Mods / Ranged Weapons
Author: Zarkonnen
Side: Both
Created: May 13th 2021 at 12:29 PM
Last modified: Apr 20th 2023 at 11:55 AM
Downloads: 19567
Follow Unfollow 127
Latest file for v1.18.0:
RangedWeapons-0.6.2.zip
1-click install
This mod adds additional ranged weapons to the game. It does this by more flexible ranged weapon code based on the original bow code of the game, which can be configured by item attributes.
I've also released the code on GitHub, so long-term, others can make their own ranged weapons based on it.
It currently adds five new weapons: a crossbow, an arquebus, a hand cannon, a wheellock pistol, and a blowpipe.
Blowpipe
An easier to construct and weaker version of the bow.
However, it is possible to poison the blowpipe darts. Poison can be crafted from fly agaric or lily of the valley. Creatures struck by poison will slowly lose health over time. Note that drifters and locusts are immune to poison. Seraphs are not, though.
You can also poison crossbow bolts and normal arrows.
Crossbow
Unlike bows, crossbows stay loaded without you having to hold down the right mouse button, but they take much longer to load. Once loaded, hold down the right mouse button again to aim and fire.
They're crafted from a crossbow lath (the bow part), a trigger, twine, and a plank, and available in four levels of quality: composite, iron, meteoric iron, and steel.
They require crossbow bolts as ammunition, which are crafted much in the same way as arrows, but don't need feathers.
Arquebus & Musket
Like crossbows, arquebuses stay loaded, but only for a while before the match burns out. The match will also burn out if the arquebus is submerged or rained on too much.
They're crafted from a steel barrel, a trigger, and a plank for the stock.
And yes, they do a lot of damage! They require ammunition made from blasting powder, twine, and bullets. Bullets are made by casting, and are available in copper, bismuth, lead, silver, and gold - soft, heavy metals.
Muskets are heavier versions of the arquebus, which do even more damage, but are so unwieldy that you can't move while loading or firing them.
Hand Cannon
Much like an arquebus, but available much earlier, hand cannons can be made from a variety of materials from bronze to steel, with damage output depending on the material.
You can also cast them!
Compatibility
This mod is currently not compatible with Bullseye.
The mod has support for poisoning animals from the following mods:
- Cats
- Creatures & Critters
- Dire Wolves
- Dangerous Waters
- Farm Life
- Feverstone's Horses
- Fauna of the Stone Age: Pantherinae
- Fox Taming
- Lichen
- More Animals
- Ornamental Fish
- Pack Animals: Add-on for Creatures & Critters
- Primitive Survival
- The Critters Pack
- Wolf Taming
Let me know if you'd like to see any additional weapons or features!
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.6.2 | 8555 | Apr 20th 2023 at 11:55 AM | Show | RangedWeapons-0.6.2.zip | Install now | |
v0.5.2 | 430 | Apr 16th 2023 at 2:19 PM | Show | RangedWeapons-0.5.2.zip | Install now | |
v0.4.6 | 243 | Apr 15th 2023 at 7:39 PM | Show | RangedWeapons-0.4.6.zip | Install now | |
v0.6.1 | 198 | Apr 20th 2023 at 11:55 AM | Show | RangedWeapons-0.6.1-VS1.7.zip | Install now | |
v0.5.1 | 265 | Apr 16th 2023 at 2:19 PM | Show | RangedWeapons-0.5.1-VS1.17.zip | Install now | |
v0.4.5 | 3905 | Jan 24th 2022 at 11:17 AM | Show | RangedWeapons-0.4.5.zip | Install now | |
v0.4.4 | 517 | Jan 3rd 2022 at 5:24 PM | Show | RangedWeapons-0.4.4.zip | Install now | |
v0.4.3 | 427 | Dec 24th 2021 at 7:21 PM | Show | RangedWeapons-0.4.3.zip | Install now | |
v0.4.2 | 324 | Dec 24th 2021 at 6:24 PM | Show | RangedWeapons-0.4.2.zip | Install now | |
v0.4.1 | 539 | Dec 7th 2021 at 4:06 PM | Show | RangedWeapons-0.4.1.zip | Install now | |
v0.4.0 | 403 | Dec 5th 2021 at 4:36 PM | Show | RangedWeapons-0.4.0.zip | Install now | |
v0.3.1 | 394 | Dec 4th 2021 at 11:45 AM | Show | RangedWeapons-0.3.1.zip | Install now | |
v0.3.0 | 470 | Nov 29th 2021 at 8:01 PM | Show | RangedWeapons-0.3.0.zip | Install now | |
