Mods / Firearms
Author: Maltiez
Side: Both
Created: Jul 29th 2023 at 9:30 PM
Last modified: 1 day ago
Downloads: 72057
Follow Unfollow 729
Latest file for v1.20.0-rc.5:
maltiezfirearms_0.9.6.zip
1-click install
You can support me on Patreon:
Required mods:
For game version 1.20 Combat Overhaul
For game version 1.19 FSMlib, Config lib, ImGui, AMlib
For other modders: would be nice to collaborate on combat related mod. Would be nice to have somebody to test features, to animate player and items, may be even to write some code, or just do research part.
boosty.to/maltiez
Description
Brings four black powder firearms to Vintage Story. They are powerful, but expensive to make and maintain. There are several mechanics to balance high damage:
- crafting cost - firearms has high material cost, pistol requires tinkerer trait (clockmaker class) or can be bought from treasure hunter, musket and carbine also requires tinkerer trait or a schematic found in ruins
- maintenance cost - firearms consume gunpowder, linen patches and bullets (aside from their own durability), and gunpowder is produced from blasting powder (mod also adds brown and char coal variants of its recipe)
- long reload times
- reload slows player down
- being able to reload firearm requires spending at least 3 inventory slots (4 for pistol and arquebus)
- match for arquebus can be put out by swimming (even in inventory slots) and loose gunpowder become wet (gunpowder inside powder flask will stay dry)
- reload requires both hands (empty offhand)
- using all firearms except for pistol also requires both hands (empty offhand)
But in return firearms are capable of:
- pistol: one-shot a wolf and being used in offhand even with other items and weapons in main hand
- arquebus: one-shot a ram and tainted drifter
- carbine: one-shot panda and sun bears (not the other three though) and corrupt drifter
- musket: one-shot black bear and nearly kill polar and brown, one-shot double-headed drifter and kill bell in two shots
- also musket and be equipped with bayonet (bayonets durability is spent of melee hit instead of musket's)
But if this is too much, there are setting available that can tweak damage, reload times, recipe requirements.
Compatibility
- Bullseye - mod works alongside bullseye just fine, but does not use its aiming system (yet?)
More about weapons
This mod will not add any more weapons. But there is planed and expansion pack of another four but more exotic firearms. All weapons use powder flask and gunpowder for propellant stored in it (not blasting powder), linen patches for wadding. All weapons can be stored loaded and primed. All weapons have at least two reload stages (loading and priming + cocking), so if you finished loading but not priming you dont need to load the weapon again, it stays loaded.
Pistol
Bronze wheel-lock firearm. It has the lowest damage from all firearms, but fastest reload. It requires cocking lever for winding up wheel spring. Wheel itself is made from rusty gear, due to copper alloys being unable to produce sparks. It uses small caliber bullets and small amount of gunpowder. Its lock has intricate mechanism that only clockmaker can assemble, but made out of bronze it does not rust and decay therefor it can be found in treasure hunters assortment.
Intended role: self-defence / sidearm - it is capable of one-shotting wolfs and hyenas, locusts and surface drifters, but lacks damage and accuracy for hunting boars and sheeps or one-shotting stronger enemies. Can be held in offhand and used as finisher or initiater before/after melee fight with melee weapon in main hand. Can be dual-wielded.
Inspiration: German 17th century military wheel-lock pistols, example: www.metmuseum.org/art/collection/search/27305
Arquebus
Iron match-lock firearm. Relatively simple construction that does not require steel springs or sophisticated clockwork. It uses lit match to ignite priming powder and fire the gun. Match should be in off-hand while aiming the gun. It uses small caliber bullets and moderate amount of gunpowder.
Intended role: hunting weapon - it has enough damage to one-shot sheeps and boars, but not enough to one-shot bears or most of the drifters
Inspiration: 16th century arquebuse, example: www.slam.org/collection/objects/366/
Carbine
Steel short flint-lock firearm. Flint-lock requires highquality materials and skill to produce. Convenient to use gun, that does not require any accesories to function. It uses high caliber slugs and moderate amount of gunpowder.
Intended role: versatile hunting/selfdefence weapon - enough damage to one-shot sheeps and boars, and even weaker bears (panda and sun variants). Good alrounder, not as long of reload as musket, and damage is good enough for majority of situations.
Inspiration: 18th century carbine, example: royalarmouries.org/collection/object/object-10875
Musket
Steel full length flint-lock firearm. Flint-lock requires highquality materials and skill to produce. Can be equipped with bayonet. Very high damage is balanced by long reload and high consumption of gunpowder.
Intended role: defending fortified positions and bear-hunting - has enough damage to one-shot most of the enemies except for bell and polar and brown bears (but latter two will be left with 1 and 3 hp and can be easily killed with buttstock or bayonet melee attack), can be equipped with bayonet and used in melee as equivalent of steel spear, needs good positioning due to long reload that also strongly hinders your movement, can be wasteful if used against weak enemies due to high powder consumption and high material cost of the gun itself
Inspiration: late 18th - early 19th century, example: royalarmouries.org/collection/object/object-10870
Known problems
- Flask not displaying correct durability unless selected sometimes - this is known desync problem
- Bullets/slugs sizes - at some point I will make caliber of guns match sizes of bullets/slugs, and them both match uncut casts
- Flickering casts model - vanilla bug related variants models, might fix using other method later
I finally got a chance to make the pouch and test it out. What a wonderful QoL improvement! I really like that you made it replace the belt, that's very clever.
There appears to be an issue with black bronze ramrod (pistol) it is not in a smithing menu while other metal types rods are
Madzill_II
nope, only muzzle loaders
BY SIGMAR A TALKING RAT!
Good mod btw very cool [:
Didn't see the updates on this or combat overhaul. One or the other fixed both problems.
Maltiez.
Hi, love the mod but i am wondering if you plan on adding something like an 1873 trapdoor springfield or something akin to that for a form of black powder breach loader down the line.
Same problem with firearms as Khaosmatic. Crossbows work fine, but firearms don't.
I'm getting the same messages as KekOfTheFinest.
I cant actually seem to reload any firearm even with the required items.
i dont have sound of reloading weapon am I missing something? i downloaded crossbows firearms and CO on 1.20
I have a question, is it supposed to have 3rd person animations or are those missing?
Maltiez I was wondering if you might consider the possibility of adding an option in the future to disable certain parts of the Combat Overhaul. So we would have an option to choose one/some of sub-mods, such as Crossbows, Firearms, or the Armory without some features from Combar Overhaul?
This is not possible
Maltiez I agree with what LC214 and Linnart say it would be nice to have an option to turn the overhaul off so that it's possible to have crossbows and firearms without the changes from combat overhaul.
5.12.2024 01:04:56 [Error] Patch 0 (target: game:entities/humanoid/trader-treasurehunter.json) in maltiezfirearms:patches/traders.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/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
}
}
5.12.2024 01:04:56 [Error] Patch 1 (target: game:entities/humanoid/trader-treasurehunter.json) in maltiezfirearms:patches/traders.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/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
}
}
5.12.2024 01:04:56 [Error] Patch 2 (target: game:entities/humanoid/trader-luxuries.json) in maltiezfirearms:patches/traders.json failed because supplied path /attributes/tradeProps/selling/list/- is invalid: The json path /attributes/tradeProps/selling/list/- was not found. Could traverse until /attributes/tradeProps, but then 'selling' does not exist. Full json at this path: {
"money": {
"avg": 50,
"var": 10
}
}
This is what its throwing when i try to run the mod (ofc with combat overhaul).
I am though on the new 1.20.0.1c as it was just released, but i hope this helps in fixing it when you have the time.
Thanks for the mod btw, because i am a little bitch i do NOT want to encoutner the new mobs on high tier without flintlocks and muskets!
Maltiez To add onto what LC214 asked, is it possible to edit combat overhaul so that it acts as a dependency for Firearms & Crossbows, but leaves vanilla intact?
LC214
No, all the code that firearms and crossbows use is in CO
Maltiez
Please can you make a version that does not require Combat Overhaul? I really want to use this and your Crossbow mod but Combat Overhaul changes too much and I do not like it.
Maltiez
Could you make the molds required for the mod moldable with red clay? Thanks man.
My flintlock pistol was working fine for a while but now it won't fire, my guy just attacks the air with his fists despite it being loaded. Is there a jamming mechanic that I missed? Or maybe waterlogging since it stopped working when I loaded it while swimming
Is it possible to use this and the crossbow mod without the combat overhaul? I really like your firearms and crossbows for their realism, but the combat overhaul changes a bit too much for my liking
Izzylalowso Yeah, a little high, but also you are creating the most powerful weapon in the entire game. Able to two shot bell. Nothing else comes even close.
Also, if you find the schematics, it lowers the requirements by 6 steel ;p So there is a push for spelunking ruins.
i understand that its for balance purposes but the cost of the musket is unrealistic, with the same amount of steel you can make well over 20 steel tool from one musket is ridiculous and the fact you need 6 ingot for a lock is ridiculous too. once again i understand in for balance but thats an insane amount of hours for just one gun.
Maltiez Just wanted to thank you, this mod (and more of your mods) are simply amazing. SOO much details, so much work into it, and it doesn't feel OP, you need to work for it, and you get rewarded. One more time thank you :)
Hi! The key for changing bullets does not change in the settings. She stays on the "F".
Game version 1.9.8
a shame these now demand combat overhaul. it's here I have to part ways with actually good ranged weapons
The superimposed wheellock is delightful so far! Great work.
@Maltiez In regards to your request for help with the mod I am willing to help with coding if you need help. Contact me on the Discord.
What do people who dont want combat overhaul but want firearms do for 1.20?
Tollen Thanks for the reply, looking forward to it!
Bloodman123726 So I did some research on discord, Maltiez says they're implimenting the "Firearms" and "Crossbows" mods into his "Combat Overhaul" mod for the full release of v.1.20. Essentially giving them co-dependancy instead of them being dependant on FSMlib and AMlib. So currently, it is a work in progress but they are definately on the grind considering their activity in the discord. We shall have to wait for the full release of v1.20 to effectively start a solid playthrough with this, and judging by what the Devs are saying, they want to roll out v1.20 before the end of the year and I'm sure "Combat Overall" with "Firearms" and other stuff will roll out shortly after if Maltiez's progression stays steady... fingers crossed!
Just wanted to ask if anybody knows if this version works for v1.19.8
*Too lazy to join a Discord, because I have way too many Discords ;-;
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. ♥
Heyo, I don't know If someone already asked about it - is there a way to make the gunpowder not that material-heavy? I get saltpeter and sulphur...but black coal??
Pretty sure historically is was made with charcoal. and it's a haaaard stop if you get all the stuff to make your guns but cannot by any means find black coal. Maybe I'm missing something and it's already in place....but it would be nice...AND historically correct ;)
otherwise - LOVE the additions (also the crossbows for that matter, really great addition)
EDIT: I completely redact my problems regarding the black coal....I hovered for to short a time....of course there is charcoal! :D My Bad! :D
123nick If this helps, let me know, but you can try and turn off the Crafting Requirements, for certain Roles.
Theres an incompatability between this and MoreClasses; MoreClasses replaces the tinkerer trait on the clockmaker with the Crafty trait, but when used in conjuction with this mod, the lack of a class with the Tinkerer trait means its impossible to craft the flintlock.
Can compatability for More Classes be implemented, i.e with moreclasses installed the clockmakers new Crafty trait is the prerequisite for the flintlock, not Tinkerer?
BryanJP19
Material requirements and cost is a balancing decision.
Great mod, love the attention to detail on the look and function of the guns and I especially like that Matchlocks get some representation here. One thing I would suggest though is allowing a wider selection of materials such as brass, bronze and iron. It'd be great if you could make wooden ramrods as well, which are not found on military guns, but were common in civilian guns.
Many muzzleloader barrels and locks even into the 1800s were made of wrought iron, not steel, even today mild steel barrels are basically everywhere. In the case of the Flintlock, requiring a steel ingot to to make a mainspring would be enough of a technological hurdle from the Arquebus without explicitly requiring the whole thing being made of steel. Likewise, many other parts could be made of brass or bronze, even the lock plate, something that was occasionally done both for affordability or for corrosion resistance. The Japanese even went so far as to make everything except the barrel out of brass. I highly recommend checking out 'The Gunsmith of Williamsburg', which is a very detailed documentary on colonial gunsmithing in the 1700s.
