, when I would love to have the GUI elements default to either the center of the screen, or on top of the mouse so that my mouse is right on them.
Great work on this mod btw, it looks so natural for Vintage Story
Apple_Pie Thank you! Ah well heres the thing, i disabled the option to move the GUI intentionally to make it bit more tedious, when the GUI was moveable i noticed that folks could speed up the reload process by placing GUIs close to each other, which significantly reduced the reload time. However the mod is in the early stages so later on I may add a config that would allow that :> thanks for the kind words!
Ooh! I recognize you! I've had fun with your walking stick one, so I think I'll add this. Maltiez's guns are rather...buggy lately, even for the fork, so this will work very, very nicely as a replacement. If I find any oddities I'll let you know!
Raek Sweet! Glad you've been enjoying my other mod :> hope you'll like this one too, thanks!
the arquebus stops reloading if you shoot too fast (seems to happen if you click twice before the end of the attack animation) and is there a chance to get a blunderbuss?
edit: that bug is not triggered by clicking twice before the end of the animation, the time for that to happen is shorter
gm130993 which version of the mod are you on? 1.0.2?
yes, i just downloaded it today
gm130993 I have a hard time repliacting this, can you please go step by step how to replicate this issue?
i just doble clicked to try fire both barrels "at once".
gm130993 and it stops reloading?
yep, it does the whole minigame but then it is back to 0/2 shots loaded
Do you have the flax and cartridge in the toolbar?
yep, it doesn't give the warning that i need 2 fibers after the reload and i just checked, it doesn't consume the fibers and cardridges either on this reload
should i record it?
gm130993 hm, yea if you can also try the new update maybe it will fix it
it still happened but i only installed the update, didn't delete the old one (idk if that changes anything)
yeah you should probably delete the old version of the mod and not run the mod twice in your game
where do i fing the gear lock schematic do i just find it around the world or is it in any lore buildings?
josword You can buy them from the traders, search "schematic" in the handbook and once you click on one, on the bottom will be "purchasable by" or "sold by" this will tell you which trader to look for
Okay, I have to ask if we can get a Vintage Story-ified version of the Whitworth rifle, which is the world's first sniper rifle from the 1800s. It'd be fun to get a scoped weapon, plus it's a very fascinating piece of firearm history!
Willcario I actually plan on adding ability to attach the scope to a musket :> sweet looking gun!
Hell yeah, I'd love to use those comically long antique scopes.
One more question for you. Any plans to be able to attach bayonets to the rifles too? Love the mod so far, keep up the fantastic work
Dear gods please tell me how you did the reload minigame!
This is absolutely what I've been looking for for my medical mod. Interactive treatment!
Also models are sick, keen to play this!
Exmortis Thanks!! Each seqence is just a little gui dialog :) the images there are just pngs, cartridge has set borders in which it can "move" up and down, the gear has attachment point in the middle that allows it to spin and the cocking mechanism also has attachment point but on the bottom heheh
Sounds pretty straight forward!
I'll look into it and see what I can do
I haven't done much around GUI but seeing what you've done here got me inspired to start working on it for mine.
Thanks for the mod!
Haven't actually tried the mod yet, but just from looking at it, I do very much love the weapon design! And if the gif of the reloading minigame is current to the most recent version?... I actually kind of dig it!
Svuber thanks! Yup the reload minigame is the most recent version, each gun has a slightly different minigame, some are horizontal some are vertial, for musket the gear spin takes a bit longer etc etc :>
I think that is a very clever way of doing it, adding both some tension during combat of trying to do the minigame, while potentially getting shot at by Bowtorn or attacked by whatever else. Really cool!
You might have already answered this question, but I was curious if this might have any interaction with the Better Ruins mod? It'd be very neat to be able to find the schematics in the ruins or such, if they don't already fall into those loot tables.
And not going to hassle you about making CO and this mod compatible, but is there any outstanding incompatabilities? Do they break if used together, or...?
Svuber Thank you! :> Yeah i've been thinking about adding schemaics in the loot tables, not sure if im gonna add those or maybe future firearms but yea, better ruins use the same loot tables as vanilla so it will be automatically compatible :> as for CO they can be used together without a problem, no need to choose one or another :>
Super awesome! And also, as a side note, great to see how active you are in responding and helping figuring things out. Don't burn yourself out though! Excited to see what comes next! :D
Guns break on server restarts
ComradeNick69 Can't do much with only that info :< how do they brake? any information in the logs? any info that will help out with diagnosting the issue will help :>
I might have an answer to that. I noticed that on restart the musket (I'm not sure about the other firearms) go through the loading movements and then never take any of their ammo components. Also, it shows as unloaded when you look at it. If you pick it up and put it back down into the inventory, it shows as loaded. If you fire though, it just makes a puff of smoke, no noise and nothing happens. I'll test the update though, otherwise loving this stand alone weapon system.