v0.2.1 | 481 | Nov 24th 2021 at 2:09 PM | Show | RangedWeapons-0.2.1.zip | Install now | |
v0.2.0 | 1023 | Jun 20th 2021 at 5:01 PM | Show | RangedWeapons-0.2.0.zip | Install now | |
v0.1.1 | 686 | May 25th 2021 at 12:37 PM | Show | RangedWeapons-0.1.1.zip | Install now | |
v0.1.0 | 707 | May 13th 2021 at 12:41 PM | Show | RangedWeapons-0.1.0.zip | Install now |
I've got the same issue as Shmitty - every time I attempt to draw a bow, it immediately crashes to desktop.
This is was my favourite mod for v1.18. Proper historical crossbows and early firearms are hard to find in games, and I appreciate someone taking the time to simulate them. The blow pipe and poisonous projectiles were extremely nice additions too!
Know that you have at least one follower hoping for future updates, if only for new version compability. <3
If you're still looking for suggestions, I'd love to see fire arrows, gun arrows, and throwable, explosive grenades (ceramic, glass and metal). That'd seal the deal for this mod as a must-have for me.
blowgun broke my game lost my save
Thank you so much for this awesome mod, I'm using it for a while now and I like the look and feeling of it very much.
I would so much like to integrate this mod on my 1.19 RP server. So may I ask, is there an update in progress?
Game crashed after I made my first recurve bow. Every time I attempt to draw an arrow, I get CTD. Thought that it may have been a conflict of mods, so I disabled all and tested again only to have my game crash again in creative.
Running on 64 bit Windows 10.0.19045.0 with 32689 MB RAM
Game Version: v1.19.3 (Stable)
2/22/2024 14:29:07: Critical error occurred in the following mod: RangedWeapons@0.6.2
Loaded Mods: RangedWeapons@0.6.2, game@1.19.3, creative@1.19.3, survival@1.19.3
System.MissingFieldException: Field not found: 'Vintagestory.API.Common.Entities.Entity.AnimManager'.
at RangedWeapons.ItemRangedWeapon.OnHeldInteractStart(ItemSlot slot, EntityAgent interactingEntity, BlockSelection blockSel, EntitySelection entitySel, Boolean firstEvent, EnumHandHandling& handling)
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStart(ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, Boolean firstEvent, EnumHandHandling& handling) in VintagestoryApi\Common\Collectible\Collectible.cs:line 1057
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.TryBeginUseActiveSlotItem(BlockSelection blockSel, EntitySelection entitySel, EnumHandInteract useType, EnumHandHandling& handling) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 831
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleMouseInteractionsBlockSelected(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 444
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnFinalizeFrame(Single dt) in VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 89
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 185
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 802
at Vintagestory.Client.NoObf.ClientMain.RenderToDefaultFramebuffer(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 1006
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 675
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 650
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 88
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 318
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 128
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
The game crashes when i try to shoot the Blowpipe with normal darts (haven't tried poison ones yet). I am using v1.19.
Please add the weapon tag to this mod.
This is my fav mod will it be updated for 1.19? stable release is already out!
Beware, i am pretty sure this mod causes a memory leak in the new 1.18.15 version. (may need confirming by other people)
Just adding to the pile: I would also love to see Bullseye support, if at all possible.
hey, it seems like the poison mash has no real way to get put into the bowl? also, it's been said below, but compatibility with the Bullseye mod would be wonderful!