It would also be great to allow the Arquebus to use gunpowder made without sulfur. Such powder doesn't work in Wheellocks or Flintlocks due to it's lower ignition temperature, you're more likely to have a lot of misfires using that powder, however Matchlocks have significantly higher ignition temperatures since they use an ember intead of sparks to ignite the powder. This would add another technological hurdle if you want a gun which is self-igniting like the Wheellock or Flintlock.
I have an issue playing with this mod. The models for the firearms themselves (all of them) do not render in my hand or off-hand. I look like I am holding nothing at all. I can still shoot but I can see the guns, its really weird. They look fine on the ground and on tool racks but it is only in my hand that they dissapear
Potental bug / Performance Issue:
I ran into this a while ago and someone else might have mentioned or it may have been fixed already, but setting the option to keep matches lit in water for this mods config causes MASSIVE lag while submerged.
I'm not much of a coding person at all but the best guess I have is that it's checking to see if the match should go out every tick that the player is submerged in water, then checking the config option to see if it should actually go out which causes a massive processing loop.
Again, that is 100% just guess work and I could be wrong but I felt it needed to be reported. Thank you tons for making the mod and all of the work done on it!
every gun except the aquebus doesnt finish reloading and costs bullets everytime it only halfway completes, meaning if it bugs/acts up? you just lost resources
i cant indentify why they dont finish reloading, the powder goes in, the linen, the bullet, then the rod, then powder in the cap
then it just acts stupid and holds the gun out waiting for somethign that never happens
the pistol is the same but even after the crank lever? same issue, also you lose the crank lever every time which is annoying
is there a way to make bullets have bigger stacks and give matches a stack size. using them individually is impractical
Even running this and its dependencies alone the animations still won't play for me, though the actual mechanics and sounds of reloading and firing all work, is there a log file I can provide to help diagnose this?
EDIT: Okay, got it to work by just ripping everything from the mod folder and redownloading. Praise be to like one lost packet somewhere getting through this time.
Cool mod wish it didn't need so many dependencies
yeah, that's why I was asking you to add me there, I can't dm you due to your discord's privacy settings #moherius
Maltiez
Mohandar
Any way this is not a place for such discussions, use discord.
Any thoughts on a double-barrel pistol or a flintlock pistol? Double barrel would probably have higher MOA or more powder requirement plus a longer reload.
Alternatively a matchlock blunderbuss?
it's not about this mod in particular, it's about another project I wanted to discuss your potential participation within Maltiez, it's something I can't disclose in public comments tho, that's why I was asking for the pm (you can delete me right after if you're not into it or whatever reason)
Tyrock
probably incompatibility with KRPG
Bug Report/Problem:
A Friend is Having an Issue with Bullets just Not Doing damage and sometimes hitting 3 times and still doing no Damage? is this a known Problem? Havent been able to recreate it on my game yet
Would be nice if the archer skill from xskills applied to firearms.
Mohandar
Just find mod's post in official VS discord server
Hello Maltiez !! Great work that you've made here!
Do you have a little of time to talk on discord? There is a thing I would like to discuss with you !
You can find me there as #moherius
The chat messages spam me twice at best and they are annoying every time I right click. Requesting an option to turn off all messages.
Maltiez
I'm sorry, but the translation doesn't work for some reason, even though the file is there. When I translated it, I tested it on the previous version of the mod and then everything worked
I looked at the file in the update and it seems to look correct, but for some reason it doesn't work in the game
Can u make like a testing version for the extension of firearms mod?
DeanBro
done
Maltiez Hello! I made a translation of this mod, if you add it I will be very grateful
Alright, very understandable, thanks for taking the time to respond, anyways!
Songbird1
Player model replacers are not supported and wont be. They can fix it, it just takes a lot of effort (on my side the same but multiplied by number of such mods). If they dont know how, then there nothing I can do about it.
Heya, absolutely love the mod, one incompability i've noticed is that it doesnt work with the Kobold Player model mod, the Author of that mod already checked in and said he cant fix it on his end, im by no means demanding you fix it this instant, but looking into it certainly would be apreciated!
Edit: Totally forgot to mention what the incompability is, The Firearms are all held wrongly in the hands with the different model.
Just wanted to say, as a reenactor, I love this mod and appreciate the attention to detail in including things like the cocking lever for the wheellock, and the slowmatch for matchlock. I reenact 16th century, so I always love seeing it represented, especially when its done well.
unsure if this is as intended thing, but the cocking lever breaks after every use for some reason.
Can u make like a testing version for the extension of firearms mod?
Comrade, if I had found it underground, I would have looked for you, and I went to the library, and it turned out to be obvious that there was no
Comrades have not thought of building a special ruins
You can adjust spawn rate. Also it spawn in same containers where jonas parts spawns. So surface ruins aren't a good place to search.
I've been looking through a lot of debris, but I can't find the blueprints for the rifle, so where the hell is he
Just a suggestion, considering the tech-level of the older civilization.
It'd be neat to have a very early industrial version of a rifle, aka a breech-loading one?
It wouldn't be too odd to have something like that, especially due to the ancient tech laying around and what not.
Really needs some recoil
Can't find it
ZhangTianle
in ruins
Hello How do I get schematics because I play hunter and I can't make rifles and carbines so how do I get schematics
I mean, usually when a beta is near to full release it doesn't look like a beta. But i still hope the full release is soon, because even if it's just a formality it still means a lot. The mod is done, most of the content is here. It means the whole completion of a work, and i'm glad such a fun mod is soon officially done, even though i am not the one who worked hard on it, because it deserves it.
Arthopleura
Beta vs Full release right now is more of a formality thing. I think I'll just make next release 1.0.0 and will just list of feature that are planned to add.
Hello, i read your docs and about rain, it should not give any penalties to guns that doesn't need a match to fire like the arquebus (which could be set off) , since it would actually cool the gun off in real life. But i agree 100% that it's a very very bad idea to shoot with a non specialised gun underwater XD
I didn't played in a while and i'm so glad to see that the mod improved so much, i hope full release is soon ! thanks
TofuDelivery
nope
do classes with ranged debuffs like -ranged distance -ranged damage affect firearms?
I found out last night... _don't shoot someone_... it'll crash you, it'll crash them, or it'll just crash them...
I think it's something to do with how the bullet is deleted. It's supposed to delete on impact, but when it hits an "invulnerable" (PVP disabled) player, it then tries to treat it like an arrow, and pops the bullet off instead of doing damage. _BUT_, that object was deleted first, so it throws an error because it's trying to render an entity that was deleted.
The reason I think that this is the case, is that EVERY time I'd shot my friend on our server, I would look at the control pannel and the server stayed up, and the crash logs only ever said something about rendering and no mentions of a mod other than ones installed. Also, my friend would always be like "here's your bullet" after we got back on, so unrendering and re-rendering the object works properly, because the item is detected by the loading client and tells it to render, as now it's a new item to load.
This also seems to just... RANDOMLY crash when loading, throwing the same rendering error bug, but I don't know if that's related to this mod, I thought it might be worth mentioning though.
Cairo1
Better to discuss it in official VS discord under Firearms mod post in mods forum.
Hello Sir I enjoy this mod Greatly, Nice diversity of technology, and fits the aesthetic of the game perfectly. I would like to know If I could Suggest a firearm to add as to give a bit of a lower-tier option. The Handgonne.
imgur.com/a/6iSBBMe
Any intention of adding more bullet material types like gold or bronze? For people that want to somehow add even more blings to their firepower.
So i created a mod testing world to try these out and the pistol and carbine work fine (a bit buggy and annoying bc they wont load if oyu have anything in your off hand enough it says to have items in your off hand but i digress) but the musket wont? my character will only hold it out like its a torch trying to light something, again, pistol and carbine work fine, musket animation wont work so i cant reload it. any suggestions? i am on the newest update
Just got around to it. Thank you Maltiez, this helped a lot!
Chriswaffle
Redownload mod, and then edit config file (not assets) maltiezfirearms.yaml in your ModConfig folder of your server
Ah, I did think of doing that, I just don't have any idea what to replace the text I found with.
"0/requiresTrait": "TRAIT_REQUIREMENT"
"3/requiresTrait": "TRAIT_REQUIREMENT"
To be clear, I went to maltiezfirearms_0.5.0/assets/maltiezfirearms/config/configlib-patches.
What am I replacing and with what? Sorry to be a pain ^^;
Chriswaffle
Edit config file in server ModConfig folder.
If you can edit server config via GUI - then it is a bug, make sure you have the latest Config lib release. Currently, editing server settings via GUI for admins is not implemented.
Having trouble turning off the required trait in mod options. It turns back on every time I start the server despite me hitting save. Is there something I'm doing wrong?
If you ever plan on adding Early 1900s/ early black powder cartrage rifles i have some real ones you could use for sounds, Although i cant shoot them. Got stuff from Krags to rolling blocks! would love to help!
I have this and Crossbows added on a private server and we were doing some testing for how many mods we can play with. One issue we found is if 15+ flasks are on the ground. It crashes the client but not the server. Anyone else have the same issue?
Diamondking818
It is a bug, but I have no idea how it can possibly happen. There should be some vanilla bug, not in the mod. Also you can turn off requirements for traits in mod's config.
After updating to 0.5.0 and converting all the old guns into the new guns I logged back in to all of my guns being the rusted/tarnished versions, and since I play of homo sapiens as hunter class I can't make a new carbine or musket, is this a bug or will there be a way to refurbish these items in the future?
DriedMoisturizer
Powder in left hand, flask in right, then right-click with mouse.
the reload option doesnt show up for any of the weapons and i can't put gunpowder in the flask due to the option not showing up as well
GamingToast
Please send reports via official VS discord server (with logs included). Moddb is not the best place for it.
Also error seems to be in vanilla file... It might be hard to figure out the resason, so you will help a lot if provide more info on how to reproduce the bug. May be you shoot specific type of ammunition that causes the bug, or hit specific entities.
Got this crash when firing the Musket, seems to happen at random intervals... sometimes we shoot and don't crash our games, sometimes only one player crashes, and sometimes all players crash.
Running on 64 bit Windows 10.0.19045.0 with 32714 MB RAM
Game Version: v1.19.4 (Stable)
09.03.2024 16:36:17: Critical error occurred
Loaded Mods: aculinaryartillery@1.1.3, betterarchery@3.0.0, bth@1.2.8, chiseltools@1.10.1, hideandfabric@1.3.0, mannequinstand@1.0.3, millwright@1.1.4, moremolds@1.4.2, moretreesmoreseeds@1.0.0, primitivesurvival@3.4.5, tprunes@1.1.0, game@1.19.4, animationmanagerlib@0.7.3, blacksmithenhancements@1.0.4, blocksoverlay@3.2.1, commonlib@2.3.2, cooperativecombat@1.1.1, expandedfoods@1.6.8, farmlanddropssoil@1.4.0, medievalexpansion@3.13.0, petai@2.2.1, claywheel@1.1.0, prospecttogether@1.3.0, spawnhighlight@1.2.0, statushud@1.4.3, creative@1.19.4, vsimgui@1.1.2, vsinstruments@1.2.6, survival@1.19.4, wildfarmingrevival@1.1.7, xlib119@0.7.4-dev.119, configlib@1.0.2, em@2.5.1, feverstonehorses@1.6.0, fsmlib@0.3.0, stonequarry@3.2.1, xskills119@0.7.5-dev.1191, bricklayers@2.5.1, maltiezfirearms@0.5.0
System.NullReferenceException: Object reference not set to an instance of an object.
at Vintagestory.Client.NoObf.SystemRenderEntities.OnBeforeRender(Single dt) in VintagestoryLib\Client\Systems\Render\RenderEntities.cs:line 49
at Vintagestory.Client.NoObf.ClientEventManager.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\Util\ClientEventManager.cs:line 186
at Vintagestory.Client.NoObf.ClientMain.TriggerRenderStage(EnumRenderStage stage, Single dt) in VintagestoryLib\Client\ClientMain.cs:line 809
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in VintagestoryLib\Client\ClientMain.cs:line 815
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in VintagestoryLib\Client\ClientMain.cs:line 731
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 676
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in VintagestoryLib\Client\ScreenManager.cs:line 651
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 324
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
Great! I'm having a blast with the mod, pun intended 😁👌
Bulwyz
They drop in ruins in same places where jonas parts are dropped. Basically there is a chance that instead of jonas part you will find schematic. There will be dedicated firearms related ruins in BetterRuins mod in the future with guaranteed schemtics.