YENARO Alrighty! That sounds like something that should be fixed in the newest update, however to be sure let me know once you test it out :>
It does seem to be fixed! Thanks a lot man!
YENARO Oof, thats great to hear! No worries :>
ComradeNick69 Just added a possible fix, bit of shot in the dark (hehe) but once you try it, please let me know if the issue still presists
we need more like this id love a gearlock mauser you have to spin the gear 10 times before you fire
😁
so cool
for NVIDIA users, the hotkeys to reload, ALT + R, is the default shortcut for turning on the statistics overlay. It will make you unable to reload unless you change the hotkey.
Virijawiya Oh yea the reload keybind can be changed in the settings its called gearlock reload or something like that
I absolutely adore the UI work here.
YangWenLi Thank you!!!! :>>
Needs a damage buff. the musket should at least two shot a bear not 3 shots, thats a bit insane
Venator_ yup yup, it will be adjusted ;>
I'd say if anything save that for Steel tier. The musket from that other firearms mod ;) will 1-shot a black bear and 2 shot brown and polar, but it's a Steel tier weapon. You could probably do a little under or over that whichever you feel and people will be happy with it. It's honestly just cool to have another firearm mod that doesn't require CO, as much fun as CO is, having the option is great. So thank you for that, I've enjoyed playing with it as well for a time. I'd say as long as Iron tier musket can 1-shot all herbivores except the moose you're already on par with the other one, no need to worry too much about damages at this moment.
Is this mod compatible with combat overhaul?
Nope, compatibilites are not the priority right now
Do crossbows with this kind of reload system and my life is yours
Booglice Possiby in the future! Sure :>>
yippeeee :>
Do you plan on adding more rifles? perhaps a breech loaded rifle where you have to craft cartridges? or maybe different things you can add onto the weapons themselves? Also, perhaps maybe.. gear-cannon?
KOKONUT404 I would love to make a scrap bomb hand cannon :> but yeah, more rifles will likely come. New metal types with new shapes will 100% come as i do want to make fancier models with meteoric iron and stuff
Thats awesome, cant wait to see what you cook up! if you are ever looking for some inspiration i would for sure check out what kind of crazy shit they were doing in the early 1900s and mid to late 1800s. some wacky stuff came out of there lol. Goodluck for the future though!
Was also wondering if you have a discord? If so I would love to join :)
KOKONUT404 Oh i love whatever was wrong with them in the 1800s, so many wacky gun ideas and yup! I have a post on official VS discord channel, i'm posting there updates and some sneakpeaks n such Gearlock Firearms
This looks incredible!!
Big fan of your other mods, especially the map and sketchbook!
MrJewsbury Thank you so much! ^^ Glad you've been enjoying my mods, hope you'll have fun with this one too :>
words cant describe how I am very excited over this mod, thank you very much!
Kiryus56 Pleasure is mine! :>
Alright, you win, I'll download ANOTHER mod. Gonna melt my gorram processor...
Hatchi just one more hehehe
It shows this when I search for 1.22.3, but I just wanted to make sure with you before I add it to my server, gotta know if it works for that version or if I gotta update versions.
I'd assume it works for 1.22.3 because of how it's presented in the files tab, but still better safe than sorry. Cool shit, man love this.
Bran_Black12 Thanks! Yesss, no worries it will work on all 1.22 versions
Hi JeanPierre, thank you for the awesome mod! I'm currently unable to make big cartridges, only small ones on my multiplayer server.
Melilith Hello! Good catch! Uploaded a new updated with that fixed :> thanks for heads up
Put a pistol on a destrier for a funny glitch
ank you! And it works with the Kemono mod!
Clear0Skies Sweet!!
AT LONG LAST~~~
you tempt the gods with your creations~~! HAHAHAH
Sunseer I may recieve the wrath one day, but I shall be armed!
WHAT AM I LOOKING AT, KING
NotTheGian KABOOM PERCHABS A LITTLE KABLOW
lets gooo :)
Oh this is absolutely great, the reload mechanic is insane.
GrimGrom Thank youu kindly :> I'm very fond of this system, it took a while to get right but i love it
Looks like a challenger to best firearm mod has just appeared, Marty Robbin's Big Iron playing in the background as firearm fork mod looks at its new competition sizing Gearlock Firearm mod with a big iron on its hip.
SilentCedric hehehe
The reloading system is sooo awesome, really looking forward to giving this a try!
KetamineDream Thank you!! ^^ I hope you'll have a blast, literally
LET'S FUCKING GOOOOOOOOO
Natimancer LES GOOOOOOOOOOO
Would love to see some slightly more modern weapons, revolvers, shotguns, lever actions, so we can live our dreams of doing a proper wild west village! Outstanding work though, these are awesome!
IICubeII Thank you so much!! ^^ Not likely in this mod, buutttt I do plan on making another one with more funky weaponery and some gunblades as well
hell freaking yes
Pell Hell yeah!!!!