This mod is incredibly cool! I'm curious if you had any thoughts about adding a powder flask option? That could add an interesting element of having to time out how much powder is added, to balance the resources/time saved from crafting ammunition.
Hey, think you could work on compatibility with the Bullseye mod? These are the best mods for the game so far and i would love to be able to use both together
Hi Zarkonnen, I think your mod cause the crash on other the mod Medieval Fashion by using their Deluxe Medieval Bow. If I fire it, it crashes.
Hey Musket (think the rifle) Animation Are bugged with Immersive First Person mode I just wanted to let you know
@Zarkonnen Is there a guide somewhere? I can't find how to craft pistol barrels, how to load the guns etc.
GarethTheGoblin Apart from just choosing not to use other things, you can go into the mod ZIP file and remove everything in assets/rangedweapons/itemtypes apart from crossbow.json, crossbow_bolt.json, crossbow_lath.json and bolthead.json.
Hey, would it be possible to disable everything but the crossbow?
Is this mod compatible with Bullseye?
Full table of damage changes:
Weapons
Arquebus: 15 -> 25
Blowpipe 1.5: 1.75
Composite Crossbow: 4.5 -> 10
Iron Crossbow: 5 -> 12
Meteoric Iron Crossbow: 5.5 -> 13
Steel Crossbow: 6 -> 14
Brass Hand Cannon: 7.5 -> 14
Bismuth Bronze Hand Cannon: 8 -> 15
Tin Bronze Hand Cannon: 8 -> 15
Black Bronze Hand Cannon: 8 -> 16
Iron Hand Cannon: 9 -> 17
Meteoric Iron Hand Cannon: 9.5 -> 18
Steel Hand Cannon: 10 -> 20
Wheellock Pistol: 9 -> 15
Heavy Musket: n/a -> 40
Bullet Damage Modifiers
Copper: -3 -> -5
Bismuth: -2 -> -3
Gold: +5 -> +7
Lead: 0 -> 0
Silver: 0 -> 0
Crossbow Bolt Damage Modifiers
Flint: -0.5 -> -1
Copper: 0 -> 0
Tin Bronze: 1 -> 1.5
Gold: 1 -> 1
Silver: 1 -> 1
Bismuth Bronze: 1 -> 1.5
Black Bronze: 1.5 -> 2.5
Iron: 2 -> 3
Meteoric Iron: 2.25 -> 3.5
Steel: 2.5 -> 4
Hi, what is the updated damage per weapon you’ve significantly increased ?
Thankyou for the update!!!
Is it compatible with Bullseye?
I am happy to report that this finally works again. If it breaks, please do contact me at zarkonnen@gmail.com - I tend to play VS in bursts so I otherwise won't be aware if it breaks. Also added support for poisoning animals from a wide range of mods.
Fank This mod takes a huge amount of time to update and doesn't look like it's going to be updated anytime soon., instead, you can use the Smoke and Powder mod
Fixitfixitfixitfixitfixitfixitfixit
Crash on 1.16.5 when equipping a simple bow. Occurs with the mod but not without it.
System.NullReferenceException: Object reference not set to an instance of an object.