Maltiez
Thanks!!! Do they drop in ruins or trader bought?
Bulwyz
Socket bayonet - yes. Tinkerer specializes on locks
Does bayonet require schematic even if you are a tinkerer?
Ah..Okay that's my fault.. Sorry
TimSithis
Read bayonet's description
Got the same, also I noticed the Bajonets or the Other thing sadly Seems to be not working. If you put it on the Weapon becomes a spear, noting else and can't shot so far I know.
The musket has a slight transparency on it 0.4.3, haven't looked at other guns.
A thought occurred to me just now, any possibility to have apostles in place of a belt?
ElegantChimp
Yeah... I'm planning to made proper attachment of items instead of having it baked in into model and hiding offscreen. I will try to address it before this feature, but not sure when.
Hello, I noticed a small graphical issue with version v0.4.2 of the mod. I'm playing with a ultrawide screen, and I noticed that there is a floating powder flash and match floating to the top right when holding (not aiming) the arqubus.I do not noticed this with the other firearms. I'm guessing the assets are not hidden far enough away for the arqubus.
Raehi
No, the other way around
does a higher version of the mod work with a lower version of the game? like the 1.19.4 pre release mod version on the 1.19.3 stable game version
CKitt
Yeah it looks good i think i'll do that
MagicWand92FS
This mod alone is 100% worth moving to the unstable. It's currently running with zero issues on 1.19.4-rc.2 for me.
ok thanks
MagicWand92FS
1.19.4-rc.1 is 1.19, you need either move to 1.19.4-rc.1 or wait for stable version
Maltiez
firearms v0.4.0-pre8 is requesting game version 1.19.4-rc.1
will you release it to 1.19x eventually ?
Nev19
Mod versions prior to 1.19.4-rc.1 one are pre-release meant for early access without all features reimplemented yet. They are not supported. You need at least 1.19.4-rc.1 for properly working supported version.
im running a private server for me and my friends on ver.1.19.1 with this mod and we cant cut bullet or slug castings (triedd using diffrent types of metals) nor can we fill the powder flask with grinded gunpowder
Maltiez
CKitt
Thanks for awesome feedback!
I fear that the ability to change damage multiplier may allow confused with this mod balancing techniques to low it too much and ruin the experience. But I don't want "but sometimes" to ruin the experience for others who need this adjustment.
The feature with requirement to hold an item in offhand proved itself annoying and bad in general. I left it only for powder flask and gunpowder to prevent just using it as a buffer for powder in inventory.
The flask forging uses precise on ingot, but you have to forge it perfectly, so yeah, it requires some thinking first time. Flasks do not break, so I have to make one only if you lost previous, so I hope it won't become to annoying.
Maltiez
Thank you!
I've now played for a few hours with your updated mod. My thoughts:
The ability to change the damage multiplier in the settings allows very nicely for fine-tuning to work well with other mods which have animals with very slightly higher than vanilla HP. Excellent idea to include that among the options.
The carbine and musket firing on mouse release genuinely surprised me! I enjoyed the experience quite a bit, although it's certainly different than firing a flintlock of any kind it's much closer to reality than the simple click of a mouse. The idea of a release trigger muzzleloader does amuse me, however! I may well have to make a lock along those lines and see how it feels in reality.
The pistols, oh, the pistols! With one in each hand I wondered how you would handle it, how close it would feel to wielding two horse pistols or similar in reality. All I can say is... Excellent work on the animation of presenting one, firing, presenting the second, and firing again. That is precisely how I've done it, well done! The fact that the cocking lever, when stored in inventory, automatically comes to hand as needed is a marvelous change as well.
The pistol barrel mold, no changes come to mind. I like that as you've done it.
The flask forging, tricky! I liked that a lot, it took a bit of thinking but by the third one it was easy enough. I think you've done a great job on that.
Molding bullets/slugs, however, revealed one minor issue. The layer of lead floats well above the surface of the mold.
A final thought, on the arquebus. The loading, priming, cocking, all of that is great. I liked the fact the match will only be in the serpentine when you keep it in both hands ready to fire. Very enjoyable to attempt hunting a bear with that, in the rain! I wasn't sure how that would turn out.
Overall, keep up the great work!
CKitt
Yes, in modinfo file in mod's archive
Is there a way to override the dependencies as far as version mismatch? I'd certainly like to try the updated mod, but I prefer not to mess with the release candidates.
If not, no worries! I can certainly wait for 1.19.4 to be released.
Edit: I certainly can't wait, apparently! You've convinced me to take the plunge into an unstable version. Smooth sailing in 1.19.4-rc so far. I'll have to give my thoughts once I play for a while.
Dov47
Aiming down the barrel looks bad (I tried) due to not enough detailed models, but FOV change is interesting idea, I will try to implement it, but it might be challenging to make look good, or even okish, cause vanilla hands and item rendering use fixed fov independent of fov setting.
Yes Crossbows is next in queue on updating, will probably take 2-3 weeks... It depends on irl stuff, so cant say for sure.
Love the mod! I love going hunting with the Arquebus, and now I feel more pushed to get steel soon.
After some playtime with the mod I have a suggestion,
You could add an option to press for example ctrl key, or C to decrease FOV a little bit, to zoom the view. Later on you could also add animation of aiming down the barrel, but just a zoom button would be great already.
Also, are you planning to update crossbows soon?
Maltiez I didnt have that installed, thanks. But while ImGui and Config lib does work, firearms and fms lib doesnt work. I appreciate the work you've done for the mod, I'd like to get it up and working soon so I can have a full playthrough with the mod.
TimSithis I made sure everything was 1.19.3. And I made sure my world is 1.19.3. So that's where I'm confused by. Maybe my mods could be conflicting with other mods. I can try playing with what mods are activated later on.
LordEspurr I think it has to do with us being still in 1.19.3 not 1.19.4-rc So I think you should go back a few updates..I got all compatibly working Except the new Update for the mod. So I guess we shall wait. And again Maltiez, Great work.
RagondinMan
Yes, not sure if schematics will spawn in already generated ruins though
can it be added mid save ? :D
LordEspurr
Config lib requires ImGui, do you have it installed?
I cant seem to get the firearms mod and its dependencies to work. I cant find the mog log files, but I think I have the correct versions. I'm on Vintage Story 1.19.3 stable, Firearms v0.4.0-pre.8, FMS lib v0.2.9, and Config lib v0.4.3. I made sure all mods were for 1.19.3, so I'm assuming that isn't the problem. Does anyone think they can either tell me what dependency I'm missing or tell me where I can find the mod log files?
Reading through your linked Google doc, I'm delighted to see the possibles pouch and the sling/holster listed. Those will dramatically increase the utility for this mod!
One thing i may suggest if not already suggested is adding a bit of a tooltip in the bullets/slugs what material they are made of, cause currently guessing what material it is by color is not the most reliable (i get the lead and copper varients but what is that last one?)
You seem to be making rapid progress! I look forward to seeing what you come up with as far as the new recipes.
BadRabbit49
These are pre-release (or even dev versions, one could say), I dont have their snapshots and dont support them. Cutting bullets should work in latest version, have no idea about others. There may be dozens of reasons why it didn't work in your case, and all of them are irrelevant, because I haven't come to final debugging stage yet.
I would recommend waiting for 1.19 release, unless you really want them right now and dont care about potential bugs.
Maltiez
I apologize for misspeaking, I meant the other way around. However my question still stands if the casted bullet cutting system works or not.
In the description it says (done), and some people have mentioned it already with no response. I'm not trying to be rude, I'm genuinely curious if this is a known issue or if there is a more in-depth guide/explanation on how it works.
Again I don't know if it's a bug or not. I'm running on a dedicated server with friends and perhaps this is just a multiplayer-related issue. I didn't want to update the mod to the newest "unstable" version because I don't know what that implies or how unstable it is. I'm asking what version you would recommend updating to for 1.19 or if we should wait longer.
BadRabbit49
> shears in the offhand
It is the other way around. How are you even able to equip shears in offhand?
> I haven't fully updated
All pre are unstable, this tag means just that. Also read the description and there is no sense in reporting bugs for not the latest versions.
CountDracus
No, it is out for more than 6 months already, and I don't have plans to make it again.
So, has anyone found out if you can cut the bullets up? Currently equipping even iron shears in the offhand and the casted bullets in main and holding right-click does nothing. I haven't fully updated to the latest pre, but it says unstable without much patch info. Anyone know if the mod works?
Any plans to make a 1.18.15 version? I just want a musket for bears and wolves. So far the only mod I've found for that version is Rusty Shells and its more then I really need for my single player world.
Maltiez
My apologies, I just dicovered that I was using v0.2.5 instead of v0.2.7. I was just returning to inform that I was mistaken. I can say that it is working with FSMlib v0.2.7. That being said, absolutely love the mod, as well as your approach to developing it. It really fits the game well, and adds good late game ranged weapons where vanilla is lacking.
ElegantChimp
Fixed in latest version of FSMlib (there was some vanilla bug I had to avoid)
Hello, I have a pre-existing save that I was interested in adding this mod too, but when loading this save with the mod added the game infinitely loads, and I get hundreds of the following errors in my server-event logs. Note that I am able to load a new save without error. Does this mod require a new save, or is it expected or planned on being pre-existing save safe?
5.2.2024 20:15:43 [Error] Exception: Object reference not set to an instance of an object.
at Vintagestory.API.Common.EntityAgent.IsEyesSubmerged() in VintagestoryApi\Common\Entity\EntityAgent.cs:line 165
at MaltiezFSM.Framework.StatusInputInvokerServer.CheckPlayerStatus(IStatusInput input, IPlayer player) in D:\Projects\Firearms\fsmlib\fsmlib\src\Framework\Inputs\Invokers\StatusInputInvoker.cs:line 158
at MaltiezFSM.Framework.StatusInputInvokerServer.CheckPlayerStatuses(IPlayer player) in D:\Projects\Firearms\fsmlib\fsmlib\src\Framework\Inputs\Invokers\StatusInputInvoker.cs:line 142
at MaltiezFSM.Framework.StatusInputInvokerServer.CheckStatuses() in D:\Projects\Firearms\fsmlib\fsmlib\src\Framework\Inputs\Invokers\StatusInputInvoker.cs:line 131
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Common\EventManager.cs:line 57
at Vintagestory.Server.CoreServerEventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in VintagestoryLib\Server\ServerEventManager.cs:line 123
at Vintagestory.Server.ServerMain.Process() in VintagestoryLib\Server\ServerMain.cs:line 886
Yeah It doesn't matter the fsmlib build on my server it won't load anything past pre 3 for firearms. Will remain on pre 3 for now and hope this will be resolved in full release without needing a new world. Ethier way looking forward to the full release. Thank you for your hard work.
Bobbert89
"I will post pre-releases when the next item in the list is reimplemented.
...
This is an Beta version of the mod. Many aspects of the mod is still in a 'placeholder' state."
Nothing is intended to currently function as it will in a full release state.
oh, nevermind. It seems updating mods borks your save in this game. Wow, that sucks.
edit: I have isolated the issue. pre-3 works on my existing save if I install it but pre-4 doesn't and this happens regardless of what fsmlib version I have even if it's the latest one. It seems that pre-4 isn't compatible with saves created with earlier versions of the mod. Here is my log:
https://pastebin.com/pgALGS6q
What exact version of fsmlib and animation manager is the one that allows you to run this? I was running v0.4.0-pre.1 on 1.19. I updated to the latest version of this and the latest version of fsmlib and animation manager, now I can't get past the main menu. I have no other mods installed.
RubyGloom
If you are on VS 1.19.X, it's likely the musket isn't completed, and thus does nothing.
I can't figure out how to actually reload the Musket
CKitt
In vanilla player model animated in fp and tp, and items animations don't exist neither in fp nor in tp.
Out of pure curiosity, are you animating 3rd person models as well as 1st person? If you end up doing 3rd person, I'm going to chuckle, as not even vanilla has fully animated 3rd person actions (rowing the raft, as an example) yet.
Headset479
In 1.18 - just any shears: casting in left hand, shears in right, and then press RMB
In 1.19 - is not released (only unstable version), so castings are not working yet, details in the description above
My friends and I cannot figure out how to cut the bullets out of the casting. Do we need a certain tier of shears to cut them? We've tried tin bronze and iron shears.
Honestly, I'm amazed that you have time and drive enough to already be grinding away on updating the mod. I am, and I assure you many other people are, very grateful for your effort!
CKitt
Version changelog and "Update progress" section above describes exactly what is going on with latest release
@Orangutanion
Yes, I installed the updated mod and dependencies, and the controls for attaching the bayonet/reloading the flask don't work, nor does it work to shear the bullets or slugs. The control binding for both actions (default B and R respectively) aren't present in the controls settings either.
I assume it's not yet ready to play, although the mod itself now loads and causes no crashes. Baby steps! Updating a mod can be a nightmare of coding and figuring things out. I'll be on the edge of my seat, but I can wait.
Anyone else having issues with the animations and loading? I have both dependencies but I still can't load any of the guns, and the animation for holding them is wrong. I tried both the old and the new items. Also tried disabling my other mods, still nothing.
Orangutanion
Hello, friend. I think Early 19th century stuff would theoretically be fine. As long as we are talking pre smokeless powder that is. Repeating firearms have been a thing since way before cartriges even.
Have a look at this - Kalthoff repeater
Or this revolver from the end of 16th century
Of course I would be against adding them as normal craftables, they would have to be very rare, requiring you to earn them one way or another.
Hogmeet I don't think 19th century stuff is very lore friendly though. The seraph's knowledge seems to be post-renaissance but pre-industrial revolution. Minié balls and percussion caps only proliferated after we had much finer methods of machining metal. If later guns are added, they should definitely be in a different mod from like a blunderbuss.
@Maltiez
Mukets used during napoleonian wars where good to use up to around 60-75m (by a properly trained soldier) , but further away even with the proper training shooting an enemy would be pure luck. So you can guess that an untrained vintage story player, not used to this weapon, would have an hard time hitting something further than around 50 (if we really want to be as realistic as possible i think) blocks (if a block is a m^3) . Still remember that i am not an expert, i'm just curious about science stuff.
Hogmeet
It is possible, FSMlib already has all needed functionality, one just need to make models, sounds, animations and configure these firearms. Hope someone will do this eventually, because I don't have time or energy to do it myself.
I know you said that you're not adding any other weapons to this mod but, it would be cool if maybe in another mod you made some American civil war eara weapons. Like a Springfield rifled musket and maybe a cap&ball revolver if that's even possible.
Maltiez thank you so much and for the geat mods you made.
Grimwood
From one week to a month
thank you for this mod it made me feel like a conquistador I know your busy but do you have an e.t.a on when it will be updated i dont use discord for personal reasons.
Orangutanion
Vanilla wolf has 10 hp... Oh, it has 15 actually... Ok wiki is outdated and I need to rebalance firearms in 1.19 update according to actual hp values. Thanks for pointing out.
Maltiez I was testing in creative and the pistol didn't one shot a male wolf. The problem was that it its health went to a tiny floating point number above 0. I think it has something to do with its regeneration? Maybe add a .125 to the damage?
Orangutanion
There are plans on making an extension mod, that will less care about balance, and have some interesting weapons, models are kinda ready (check out VS official discord, here is a link to a channel and message, but you need to enter VS discrod server first: https://discord.com/channels/302152934249070593/454909656230526976/1197435556662095983). But it will be months before I will get to implementing it due to a lot of other stuff I need to work on currently.
Thanks for pointing to multiple projectiles problem, I will investigate it.
Btw, pistol can one shot a wolf
I know that you're not planning on adding more guns, but I would love to see a blunderbuss that can one-shot a wolf from short distances. I don't think vintage story supports multiple projectiles hitting one target at once though.
edit: just saw that you might make blunderbusses a separate mod. Sorry for the suggestion spam lol
Sirfalloutcat
"fear factor" - already suggested, added to list of potential features to add
"Also will there be more early guns?" - nope, they are not interesting enough and don't make much sense gameplay wise. The role that they could have occupied is already fulfilled by bows and crossbows.
"maybe seeing more guns in this mod" - checkout VS official discord and this mod post or mods-general channel
Might be cool to see a fear factor to guns, cuz you know very loud bang very spooky to animals.
Also will there be more early guns?
Looking forwad to maybe seeing more guns in this mod, great mod.
Kiaterra117
Use stable version of the game (1.18.8 - 1.18.15), FSM lib for this version (0.1.13) and Animation Manager library also for that version (0.2.1)
Discord link is fine, you just need to be on VS official server already... May be need to clarify it more.
does the firearms mod work with 1.19.0c i cant use the any of the weapons and when i go back to 1.18.15 it just doesnt work it just crashes am i doing something wrong.
and your discord link is broken.
Zulie
About cocking lever - yes, after a lot of feedback about it, I will make a config option in next update, it actually was done not for balancing but for future requirement for empty offhand for loading firearms
About pistol upgrade - not sure, the intention is to stimulate player to carry loaded firearms with no spare ammunition, and only take ammunition with them for special cases. It should make other weapons more viable and more interesting combat styles with combining melee and firearms. I will add offhand shooting with pistol in next update (that should be in this month, I hope), so two pistols or sword and pistol will be possible. Also, mechanically, the shaft that used to wind up the spring will turn on spring unwinding, so IRL it makes less sense.
Inventory clutter is intentional, it is a balancing tool. Until I found better ways to balance firearms, I will leave the current system.
Musket and carbine already have a lot of damage that is a huge overkill in most cases, so I don't think a more powerful but less accurate option will fit into the mod. In the future I may make a mod to put all the stuff that don't fit into main mods, like blunderbuss that will be able to shoot buckshot.
Upd: actually buckshot as ammunition type with more spread but less random in terms of accuracy can make sense, it will have approximately same damage and less range, but will produce consistent cone of pellets making spread less random and make easier to hit a target.
The idea of scaring animals is actually very good, I'll add it to the list of planned features. Detonating ore-bombs... Not sure, irl it does not make that much sense, but can be fun, so I may implement it.
Different ammunition types is harder to balance and not really add much gameplay wise, so I will think about it, but it is far down in the priority queue. Copper bullets with almost the same stats as option in config for ppl that struggle finding lead - this I will implement in next update.
Thanks for feedback! I appreciate it.
This mod is such a fun addition to the game!
Really enjoying playing an artificer-esk role in my current server as a gunslinging clockmaker, thank you!
Heres a few loose thoughts ive had playing with it for a bit now:
While the cocking leaver leaving the offhand on reload makes sense balance wise it can tend to be a overly cumbersome at times with it getting jettisoned into the invetory if the hotbar fills up durring the reload, or with a full inventory its completely circumvented. A config option to disable or alter the behavior would be welcome.
A late-game upgrade to the pistol to permanently attach the cocking lever to the gun would also be very welcome with the downside of slightly lengthening the reload to compensate. could be trinkerer trait specific.
Paper cartriages could possibly work If their functionality was more about saving inventory clutter than reload speed, using wax paper made like you would flax parchment but with the addition of beeswax.
They mainly would act as a replacment for patches and loose bullets, requiring the player to quickly fill the cartrage with gunpoweder then twist close on a marginally shortend the reload animation, If need be the shortend reload could be offset further by the need to clear the barrel of fouling after firing.
Buckshot bullet alternative for all save for the musket could be cool, could deal ~1.5x damage spread out between 8 smaller very innacurrate pellets with greater durability cost as it tears up the barrel.
It'd be neat If shots could quickly but wastefully detonate/light ore bombs and campfires, torches, etc. the noise could even scare off some animals. maybe the abilitiy to load blanks to do so slightly less wastefully.
And lastly silver bullets for bonus damage to drifters would be a little silly but fun. :P
Arthopleura
How accurate in MOA 18th century muskets were?
Also, i looked at the crafts, and maybe, instead of using plates, you could add gun barrels and wooden stocks ? Since most of the vanilla metal stuff is made in the anvil, adding a couple more for the guns should not look weird for players. And if you worry about trying to make a cylinder in the anvil, you don't have to : i've saw other modders making half of a cylinder, and then combining them when crafting. and maybe needing a hammer in the craft for more realism. what do you think ?
ok so i just watched the review video and honestly, i love the animations you've added. So for your first "Known problems", yea, i think you are doing things right, right now.
About your firearms, you are saying that they take more time to reload. I think this was not always the case. The reason why guns didn't overthrowed completely bows right from the start was due to a heavy lack in accuracy (which improved over time, and even allowed to make smaller guns, like pistols, without making them pointlessely inaccurate) . Also, they where a bit harder to make and move around, because of the length needed to have something usefull. but this is why when we think of napoleonian wars, we think about a range of soldiers shooting at the same time : the guns, despite being strong enought to kill somebody even through a strong armor, where so innaccrurate that they needed to make a line and shot at the target all at the same time to hope that somebody get the enemy. The gun is made later : the point is that it is used in last resort, if an enemy get close by. Due to its size, it is easy to draw and shoot at short range. If they where more accurate, they would of been used by all modern armies, but since this is not the case, soldiers usually take biggers guns with a better range and a bigger gun stock.
What i think you should do is :
1 ) Arcbuse : innaccurate and single shot
2 ) musket : a bit more accurate and better range and damage, also way quicker reload, but still single shot
and : flintlock pistol : single shot and not that high damage, but aim way quicker than other guns
3 ) carabin : good accuracy, good range, and can actually shoot multiple times before reloading
and : revolver : better accuracy and 6 shots, but slightely lower damage.
Also, as much as i can imagin a carabin or a musket kill a bear in a few shots, and one shot a wolf, i have some doubts about an arcbuse doing so, and i am absolutely positive that a flintlock or a revolver will need 2-3 shots to kill a wolf (unless in very short range and right between the eyes) .
I am saying all of this, acknowledging that you said that you already had the guns you wanted to add in the game, and didn't wanted to add more, that even if you want to do that, you may not have the time, and also note that i am not an expert, and only say i would add this for more realism (which do not HAVE to be the case here) .
Also, i don't know if your mode have taken this in consideration (i didn't downloaded yet) , but if guns are not put underwater, it's not because it stop the powder from exploding. It is because the barrel would be obstructed by water, and would turn the gun into a grenade instead (which would not be appreciated by the shooter) .
I finally have a question : Is your mod going to add grenades or gun belts (like pirates) in the futur ?
DoomDestroyer
I will add in 1.19 version a config option for faster reloading (not sure how exactly I would balance it though)
is there a way to modify the reload speed for as much i love accuracy to real life fire arms i would like to decrease the reload time
I tried downloading them and adding to the mob folder like you instructed. But, it's dosn't seem to have changed anything. I says to look at the logs. But, I can't findingthing in them.
Thanks for helping. I'll just wait for a new release of your mob.
Rosaile
1-click installation is sometimes broken for 1.18 version (it downloads wrong version), and for 1.19 - I'm still working on moving this mod to this game version, so it does not work yet on 1.19. So, if you are playing 1.18 version of the game try downloading required mods manually (you need this one, FSM lib and Animation Manager version 0.2.1 for 1.18 version of the game) and putting them into mods folder (you can open it via Mod Manager in game by pressing "Open Mods Folder" button at the bottom of the window)
Hi Malriez!
I just started playing Vintage Story and want to get some quality of life mod for the game when I came across your mobs. That look great! But, non of them are working form me. I'm playing the current reless version of the game. I used the 1-click intall for all of your mods and the required mods. Any thing i'm doing wrong here.
Thanks.
is there a chance to update this mod to 1.18.15?
along side of support mods like animation manager and fsmlib
Cus no matter what i do, i cant run this mod and says "unable to resolve mod dependencies"
And i followed your tip about installing those:
Firearms 0.3.9
FSMlib 0.1.13
Animation Manager 0.2.1
But still same issue for me
Edit:
Found a reasons seems like during dowloading firearms 0.3.9 its downloading Firearms_0.1.10, i dunno why.