at AnimatableCollectibleSimple.CollectibleBehaviorAnimatableSimple.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
at Vintagestory.API.Common.CollectibleObject.OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ItemRenderInfo& renderinfo)
at Vintagestory.Client.NoObf.InventoryItemRenderer.GetItemStackRenderInfo(ClientMain game, ItemSlot inSlot, EnumItemRenderTarget target, Single dt)
at Vintagestory.Client.NoObf.SystemRenderHeldItem.RenderFpHandItem(ItemSlot inSlot, Boolean left, Single dt)
at Vintagestory.Client.NoObf.SystemRenderHeldItem.OnRender3dOpaque(Single deltaTime)
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _esGsESICkihAc8ShXuIoQwZFwP4._lPY9uZeagiMGC6tvSE11dF7naaz(Single )
at _8UC8FAMhwKY89IbtSRDjsNSApPJ._KbwUAfxjCHyIG0aK445AAA9FHl5(Single )
at _8UC8FAMhwKY89IbtSRDjsNSApPJ._R0wAt2N0TpONMxGD0HJG3bDrRcI(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 476
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 452
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _7zNxEbLnuy6Bq08TdMSIu9ZbrKf._vvUTh6X5xLRNnjtX2xSE7z8yMeh(_SUsdg1ytavxaRcNNkhfDrODGhGP , String[] )
at _yA4PJazdKq1OMm8H6js6v5AhQB._vvUTh6X5xLRNnjtX2xSE7z8yMeh(ThreadStart )
Loaded Mods: advancedsmithing@1.2.0, weaponpackapatch@2.0.0, ancienttools@1.4.4, tonwexp@1.0.9, backpackpack@1.0.3, betterdrifters@2.1.3, BuggisRandomChanges@2.1.0, buildingplus@1.1.2, cralutweaks@1.0.1, expandedfoods@1.5.3, hideandfabric@1.2.2, instruments@1.1.2, juicyores@1.0.0, knappingmastery@1.0.1, aaamakeitcompatible@0.0.2, Mastercull@0.1.0, moredungeons@0.1.0, moremetals@1.0.9, moreroads@1.4.3, nightwatcher@1.2.0, primitivesurvival@2.9.4, qptech@1.9.0, quarryworks@1.4.8, RangedWeapons@0.4.5, nvscaffolding@1.0.1, survivalcats@1.2.3-rc.2, TheShovelerRises@1.0.0, game@1.16.5, vshud@2.0.27, vsmovemod@1.0.9, zeekea@1.6.1, alchemy@1.6.3, carrycapacity@0.6.5, extraoverlays@1.1.0, fixbadrecipes@1.0.2, fixhandbookclutter@1.0.4, fofbalance@1.1.0, fromgoldencombs@1.3.13, hudclock@2.7.0, immersivecrafting@1.0.0, lichen@1.6.1, medievalexpansion@3.7.1, morepiles@1.2.2, pei@1.2.4, peifm@1.0.2, prospectorinfo@3.1.2, ruinvariants@1.0.0, sandsoftime@1.0.1, ssppvv@1.0.3, techmolds@1.0.0, usefulstuff@2.3.2, vanvar@1.1.3, creative@1.16.5, survival@1.16.5, woodbarrels@1.0.2, woodchests@1.0.3, xrowboat@0.0.3, metalrecovery@0.1.17, accessibilitytweaks@2.3.1, campaigncartographer@2.0.2, bullseye@2.3.2, glassmaking@1.3.1, stonepiles@1.0.4, wattleworld@1.0.1, wildcraft@1.2.3, yeet@2.0.0
Crashes the game when I equip the longbow, removing this mod fixes the issue.
System.InvalidCastException: Unable to cast object of type 'RangedWeapons.EntityPoisonProjectile' to type 'Vintagestory.GameContent.EntityProjectile'.