Fantassin
Firearms 0.3.9
FSMlib 0.1.13
Animation Manager 0.2.1
Hello,
I got the "unable to resolve mod dependencies" with this mod and with FSMlib at the same time.
I deleted the mod and reinstalled it but it didn't change anything.
However the older versions I have installed work fine
Have you any idea to fix this (I'm on 1.18.15)
Russet
Thanks. I'll add molds into vertical racks (need to make them 2 subblocks thick then I guess). Charcoal will be added in next update, yes. There is some amount of refactoring I want to make in FSM lib before next update, so it will take some time.
Adoring the use of this mod. It and Crossbows have become my fun little go to for hunting trips to stock up meat or just setting up a camp away from my main base. I do wish the bullet molds fit in the vertical racks so I could tidy up after I finish casting several sets of bullets before my next trek, as it is, I just keep a reed basket in my workshop to toss them back into. The power levels of the firearms feel fair for what you're meant to use them for. I appreciate how they're not guaranteed fight enders. If you're battling drifters, they're a powerful opening salvo before you got to get out the sword and shield or for making a brief opening when you need to heal. As others have stated, a possible alternative with Charcoal instead of coal would be nice. All in all, I look forward to seeing how it develops. Thank you so much for taking the time to work on it!
Venator_
Will be updated before 1.19 release, but how soon - we will see.
will be patched soon????
hi, has anyone tested if this works with v1.19-pre? I know its labeled for v1.18x but sometimes they work in any case so thought id ask.
Vesk
Thanks for corrections, I'll fix them in next update
I might add copper bullets and charcoal option (as an optional setting at least), but stone shot most probably not.
Diamondking818
Ok, I'll add compatibility patch
Maltiez
I found the problem. Feverstone horse mod was preventing crafting of certain items. I found this out when the alternate craftings from the More Rope mod had suddenly disappeared. Everything works fine now. :)
Fun and interesting mod with reasonable balance! One of my favorites. Beautiful models, animations and sfx. I like how it gives more purpose to some materials that don't have much use in vanilla (lead, sulphur, saltpeter and coal). Looking forward to seeing how it evolves in the future.
If I could propose a balance suggestion: it might be interesting if this mod also added recipe(s)/alternate recipes to craft some/all of the ingredients for ammunition: since it can be quite difficult to source sulphur and black coal (neither shows up in either type of Prospecting Pick use), though Lead and Saltpeter aren't terribly uncommon in deserts/caves. Also Commodities Traders sell Saltpeter and Sulphur, but no trader currently sells Black Coal or Lead ore/chunk/nuggets/ingots.
Also, here's some minor typos in the current verison of the mod (maltiezfirearms_0.3.9).
Diamondking818
Just tested, works fine, recipe is still here
After downloading 0.3.9 linen patches seem to have lost their crafting recipe
CKitt
"you can technically have something in your offhand while reloading, and that shouldn't be doable" - Crossbows now have a requirement for empty offhand for drawing and reloading. We will see how ti will be received, and then I may add this feature to all firearms. Cocking lever leaving the hand is an intended feature meant for this future restriction on offhand being not empty.
"much more voluminous cloud upon firing" - I may add it as an option
"however something even simpler than the arquebus but suitable for only a handful of shots" - I will make 'Extra' mod with all the firearms and crossbows that dont fit in the main mods, I wont care so much about balance and all the weapons having a purpose, so I'll add in it some interesting stuff. May be some wooden/copper powder weapons with like 1-3 durability and low damage.
Thanks for feedback, it is much appreciated
Fixed. Sorry for this messy update.
GmanAmatin
Yep, I'll fix it in a couple of minutes
not sure anyone else is having this issue, but after downloading the 0.3.6 version, my shears won't let me cut bullet castings.
I enjoy the overall theme of this mod.
My feedback so far from ~20 hours of having this installed: the bronze/brass barreled pistol should likely do less damage or have lower durability to reflect the relatively low power of even something like a horse pistol from back in the day. Hotrodding one tended to destroy the breechplug if you were unlucky. I'd like for the cocking lever to remain in the offhand after reloading, as well.
The musket is excellent as-is both in terms of damage, reload time, having to remain stationary while loading, and so forth. My only complaint is that you can technically have something in your offhand while reloading, and that shouldn't be doable.
I kind of skipped trying the carbine and the arquebus thus far to be honest.
Things I'd like to see in the future aside from the roadmap you already have laid out: a much, much more voluminous cloud upon firing, especially the musket. I mean ore blasting bomb level of obnoxious. Dangerous levels of obscuring the target you (hopefully!) managed to kill on your single shot.
I understand that you don't intend to add more firearms, however something even simpler than the arquebus but suitable for only a handful of shots, a primitive handgonne using the slowmatch, would likely be well received by many players. It would add an extra bit of excitement to finding blasting powder early game, as well.
All in all, I'm not sure I could enjoy VS as much without this mod in particular! It adds an intriguing bit of later game content. Keep up the great work.
GmanAmatin
I'll investigate this bug in a couple of days. Btw it is better to report it in official VS dicsord in dedicated channel (links are above), it is easier to communicate there and I can respond quicker.
Adding too my previous comment, the glitch seems to happen after i do a melee attack with my arquebus without loading it with a match, i have to equip my match and load the gun to remove the glitch and interact with stuff.
Howdy, i think i encountered a bug while playin with the mod. I forgot to grab my bullets for my arquebus along with my patches when i tried to reload the gun, however after my failed reloading attempt i was unable to interact with anything. I couldnt open my door, access my chest, sleep, or anything else really. I have to log out of my game then back in to get around the glitch.
Falco
I'll try too look at ViesCraft when I'll have time, before next update hopefully
Loading firearms (first stage for reload) will require both hands empty in next update.
This technology restriction is a balance deceision, may be weaker variant of carbine for steel age will be a better solution.
GmanAmatin
Adding char coal to blasting powder recipe might be an option, I might patch it in in next update
Great mod, although i wish it was possible to make blasting powder from brown coal or something. Hunting down black coal has been suprisingly difficult, never mind the sulfur...
would be nice if the loading aid (cocking lever) would go back into the offhand after use, like the lit match does.
It would also be neat if one could use the flint+steel technology from the carbine and musket in the Arquebus to not require a match anymore.
When using this mod with Bullseye from a ViesCraft Machine, the bullet will always fly straight ahead instead of where you aim. Normal bows and arrows work as expected shooting in the direction that is aimed in.
DoodleGarbage
Change xskills hotkey from R to something else (or flask refill hotkey)
I'd like to report a potential bug/incompatability. I crafted the powder flask (empty). Due to the Xskills mod, the crafted product had 280 durability instead of 256. The flask could not be refilled with gunpowder, and could not be used to reload guns. I could not find any method that would convert the powder flask (empty) to a standard powder flask. I spawned in a standard powder flask and tossed out the unusable one as a temporary fix. I am unsure if the issue was caused by the flask having more durability than usual, or a different issue with the powder flask.
Edit: I also want say thank you for this awesome mod! I can't wait for the bullseye implementation and smooth animations.
Harathor
Have you installed FSMlib?
Hello,
i seems to have a problem with "unable to resolve mod dependencies" for version 1.18.15
any advice on solving this issue?
Aerin
If you really want for lever to be put back in offhand and you want it now, you should open mod's archive, go to assets/maltiezfirearms/itemtypes/firearms/pistol.json and in line 242 change "offHand": false to "offHand": true
Aerin
This behavior is intentional, these weapons are not meant to be fired continuously. Pistol reload (first stage) will require two hands (i.e. empty offhand), as all other reloads that dont require special item in offhand, in next update. So this current behavior will make reload actually less finnicky, cause you wont need to empty your offhand manually. Also in the next or update after next dual wielding mechanic for pistol will be added. So it would be advantageous to reload couple of pistols and then fire both of them, and not spam only one continiously.
For fast continuous shooting use bows, they are meant to be used this way.
Is it possible to make it so the reload assists (cocking lever in this case but same applies to the goat's foot/windlass in crossbows) stay in your offhand when you're done reloading? Sometimes I'd like to just keep reloading and shooting the pistol but needing to cycle over and put the cocking lever back in my offhand repeatedly is quite finnicky.
Maltiez sorry for mistaken comment. I think key for refill "?" but it's not a key, it's a missing key
RunTekov
It works. Check out "Info log" in chat.
@Maltiez Key for refill flask don`t work.
Thanks, I'm gonna send the screen, sadly my friend wasn't avaible yesterday
Samino2
It is a link on a post in official Vintage Story discord server. Here is link from vintagestory.at: https://discord.gg/CkJjdrB
Heya I try to join the server but the invitation don't want to work, I can attach the picture here? Gonna take them when my friend are up for some VS in the day
Samino2
Can you please send screenshots via VS discrod server: https://discord.com/channels/302152934249070593/1135402924290359336
Hey, I have a problem the animation don't work for other people in multiplayer, they see me aiming at the sky and not in front of me, same fo the crossbow mod.
Ah damn, you're right. Guess I just made the logical conclusion that they'd be vanilla. Anyway, thanks for answering.
Ragolution
Vanilla does not have sling bullets. Bullseye adds bullets for slings.
As a quick question, why doesn't this mod use the vanilla sling bullets for the arquebus and pistol's ammunition? I'm mostly just curious.
Maltiez
Ctrl+Shift+Alt worked perfectly, thank you. That might be something worth documenting, but I can understand what you meant with keeping the vanilla control scheme.
Ragolution
Hold Alt to place it or interact with objects around. It is a compromise of keeping vanilla style control scheme.
I've been having trouble placing these against the wall for display/storage. When doing so it prioritizes reloading the weapon rather than placing it down. Otherwise, I'm a pretty big fan of this mod. The only one that adds guns without them being too OP.
DragooKnight11
Not sure if it is neccessary. Firearms are already expensive to make and maintain to the point of becomning not a viable or optimal weapon choise. May be later I will lock some mechanics behind questlines (that I have no idea of, haven't played VS for ages) or classes, or traders, or loot in ruins.
If you can figure out how the resonant archives scripting works, you could try making "The Secrets of Paper Cartridges" a questline that can be triggered after the Archives are started/cleared. Make it require a reusable blueprint item that you have to find or earn first? (not exactly sure in what manner they would disrupt balancing, but making them an unlockable advancement once you're a decent way into the game could be neat?)
Servo
Bullets use the same mechanism as all other projectiles in the game, so there is little I could do about hitting chiseled blocks.
Bayonet was balanced as steel spear (and I even added some dmg last update), may be it is a bit slower. So It as weak as other vanilla steel weapons.
Bullets are casted from 0.3.0
Paper cartridges will break the balance, probably. They are much easier to implement than powder flask and separate wadding and bullet, but it is a balance deceision (I'm considering to give them a try much later, but I think they would not be used).
Rifling - may be, but it would not be as advantages as many think, because you will be trading much longer reload (like 24 seconds instead if 18) for just an accuracy boost.
I love the mod and am looking forward to casting bullets, rifling, and maybe paper cartridges.
The main critique I have is bullets getting caught on chistled blocks, wasting powder and forcing a reload that shouldn't be needed.
Bayonet also feels kind of weak, but I understand balance is needed.
Rosa3
Try fill flask via new hotkey (you can look for it in Controls menu), also coking lever should be in offhand now.
Controls hints and descriptions update is cooming soon though.
"thanks for getting back" - it is a kind of natural cycle of nonstop work and recovering from burn out, so there will be next pause soon, I think, but not sure
Had trouble joining the discord for issue tracking but first wanna say been enjoying this mod since the Alpha ^^
I will say I am now having an issue with the latest beta version (runnning 0.2.5) where even with a newly created powder flask, I can't add gunpowder to it like the old versions, and so can't reload my old pistol (assumed was because older version) but also when I recenntly crafted an Arquebas it also gave me the "missing powderflask-ready" even if I equip powderflask or gunpowder in offhand. thanks for getting back and thanks for the mod so far, as I said have enjoyed the older versions so far <3
Centerion
It is a bug, let me check it.
Edit: it should return back after cocking, can you describe how to reproduce this bug? (it works fine on my setup)
have an issue where the cocking lever for the pistol is consumed or breaks after reload in survival, not sure if bug or intended but feel like it should be durability based at least
Yeah that should work, but I imagine it would be difficult to communicate that to players. I know the handbook is still a WIP but it should probably be added there if you decicded to go with that functionality.