at Vintagestory.GameContent.ItemBow.OnHeldInteractStop(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt)
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _4Bi1AGVssrIO0El8b8ygdS9FIfm._o5h005s1ovnxSPPqKWgI4tZUoCh(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._JvY4M2412YZu1OS3Ull8wgZBu1j(Single )
at _lAuHsYOBOAjBMdATFXwLUtH7N00._KmBeEx15nyyLrVqNDW6geSArpNr(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _TRhArnJABwZoV9Vt7Ld2l65Xzgg._mhlr8s7wtMvxaJGpVy2Ag90jUBK(_3HJA5NvAIx31LXjscc3HGjXaR6q , String[] )
at _q0zAVOrWbMX04rMA9G3HIFVuGjA._mhlr8s7wtMvxaJGpVy2Ag90jUBK(ThreadStart )
not sure , its saying relates to poison but i didnt make poison or use it - also have the weapon packs installed + this alpha beta gama
Love the mod! Would there happen to be more weapon types and variations in the future? such as:
Early:
Boomerang/Valari (cheap, easy to use, but poor damage)
Bows:
Longbow: (everybody knows about these, long range and damage for a bow, but very cumbersome and slow to draw)
Crossbows:
Repeating Crossbow (substantially lower damage and accuracy, but fires more shots and reloads faster)
Arbalest (expensive and very slow to reload, requiring the player to stop completely, but deals incredible damage at high velocity)
Early Gunpowder:
Land Mine (based on 1400s landmines from india): (can be layed down as a trap, deals decent damage to whatever triggers it, cheap)
Rocket Launcher (based on 1400s rocket launchers from china): (can launch rockets for significant damage, very unwieldy, expensive, and dangerous)
Late Gunpowder: (Require more complicated and expensive components than early gunpowder weapons)
Blunderbuss (fires in a spread, dealing massive close range damage, very slow to reload)
Flintlock Pistol (quick to switch to and fire, decent reload speed)
Musket (reliable and relatively long-ranged, decent damage, but very slow to reload)
Puckle gun (expensive, slow to reload, and you must stay still while firing or reloading, but boasts impressive rate of fire for a gunpowder weapon, albeit with poor accuracy and low durability)
Hello! Are there any plans to adapt the mod to the Bullseye mod. I think this will give a more precision weapon with a smaller share of randomness, in exchange for, say, its power and durability
Now compatible with 1.16. Note the guidebook on the new way to make poisons.
Mod has unfortunately not survived the 1.16 transition; crashing with Method Not Found:
Version: v1.16.0-rc.8 (Unstable)1/8/2022 8:58:13 PM: Critical error occurred
System.MissingMethodException: Method not found: 'System.String[] Vintagestory.API.Datastructures.JsonObject.AsStringArray(System.String[])'.
at RangedWeapons.ItemRangedWeapon.OnLoaded(ICoreAPI api)
at Vintagestory.Client.NoObf.ClientMain.OnServerBlocksItemsReceivedStep5(Action onCompleted)
at Vintagestory.Client.NoObf.ClientMain.ExecuteMainThreadTasks(Single deltaTime)
at _479NBUPeUzleZ2c3ovFC98kUNcO._HYF1BohwDce3bxOfDTvaM3RD0QQ(Single )
at _jcH3FSJ7ohiDyiUVjeI57gTMlzF._9wzjmUmSdoSvs71TINZbez3uGKf(Single )
at _jcH3FSJ7ohiDyiUVjeI57gTMlzF._MPtQhjNuhWgAbVd6NjS5dCFTc5M(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 479
at OpenTK.GameWindow.DispatchRenderFrame() in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 454
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) in C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:line 375
at _ZqUQ7pOQY5Qg73UAepClsoZVWgk._aC3ylqMdqishY21wVe5qXxrZ5ob(_EE6B13xM9ADbX1bGtFaOKrVoXro , String[] )
at _mWFXvJdRjYXBzuYdW6hiXK5Fb5p._aC3ylqMdqishY21wVe5qXxrZ5ob(ThreadStart )
Rico Should be fixed now!
Hey this last update doesn't let me enter o create a new world crashing the game, is there someone having the same problem and/or is it fixable?
Snekans Fixed now!
Awesome mod, love the addition of the ornate versions of the guns. Speaking of which, I cant figure out why the damage values wont show up on the ornate versions of the handcannons.
Everything else works fine, they shoot as well. They just dont do any damage.
Thats awesome, thanks for such a quick fix
Dragoon_103 This is now fixed in v0.4.1.
Dragoon_103 I agree it's messy. I will see what I can do to get the normal arrows back to the normal IDs.
Seems there has been a big dirty edit with the mod. When you added your poison arrow system you also forcefully renamed the vanilla arrows from arrow-* to arrow-*-clean for the generic version, this is causing a bunch of errors with other mods that try to use anything involving vanilla arrows. would there be a way you can get the poison arrow system working without having the two -clean and -poison sections and just use -poison and have the vanilla arrow take the place of the clean arrow?
If not it sucks but it would look like I would have to disable the poison arrow system itself for myself. Hope it can be worked out.