Edit - I see you have already included this in the patch notes
NativeBoyUSA
As said in destritiption of this mod: "It will not add any other weapons in the future"
As said in the library that this mod requires: try it yourself, you dont need to use c# for that anymore.
So the short answer is no.
@Malteiz can you make a Colt Navy 44 like pistol?
Maltiez thank your Sir!
Heckacoolmon
Yep, there is a problem with this. Is holding Alt when you want to place it or take (or open doors and for all other interactions with a gun in active slot) will be convinient to do?
mj_outlaw
Have you installed FSMlib?
Heckacoolmon
I'll investigate this. Today I planned to release new version anyway, so I'll try to fix it.
Idk but it somehow stopped being active on my server... I just updated the files and it seems the mod isnt active.. wut?
So I actually ran into the same problem that Kroxxus had where it re-click the m2 button but in my case I was trying to place the gun on a tool rack. This caused me to constantly place the weapon, pick it up, and then put it down again. So as it stands the unloaded guns cannot be placed on racks. Once they are loaded they do not repeat the m2 clicks so they work.
Kroxxus
Fixed this key inputs behavior (it was extremly easy, I'm so glad I spend so freaking much time making lib modular so I just was able to change couple of lines to add this functionality!). I'll release new lib version with this fix in a couple of hours (there is some work to do).
Ryuu
Both of these reports should be already fixed. I dont monitor github issue traket that often, so the best place is the discord server Firarms post... May be I need to change link to issue tracker.
don't forget your issue tracker exists for bug reports too. Lol :P
Ahh that puts things in perspective, don't rush yourself and take it easy! Your progress is phenomenal
Kroxxus
"when crouched no inputs like m1/m2 are happening" - No, it is a library bug that I'm working on fixing... It is not quite a bug, it just a not intended behavior, basically crouched m1/m2 are considered Shift + m1/m2, and they are not exactly the same as m1/m2.
"don't know if it was intended to re-click m2 after every loading action but I enjoy it!" - it is an experiment, for example by default in case of arquebus you would had to re-click mouse button between placing a match and aiming, but I intentionaly removed this part buy adding this functionality to library.
Curretnly I'm working on documenting the library (and it is extemly time consuming) and development essentially paused.
Came across a small bug, when crouched no inputs like m1/m2 are happening with the firearms... whoops.. might have something to do with the placing mechanic. Another thing, don't know if it was intended to re-click m2 after every loading action but I enjoy it!
Thank you for all the hard work!
Edit: It also seems to "lock" the input causing it to go off until pressed again. To recreate crouch down hold m2 with firearm then scroll off the firearm, I found it while brushing my mouse across a table with a book on it.
Been there all too often lmao, all good
Kaofan
Pursec
Fixed, was a stupid error, I need to take a short break and have some rest it seems.
Maltiez
Error
System.Collections.Generic.KeyNotFoundException: The given key 'melee' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at MaltiezFSM.Framework.FiniteStateMachine.Init(ICoreAPI api, Dictionary`2 operations, Dictionary`2 systems, Dictionary`2 inputs, JsonObject behaviourAttributes, CollectibleObject collectible) in D:\Projects\Firearms\fsmlib\fsmlib\src\Framework\FiniteStateMachine.cs:line 119
at MaltiezFSM.Framework.FiniteStateMachineBehaviour.OnLoaded(ICoreAPI api) in D:\Projects\Firearms\fsmlib\fsmlib\src\Framework\FiniteStateMachineBehaviour.cs:line 38
at Vintagestory.API.Common.CollectibleObject.OnLoaded(ICoreAPI api) in VintagestoryApi\Common\Collectible\Collectible.cs:line 255
at Vintagestory.API.Common.CollectibleObject.OnLoadedNative(ICoreAPI api) in VintagestoryApi\Common\Collectible\Collectible.cs:line 246
at Vintagestory.Server.ServerSystemBlockSimulation.b__13_0(Item item) in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 301
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at Vintagestory.Server.ServerSystemBlockSimulation.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 302
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 609
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 529
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 123
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Edit:
Newest update seems to somehow be causing server to crash upon startup with the following:
Game Version: v1.18.14 (Stable)
10/9/2023 21:50:00: Critical error occurred
Loaded Mods:
System.Collections.Generic.KeyNotFoundException: The given key 'melee' was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at MaltiezFSM.Framework.FiniteStateMachine.Init(ICoreAPI api, Dictionary`2 operations, Dictionary`2 systems, Dictionary`2 inputs, JsonObject behaviourAttributes, CollectibleObject collectible) in D:\Projects\Firearms\fsmlib\fsmlib\src\Framework\FiniteStateMachine.cs:line 119
at MaltiezFSM.Framework.FiniteStateMachineBehaviour.OnLoaded(ICoreAPI api) in D:\Projects\Firearms\fsmlib\fsmlib\src\Framework\FiniteStateMachineBehaviour.cs:line 38
at Vintagestory.API.Common.CollectibleObject.OnLoaded(ICoreAPI api) in VintagestoryApi\Common\Collectible\Collectible.cs:line 259
at System.Collections.Generic.List`1.ForEach(Action`1 action)
at Vintagestory.Server.ServerSystemBlockSimulation.OnBeginModsAndConfigReady() in VintagestoryLib\Server\Systems\World\BlockSimulation.cs:line 302
at Vintagestory.Server.ServerMain.EnterRunPhase(EnumServerRunPhase runPhase) in VintagestoryLib\Server\ServerMain.cs:line 609
at Vintagestory.Server.ServerMain.Launch() in VintagestoryLib\Server\ServerMain.cs:line 529
at Vintagestory.Server.ServerProgram.Main() in VintagestoryLib\Server\ServerProgram.cs:line 123
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
error is reporting at your FSM library however due to only change on the server was updating firearms and behaivor was fine prior I assume its due to some interaction between the two. Will downgrade back to a working version of Firearms and if the same occurs let you know incase its an oddity of server behaivor with the either FSM or Firearms even on earlier versions
Extremely actually, one of our main comments when deciding between the two was reload speed and "overkill" for the cost of firing. Outside of occasional bears a musket is not quite needed and the long reload would be punishing on a missed shot (as it should be). Since most of our fighting is on Sheep, Wolves, and at worst usually Tainted or Nightmare drifters atm, the lesser damage, but improved reload of the carbine (giving us more a chance for a follow up shot without needing to retreat or switch to a sidearm or melee), was just a better option for us. Perfectly cementing it in the role it was designed for historically within gameplay. Ive not really mentally noted the speed and aim times between the two so I have no real comment there.
Pursec
My aim is at mostly vanilla, so I see it was a good balancing deceision. It seems that it created a fun problem to solve, which is great. But I will need mroe feedback from more players to be able make any conclusions.
I'm happy that the mod have been able to provide this inetresting gameplay situation.
Also one of the balancing deceision was to make carbine more convinient to use due to significantly shorter reload time and less speed reduction, and also higher aim speed. Were you able to experience this difference?
Yeah ive been seeing the mod-developement chat and while I dont write libraries I understand fully. A fair bit of traders sell, and in good amounts, the materials for Gunpowder production however it does require having the right luck of finding the right traders and in good proximity to make them accessible. If it was not for the welcome mats addition from (I believe useful-stuff?) we never would have actually seen a trade thus far for Sulfur. Only got one for the first time last night concidentally. The just-in-case secondary balancing has actually felt quite good and helped steered us to using the carbine over just rushing to muskets because, again, our particular circumstance of worldgen. I remember going on quite a lengthy expedetion once we had enough iron for the first time for the Matchlock to find and secure sulfur - which took me across I think 2 climate bands and multiple hours until I finally managed to prospect some just my luck. As such with our source of one of the ingredients being so far we've had to weigh the cost of actually using a musket or carbine appropriately when it came time for steel. In a more village type setting with lots of traders and lots of gears to spare I can see players swimming in it, but with pretty vanilla transportation (walking and a little bit of gliding), and a far journey to world spawned traders or sources of sulfur in the ground, its become a tangible resource we have to work and think about - in a very good way. I dont think much tweaking would be needed at its current stage from at least my subjective experience with it.
Pursec
Thanks for feedback, it means a lot and is very usefull!
It is a lot more files that I can curretnly write due to lack of time and energy (amount of work that library requres just immense, as it turned out).
Kroxxus
> Could crouching potentially making shots more accurate?
Not implemented yet, but I can implemented it easily with new framework, good idea thanks. Also can reduce speed reduction while aiming and let crouch inrease accuracy significantly... So you will be able to fire on longer distances.
> Also by the time I'm close enough for an accurate shot, with carbine, most bears usually whiff me out.
This is usefull insight, I need to make a balancing spreadsheet for accuracy, target sizes and decetction range. Thanks for feedback!
As for gunpowder costs... I thought that traders have a lot of sulphur and saltpeter so gunpowder will be in abundance and gunpowder costs of shot was secondary balancing feature of "just in case" type... May be I need to do more research on this part.
Actually on the contrary atm, with how the current recipies and cost of firing is balanced, we have settled mostly on the carbine and pistol, a bit in tandem. Steel is precious early on and the high cost of powder per shot means that we are always running out materials for more powder - sulfur mainly. The carbine is funny enough fitting right into its niche of an intermediate option for our situation of resource conservation. Personally im still using the Matchlock and a pistol in tandem until we can afford to splurge on a musket to replace it, but until then those the carbine is getting lots of use among the others and is cheap enough that any who wants a firearm at our stage we can justify the cost of one compared to the musket. As for the bullet mold stuff, ill extract it out from my personal mod and send it over. Obviously its not many files, just a clayform, blocktype, itemtype, recipe, and a patch. Im actually using the vanilla games bullet mold for the shape currently.
Adore this mod, I plan to go up North and hunt for moose from the Caprolinae mod using the carbine to taxidermy it for my home! I usually run around with the brass pistol and carbine on hand, those two alone is enough to get any bear away (I sometimes will bring and extra brass pistol if I don't want to get scratched while hunting bears.) I prefer the carbine over the musket because of gunpowder costs, carbine is great as self defense but not much when it comes to general hunting (dont know who would spend gunpowder on a sheep or pig when a shortsword can do it in five hits with minimal damage). Also by the time I'm close enough for an accurate shot, with carbine, most bears usually whiff me out.
Could crouching potentially making shots more accurate?
Tyron
It is listed like this:
"dependencies": {
"game": "1.18.8",
"survival": "1.18.8",
"fsmlib": "0.1.0"
}
But it seems, that depending on: if mod was just updated without changing modlist, if the dependency was turned off manually, if game already crashed once due to missing dependency - players will have different results like crashing or receving a suggestion to check the logs, or mod being turned off in modlist without notifying the player
Also it would be nice to have a dedicated field in mod's description to the right of images that will automaticly list all dependencies from modinfo.json... I'll make a suggestion in discord if I wont forget about it.
By the way, you can simply not mention the required dependency in your mod description. As long as the dependency is configured in the modinfo.json, the game will automatically detect and ask users whether it should download the dependencies.
Edit: Ok apparently this system is broken. Will check!
Pursec
Thanks. You can send this workaround via discord and I may add it to the mod if you want. Currently I left all the recipes work to the release, cause there just a lot of more important work to do with the mod (like really a lot, framework for example needs documentation and support, and I have already spent around 100-130+ hours in last two weeks just writing it).
But I'm not sure if "in-the-field" bullet making will be viable gameplay wise, due to presumably low consumption of the bullets it will be easier to carry more bullets, may be, than raw materials and mold, but I add you idea to the roadmap.
Also just curious, what you and your friends use more often: musket or carbine, and why? (I suspect that carbine is not really popular and does not fulfill its role requirements well enough)
Probably one of my favorite mods made for Vintage yet and has already become a staple for my friends and I. Ik the current recipes are placeholder but I know the current recipe for making slugs is conflicting with a recipe for lead bits from (I believe Salvage+), I made a simple workaround for myself and my friends with a custom casting mold for "rough" lead slugs which need to be clipped with shears to yield the proper slugs fit for firing. I was wondering if that could be an idea going forward for bullet making as whole, casting in general or a cast metal->rough bullet->proper bullet. And not to just unwarrented throw out suggestions too much, but id love to see a "in-the-field" bullet making the likes of the handheld bullet molds, some with built in spruce cutters. Regardless of any of that keep up the brilliant work.