Thank you @Amon_De_Shir for jumping in and fixing this. To make it explicit: I released this mod under CC0 (public domain, basically) exactly so that if I wander off / get eaten by a wolf, people can update it, or fork it and do their own thing with it, or whatever.
@Amon_De_Shir You are a blessing sir
@RevolverOcelot I updated ranged weapons to work with vs 1.15.5, but my pull request needs to be merged by the mod author. Because I have been waiting for two weeks, I packed a fixed version of the mod and created a GitHub release. You can download it here https://github.com/AmonDeShir/VSRangedWeapons/releases/tag/0.2.1
When I add the mod it will crash upon loading into a new world. Any fixes to this? And is this mod still being updated?
I'm running the latest Version - 1.15 and the mod crashes the game upon loading up a world.
@ThyNightmares
I'm pretty sure I fixed those bugs in version 0.1.1. I can't reproduce them now. Can you upgrade to 0.2.0 and check if the problem is still there?
@Zarkonnen After loading an iron crossbow if you drop it it crashes the game. Not sure if other crossbows do too but id assume so.
I'm also having an issue where my friend I'm playing with cant load the crossbow. He holds right click and it pulls back and clicks but then isnt loaded no matter how long he holds it. Not sure if this is even meant for multiplayer so my bad if it isn't.
Log for the crash:
Running on 64 bit Windows with 16 GB RAM
Version: v1.14.10 (Stable)6/8/2021 12:38:36 AM: Critical error occurred
System.NullReferenceException: Object reference not set to an instance of an object.
at RangedWeapons.ItemRangedWeapon.checkStillLoaded(ItemSlot slot, EntityAgent interactingEntity)
at RangedWeapons.ItemRangedWeapon.<>c__DisplayClass13_0.b__0(Single dt)
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world)
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt)
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime)
at _vKnDSS3ZW5fZhqcIJSzL9xbAUttA._mhcyOBzdAWALla9FVcjc15WACGi(Single )
at _w1hCRzQiukKlSxBw6hggDUXQ0jC._3HP2xkrryy8Ktr1q1yqHHv9s1kb(Single )
at _w1hCRzQiukKlSxBw6hggDUXQ0jC._JbXJA0SA6LQOS6diuqtXAjMb8Fo(Single )
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchRenderFrame()
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at _ISiSTzGmXXpAqo3PzdxdVD1bClZ._ofvn0Tr1zNGCbNV3SxvKs2MXNP(_C7CLMRbe3BejVtaARYCgl7Bg1vl , String[] )
at _0Y0SN1uu1V65pRLxvnN2xsIjXAg._ofvn0Tr1zNGCbNV3SxvKs2MXNP(ThreadStart )
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I'm having a bug where crossbows and Arquebuses sometimes fail to load. I suspect it's because I scroll onto a different item while loading, but once I've done this, they will not load until I restart the game, or all nearby entities are dead. When I put them in an inventory, they have the loaded icon, and appear loaded once I re-equip them, but then they go back into the loading animation and refuse to load again.
since I wouldn't have even considered loading my toolbar with loaded crossbows (not to mention the material cost of that many...mine's steel lol) I'll just say "this is why we can't have nice things" lol; it does make sense from that perspective tho :)
@Lisabet It unloading when you switch to another item is intentional. Being able to load a whole toolbar full of crossbows and fire them one after the other would be OP IMO.
@Tora I just made the crossbow; once you have it in your active hand/toolbar, and bolts in your inventory, hold right click to load it (takes a few seconds to load) and you'll see the bolt on the crossbow. then if you hold right click, you 'aim' and when you let go it'll fire
@author it didn't stay loaded when I switched to another item on my toolbar though; isn't it supposed to?
It's only me or others also can't shoot weapons, btw i use corect ammo.
You need to use crossbow bolts, not arrows.
All in All, the Mod is phenomenal, but i loaded it on 1.14.10 and the crossbow didnt load, i dont know, if this was my fault or sth, but i also tried it with all types of arrows.