Maltiez
I missed this, thanks for telling me - it works great!
You are great!
Kaofan
Because FSMlib is a versitile and generalized framework for other modders to use and write their own weapon (and not only weapon) mods without need in writing their own C# code, or if they want they can easily extend this lib with C#. Firearms now is just an example of its application. I also will use it myself for other mods too. It is a very common practice in modding (not in VS modding it seems) to make libraries.
By the way, no need in mentioning me with @ sign, I just receive 2 notifications instead of 1 in this case.
Maltiez
Okay, I added the demanding mod and everything works normally. I just don't know why you made a separate mod for this mod
Kaofan
It is new codebase for the mod, I totally rewrited code responsible for weapon logic, and it is listed in Firearm modinfo.json, so without it mod will no load. From the players point of view there will be only minor changes right now (and take a look into Controls tab in settings in Actions section... I need to add this into description)
Maltiez
I'm doing it right now. Does it change anything?
Kaofan
Have you installed new required library (link in description)?
Maltiez
Generally, muskets worked in version 0.11.1 but when I updated to version 0.2.0 there is no weapon or even a diagram on how to do it. As if fashion didn't exist at all
Kaofan
Me happened, I'll add it back, give me a moment (just some git shenanigans with branches).
What musket items?
Maltiez
What happened to my Polish version and why are musket items missing in the new version .0.2.0?
Samino2
Thanks! I want to do Crossbows mod and Firearms (extra) somewhere in the future (and may be even melee mod), but right now I'm trying very hard to focus on this particullar mod and framework.
Hello, here to give feedback, this mod is really good, and all the problem I see are already listed in the description, can't wait to see the final release and the other mod you gonna do keep it up =)
Zuul
Have you also downloaded new required FSM-lib (link in description above)?
Great mod but I downloaded "maltiefirearms_0.2.0.", launched the game and it shows up. "The mod cannot be faulted. Check the log file." Even turning off all mods and leaving it, nothing changed.
Fortunately, "Firearms _0.1.11" works without any problems.
WickedSchnitzel
I'll add them in Beta, it is not as important right now, and I just have not time and energy for this fix due to Beta active development.
you should add your entities to the language file, like
prefixandcreature-slug
and others
Viktor_Z
This site just broke when I tried to update 0.1.10 release, and I was not able to repair it, so I removed it. I'll reupload it if you need it.
How do I install 0.1.10? A server is hosting with that version.
Kaofan
No, I currently just have almost no free time. I'll add it as soon as I have some spare time.
Maltiez
Is there something wrong with my Polish version?
Kaofan
Thanks, I'll read it out and add in a couple of hours.
Upd.: sorry, dont have time now, I'll add it a bit later.
Maltiez
Polish version
pl.json
{
"game:tabname-maltiezfirearms": "Broń Palna",
"item-musket-none": "Muszkiet",
"item-musket-bayonet": "Muszkiet (bagnet)",
"item-carbine": "Karabinek",
"item-arquebus": "Arkebuz",
"item-pistol": "Pistolet",
"item-slug": "Pocisk kulowy",
"item-bullet": "Pocisk",
"item-wetpowder": "Mokry proch strzelniczy (WIP)",
"item-coarsepowder": "Gruby proch strzelniczy (WIP)",
"item-gunpowder": "Proch strzelniczy",
"item-powderflask": "Flaszka z prochem",
"item-cockinglever": "Dźwignia nakręcająca",
"item-match-lit": "Zapałka (zapalona)",
"item-match-*": "Zapałka",
"item-bayonet": "Bagnet",
"item-linenpatch": "Podkładka lniana",
"itemdesc-pistol": "Pistolet na mechanizm kołowy z brązu. Stopy miedzi nie mogą wywoływać iskier, dlatego używa się rdzewiejących części zamiast nich.\n\n Obrażenia: 12\n Czas przeładowania: 4s + 2s\n Dawkowanie prochu: 3 + 1\n Amunicja: pocisk\n\nDo ponownego załadowania wymagany jest pocisk, podkładka lniana i flaszka z prochem. Wymagana jest obecność 'Dźwigni nakręcającej' w ekwipunku na drugim etapie przeładowania.\n\nAby przeładować lub celować - przytrzymaj prawy przycisk myszy.\nAby strzelać - kliknij lewy przycisk myszy podczas celowania.\n\nAktualny przepis jest tylko wstępny. Sprawdź czat 'Info log' po brakujące wymagania przeładowania.",
"itemdesc-arquebus": "Broń na zapałkowy mechanizm o stosunkowo prostym wykonaniu, która nie wymaga zaawansowanych materiałów.\n\n Obrażenia: 20\n Czas przeładowania: 7s + 2s + 1s\n Dawkowanie prochu: 7 + 1\n Amunicja: pocisk\n\nDo ponownego załadowania wymagany jest pocisk, podkładka lniana i flaszka z prochem. Do ostatniego etapu przeładowania i strzelania potrzebna jest zapalona 'Zapałka' trzymana w drugiej dłoni.\nAby przeładować lub celować - przytrzymaj prawy przycisk myszy.\nAby strzelać - kliknij lewy przycisk myszy podczas celowania.\n\nAktualny przepis jest tylko wstępny. Sprawdź czat 'Info log' po brakujące wymagania przeładowania.",
"itemdesc-musket-*": "Bardzo potężna broń palna, która może być wyposażona w bagnet.\n\n Obrażenia: 63\n Czas przeładowania: 15s + 3s\n Dawkowanie prochu: 15 + 1\n Amunicja: kulowy pocisk\n\nDo ponownego załadowania wymagany jest kulowy pocisk, podkładka lniana i flaszka z prochem.\n\nAby przyłączyć bagnet, weź go w drugą rękę i naciśnij: Shift + Ctrl + prawy przycisk myszy.\nAby przeładować lub celować - przytrzymaj prawy przycisk myszy.\nAby strzelać - kliknij lewy przycisk myszy podczas celowania.\n\nAktualny przepis jest tylko wstępny. Sprawdź czat 'Info log' po brakujące wymagania przeładowania.",
"itemdesc-carbine": "Zaawansowana broń na kamiennej zapalce, która wymaga stali do produkcji sprężyn i mocnej lufy.\n\n Obrażenia: 39\n Czas przeładowania: 9s + 3s\n Dawkowanie prochu: 11 + 1\n Amunicja: kulowy pocisk\n\nDo ponownego załadowania wymagany jest kulowy pocisk, podkładka lniana i flaszka z prochem.\n\nAby przeładować lub celować - przytrzymaj prawy przycisk myszy.\nAby strzelać - kliknij lewy przycisk myszy podczas celowania.\n\nAktualny przepis jest tylko wstępny. Sprawdź czat 'Info log' po brakujące wymagania przeładowania.",
"itemdesc-powderflask": "Weź proch strzelniczy (nie materiał wybuchowy) w drugą rękę, a następnie kliknij prawy przycisk myszy, aby napełnić flaszkę.\nTrwałość flaszki reprezentuje ilość prochu w flaszce.\n\nAktualny przepis jest tylko wstępny.",
"itemdesc-slug": "Wielkokalibrowy kulowy pocisk używany w muszkietach i karabinkach\n\nAktualny przepis jest tylko wstępny.",
"itemdesc-bullet": "Małokalibrowy kulowy pocisk używany w pistoletach i arkebusach\n\nAktualny przepis jest tylko wstępny",
"itemdesc-linenpatch": "Używany jako wypełnienie w broni palnej\n\nAktualny przepis jest tylko wstępny",
"itemdesc-cockinglever": "Używany do nakręcania sprężyny w kołowrotkowym pistolecie",
"itemdesc-bayonet": "Aby przyłączyć bagnet, umieść go w drugiej ręce i naciśnij: Shift + Ctrl + prawy przycisk myszy, aby go odpiąć, postępuj podobnie",
"itemdesc-gunpowder": "Proch odpowiedni do użycia w broni palnej.\n\nAktualny przepis jest tylko wstępny",
"itemdesc-match-*": "Wymagana, aby była zapalona i trzymana w drugiej ręce podczas strzelania z arkebusa.\nNie jest dotknięta wilgocią."
}
TaffyStars
It is planned for release version first major update (you can find planned features in roadmap). Due to irl problems I was not working on mod for a while, but I plan to resume work on beta version this month and hopefully we will have it this autumn.
Is it possible to add a bag that specificly holds the reloading stuff for this mod like the bullets linen patches and the lever etc.
It could be a bandoler and have like 10 slots and hold the guns/other stuff from this mod
Own a musket for home defense, since that's what the founding fathers intended. Four drifters break into my house. "What the devil?" As I grab my powdered copper helmet and french 1806 flintlock rifle. Blow a golf ball sized hole through the first drifter, he's dead on the spot. Draw my pistol on the second drifter, miss him entirely because it's smoothbore and nails the neighbor's locust. I have to resort to the cannon mounted at the top of the stairs loaded with grape shot, "Tally ho lads" the grape shot shreds two drifters in the blast, the sound and extra shrapnel set off a temporal storm. Fix bayonet and charge the last terrified rapscallion.He Bleeds out waiting on the rust to arrive since triangular bayonet wounds are impossible to stitch up, Just as the founding fathers intended
DUCATISLO
I will retexture all models and add wood and furniture metals material variants before full release. So yes, it is planned. Currently mod uses just vanilla debarked wood textures.
Accensus
Thanks!
nice mod, maybe in the future would you polish the wood textures to make it less noisy? anyways good luck on the future
Maltiez Good call on the framework. And no worries, man, no pressure at all. Honestly I'm just glad someone's working on a firearms framework. These things, they take time. I know from firsthand experience. As for the mod, I don't really have any solid feedback yet as I have not used it extensively, but from what I've seen so far I am really digging it. Excellent work. If this is the alpha version, I'm gonna have to strap myself to the chair for the release version. Yeah, I'm thinking I'll be using it for sure. For your first mod, this is top stuff. Keep up the good work and best of luck.
mthaefner
Cannons, mortars and rockets require completly different code and design approach. I may add in the future support for mounted weapons, but only after release and first major update.
Accensus
Support for different systems that are required for modern firearms is planned, and I hope most of them will be ready on release.
Descriptions are very rough placeholders, it will take some effords to make them in a propper way, but I'll better spend these effords on framework code considering alpha status of the mod.
And btw, current mod is in alpha state, it is basically a prototype made in two weeks partially during vacation, currently I'm working on actual framework code and it will take at least a month (considering my full-time job and BD3 release it may take even longer). This alpha version is meant to test overall design of firearms behaviour, style and balance (and for me to learn how mods are made for VS in general, this is my first mode after all). The beta version will be meant for testing framework code.
I'll investigate compatability with item rarity mod later, but damage attribute is indeed used for calculating projectile damage.
An awesome mod for late game mate! I built a firing range to test the accuracy at 40 blocks and man there's actual incentive and trade off for each weapon. Could only do the test as the shots stay after being fired.
Once the framework is more fleshed out, how possible would it be to make more "modern" rifles with it? Let's say bolt-action rifles and semi-automatics. I'm extremely interested in potentially using this for some pew-pews.
I also noticed that Yew's RPG Item Rarity mod does affect this one (at least the durability), but because the weapon stats are hardcoded into the language file, I am unable to tell if the damage is actually affected. Looking at the sauce, it should technically work as you take into account damage attributes and whatnot. Is this addressable?
Edit, a day later: after testing this in Creative, it turns out none of the weapon-specific stats are touched at all. The issue with hardcoding the numbers is still present, regardless. I'll bring it up to Yew and see if maybe some compatibility patch can be done on his side.
I know you stated that you wouldn't be adding any further weapons than the four that you have already added to the pack I was wondering if you would however be interested in adding potentially items such as cannons, mortars, and rockets. They would be in keeping with the level of technology that is available with the firearms and could be a great addition to servers already utilizing your mod to add potentially dynamic pvp events. Regardless a great mod with a great future ahead of it.
Rythillian
Thanks. I was trying to fit them into vanilla style as much as possible and at some iterations of working on models I actually decreased amount of details.
I like that you didn't make the firearms look overly detailed; That might seem like an insult at first, but I geniunely think most firearm mods for other voxel games go wayyyy too overboard with the model and make the firearms not fit the art style. You did a good job making it fit into the world! That coming soon model also fits perfectly, good job overall!
Salieri
Reworked weapon state code a bit, so it would not brick and will reset to server state on start and end of interaction all the time. But you still dont want to mush mouse buttons trying to reload and fire faster, it might not play sounds or animation right.
wXDogeKingXw
Give the numbers on how long you think the range should be in blocks for different weapons. Sounds being different with range is not planned for Alpha or Beta, I'll investigate possibility of such feature before full release, it is in the roadmap.
Installing it on server in its alpha state is a bit risky, it can crash the game after all, but thanks, I need server testing for fidning out this crashes and fixing them.
The sound range is still pretty low, and not realistic, real-life muskets you can hear the gun shoot far away in a field, and the sound is different from close range to long range (like in long range the sound is less loud and more "disperse"
If that gets added would be cool to hear/watch muskets fights and wars
that's the only aspect of the mod that has to be improved right now for full realism
Btw we added this mod for our server Atlas Civ, there's PVP enabled, and in future wars would be amazing to hear the gunshots in a realistic way
this mod got everyone impressed, thanks for ya good work! :D
So. I have good news and bad news.
Good news: the game no longer crashes.
Bad news: the particular pistol in question is now bricked entirely, when firing the pistol just stays in "aim" animation forever.
Also, foung this code in client-main:
31.7.2023 23:02:28 [Error] [Firearms] [GetOperationParameters] Weapon current state is higher then amount of operation stages it has. Weapon: Pistol, state: 3
Salieri
I reupload 0.1.6 version 16 minutes ago, because it contained wrong binary files. So it was actually 0.1.5. Also can you look in a client-main.log and server-main.log for lines with "[Firearms]" in it?
@maltiez
Bug still present, this was on 0.1.6.
Salieri
Please redownload latest (0.1.6) version and try to reproduce bug again.
P.S. Also it is best to use discord server and mod post there, so I will be able to react quiker. Also long crash reports is better to send as a file. There is also a github issue tracker.
Crash log, as requested
Running on 64 bit Windows with 16 GB RAM
Game Version: v1.18.7 (Stable)
31.07.2023 21:36:54: Critical error occurred in the following mod: maltiezfirearms@0.1.6
Loaded Mods: Ceramos@0.4.0, HumanSkinTones@0.0.3, instruments@1.2.2, medieval@2.01.26, millwright@1.0.5, leadroof@1.3.4, TA_plainsandvalleys@1.0.4, litbrig@0.5.0, temporal_gears_stack@1.0.0, translocatorengineeringredux@1.4.3, game@1.18.7, wildcrafttrees@1.2.4, abcsreborn@0.1.1, alchemy@1.6.14, carryon@1.3.0, commonlib@2.1.1, electricity@0.0.10, fancyplanters@1.2.0, fishing@1.1.5, fromgoldencombs@1.4.19, lavoisier@1.3.0, naturalnight@2.1.0, petai@1.7.10, prospecttogether@1.1.0-rc.3, solidshields@1.0.1, statushud@1.4.1, creative@1.18.7, survival@1.18.7, metalrecovery@0.1.19-pre.1, betterbamboo@1.0.2, bullseye@2.5.0-rc.1, chemistrylib@1.1.5, tradercamps@1.0.6, em@2.2.1, maltiezfirearms@0.1.6, stonequarry@3.0.2, tpnet@1.12.1, kosfire@1.1.3, kos-goldamalgam@1.0.0, kosphotography@1.3.2
System.IndexOutOfRangeException: Индекс находился вне границ массива.
в MaltiezFirearms.ItemFirearm.GetOperationParameters(ItemSlot weaponSlot, Int32 currentState) в E:\Modding\mods\firearms\mods\maltiezfirearms\src\ItemFirearm.cs:строка 453
в MaltiezFirearms.ItemFirearm.Attack(Single secondsUsed, ItemSlot weaponSlot, EntityAgent byEntity, Int32 currentState) в E:\Modding\mods\firearms\mods\maltiezfirearms\src\ItemFirearm.cs:строка 154
в MaltiezFirearms.ItemMultistateWeapon.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) в E:\Modding\mods\firearms\mods\maltiezfirearms\src\ItemReloadableWeapon.cs:строка 73
в Vintagestory.API.Common.CollectibleObject.OnHeldUseStep(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) в C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryApi\Common\Collectible\Collectible.cs:строка 1043
в Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) в C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:строка 237
в Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) в C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:строка 165
в Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) в C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Common\EventManager.cs:строка 85
в Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) в C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ClientMain.cs:строка 813
в Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) в C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ClientMain.cs:строка 712
в Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) в C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:строка 165
в Vintagestory.Client.ScreenManager.Render(Single dt) в C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ScreenManager.cs:строка 683
в Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) в C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ScreenManager.cs:строка 627
в Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(Object sender, FrameEventArgs e) в C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ClientPlatform\GameWindow.cs:строка 126
в System.EventHandler`1.Invoke(Object sender, TEventArgs e)
в OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 479
в OpenTK.GameWindow.DispatchRenderFrame() в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 454
в OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second) в C:\Users\Nexrem\Desktop\transfer\opentk\src\OpenTK\GameWindow.cs:строка 375
в Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs)
в Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) в C:\Users\Tyron\Documents\vintagestory\game-net4\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:строка 93
Event Log entries containing Vintagestory.exe, the latest 3
==================================
{ TimeGenerated = 31.07.2023 21:36:55, Site = , Source = Application Error, Message = Имя сбойного приложения: Vintagestory.exe, версия: 1.18.7.0, метка времени: 0x64bd7a7d
Имя сбойного модуля: KERNELBASE.dll, версия: 10.0.19041.804, метка времени: 0x0e9c5eae
Код исключения: 0xc0020001
Смещение ошибки: 0x000000000002d759
Идентификатор сбойного процесса: 0xe98
Время запуска сбойного приложения: 0x01d9c3c181e4ef7d
Путь сбойного приложения: C:\Hueta\Vintagestory\Vintagestory.exe
Путь сбойного модуля: C:\Windows\System32\KERNELBASE.dll
Идентификатор отчета: ffd4f0c2-5d35-4430-ae71-8ecfa2393d2a
Полное имя сбойного пакета:
Код приложения, связанного со сбойным пакетом: }
--------------
{ TimeGenerated = 31.07.2023 21:36:55, Site = , Source = .NET Runtime, Message = Приложение: Vintagestory.exe
Версия платформы: v4.0.30319
Описание. Процесс был завершен из-за необработанного исключения.
Сведения об исключении: код исключения c0020001, адрес исключения 00007FFA9F78D759
Стек:
}
Excuse my system language
Orman
Added a safe guards around, but not fixed the problem itself. Added error message in log when problem occurs.
It is actually good that game crashed and problem is reported, cause otherwise problem may be ignored and cause other major problems.
It is alpha version so it is better for game to crash and bug reported and fixed early in development. In release would be better for game to not crash, so there will be safe guards everywhere.
P.S. I also haven't tested mod on the unstable .NET7 version of the game yet.
P.P.S. It seems the problem is actually race conditions that I was expecting and even left a todo comments in these places, but to really fix this I need write a propper network code, that was planned for Beta version code rewrite, not for Alpha. So the problem persists, you may have gun not playing firing animations and other stuff, but I hope It would not crash. Proper solution will be closer to release of the Beta version.
Here is a crash dump of sometimes crashing when firing a pistol:
Running on 64 bit Linux with REDACTED MB RAM
Game Version: .net7 Experimental build - v1.18.6 (Unstable)
Critical error occurred in the following mod: maltiezfirearms@0.1.3
Loaded Mods: aculinaryartillery@1.0.12-pre.2, ancienttools@1.5.7, autosifter@1.1.0, backpackpack@1.0.3, betterruins@0.2.1, bettertraders@0.0.2, brigandinerebalance@1.0.0, buzzwords@1.3.0, chiseltools@1.8.4, landformoverhaul@0.0.1, cralutweaks@1.0.2, extrainfo@1.3.0, fancysky@1.0.6, instruments@1.2.2, meteoricexpansion@1.2.4, millwright@1.0.5, NoNegativeTraits@1.0.1, primitivesurvival@3.2.5, game@1.18.6, wlts@1.0.0, wildcrafttrees@1.2.4, wildcraft@1.6.6, alchemy@1.6.12, animalcages@2.1.5, carryon@1.2.0, commonlib@2.1.1, electricity@0.0.10, expandedfoods@1.6.6, farmlanddropssoil@1.4.0, fromgoldencombs@1.4.19, hudclock@3.2.1, metaltongs@1.0.1, moreanimals@1.2.4, morepiles@1.4.3, naturalnight@2.1.0, petai@1.7.10, prospectorinfo@4.3.0, statushud@1.4.0, stickscrafting@1.0.16, th3dungeon@0.1.2, creative@1.18.6, vsquest@0.4.1, survival@1.18.6, wildfarmingrevival@1.0.9, metalrecovery@0.1.19-pre.1, bullseye@2.5.0-rc.1, cats@1.7.0, darkerspawns@1.0.0, feverstonewilds@1.2.0, maltiezfirearms@0.1.3, stonequarry@3.0.2, wolftaming@1.7.3, xinvtweaks@1.5.6
System.IndexOutOfRangeException: Index was outside the bounds of the array.
at MaltiezFirearms.ItemFirearm.GetOperationParameters(ItemSlot weaponSlot, Int32 currentState)
at MaltiezFirearms.ItemFirearm.Attack(Single secondsUsed, ItemSlot weaponSlot, EntityAgent byEntity, Int32 currentState)
at MaltiezFirearms.ItemMultistateWeapon.OnHeldInteractStep(Single secondsUsed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel)
at Vintagestory.API.Common.CollectibleObject.OnHeldUseStep(Single secondsPassed, ItemSlot slot, EntityAgent byEntity, BlockSelection blockSel, EntitySelection entitySel) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryApi\Common\Collectible\Collectible.cs:line 1046
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.HandleHandInteraction(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 332
at Vintagestory.Client.NoObf.SystemMouseInWorldInteractions.OnGameTick(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\Systems\Player\MouseInWorldInteractions.cs:line 165
at Vintagestory.Common.EventManager.TriggerGameTick(Int64 ellapsedMilliseconds, IWorldAccessor world) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Common\EventManager.cs:line 59
at Vintagestory.Client.NoObf.ClientMain.MainRenderLoop(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ClientMain.cs:line 796
at Vintagestory.Client.NoObf.ClientMain.MainGameLoop(Single deltaTime) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ClientMain.cs:line 712
at Vintagestory.Client.GuiScreenRunningGame.RenderToPrimary(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 200
at Vintagestory.Client.ScreenManager.Render(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ScreenManager.cs:line 668
at Vintagestory.Client.ScreenManager.OnNewFrame(Single dt) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ScreenManager.cs:line 643
at Vintagestory.Client.NoObf.ClientPlatformWindows.window_RenderFrame(FrameEventArgs e) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ClientPlatform\GameWindow.cs:line 73
at OpenTK.Windowing.Desktop.GameWindow.DispatchRenderFrame()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ClientProgram.cs:line 300
at Vintagestory.Client.ClientProgram.<>c__DisplayClass9_0.<.ctor>b__1() in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ClientProgram.cs:line 127
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in C:\Users\Tyron\Documents\vintagestory\game-net7\VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93
Looks like you gotta double check those array dimensions.
wXDogeKingXw
If you try to reload the powder bag while crouching you will crash - fixed
sound range its lame - greatly increased, need feedback on it
Salieri
Need more details like crash log or steps to reproduce it
Pistol will sometimes cause crashes on interaction.
The best mod in terms of quality I have ever seen so far!
But hey the weapon sound range its lame, you cant hear it far away, which does not make sense since its a loud musket
Also a bug report
If you try to reload the powder bag while crouching you will crash
💜
This is AMAZING!
The coolest firearms mod on the db
Nikkolai
Nope, not planned. Other modders can add it as an extension, or may be even I'll make an extension that adds it, or crossbows. But this particular mod will have only these four weapons.
Impressed with the model design, great job! Keep it up!
Very nice. Any plans for a Blunderbus?
great animations
Love the models of these guns! You did amazing!