Mods / Smoke and Powder v1.0.0

Category: #Crafting #Weapons
Author: Catasteroid
Side: Both
Created: Aug 7th 2022 at 2:52 AM
Last modified: Aug 7th 2022 at 2:57 AM
Downloads: 3045
Follow Unfollow 65

Smoke And Powder v1.0.0

This mod adds a set of flintlock single-shot black powder firearms, currently including a muzzle-loading musket and pistol, and an early breech-loading musket, associated component parts for each of these weapons and ammunition to use with them.

These firearms can only be constructed out of iron, meteoric iron or steel and some of the initial components must be constructed out of forgings then worked further in the crafting grid, you will require rusty gears to produce some of the components and the breech-loading musket requires pre-made complex metal parts acquired from ruined workings in the depths of the earth.

Ammunition for these firearms consists of fabric cartridges- a handy fabric bag containing the bullet and an appropriate measure of powder ready to load. The mod includes a recipe for producing black blasting powder from saltpetre, sulphur and charcoal instead of using mineral coal.

To use these firearms you will have to hold the right mouse button until a click is heard which indicates the weapon is loaded and ready to fire, releasing the right mouse button then fires the weapon. The muzzle-loading firearms take a short time to load and prepare though the pistol is slightly quicker than the full-length musket, but the breech-loading musket is much quicker to operate and fire than either of the muzzle-loading firearms.

Your feedback would be appreciated, I aim to gather additional audio effects and expand the firearm code significantly in the near future, improving features such as the particle effects, animations and potentially adding support for firearms holding multiple cartridges, using multiple ammo types, and ammo types with multiple projectiles. 

Support me and help me make more mods!

Version For Game version Downloads Release date Changelog Download
v1.0.0 3045 Aug 7th 2022 at 2:57 AM Show SmokeAndPowder-1.0.0.zip

18 Comments (oldest first | newest first)

💬 Blackfox229, Jan 5th at 12:49 AM

I have an idea that would be pretty cool to implament but what about a cloakwork weapon with parts you can only find or only craft if you're the right class? Maybe lower damage but higher rate of fire or slower fire but much more damage or even just for something that looks cool that you can find and repair.

💬 Catasteroid, Dec 25th 2022 at 2:33 PM

Featherduster I go by the same name on discord, dm me if you need

💬 Featherduster, Dec 24th 2022 at 8:14 AM

Your models looks absolutly amazing and I am excited to try it out, may I ask to get into contact with you and have a conversation? I have been making models for a minecraft firarms mod due to the only other VS firearms mod author kinda ghosting me, and Id like insite or even just gifting models if you wish.

💬 LadyBlakeHammer, Dec 6th 2022 at 1:26 AM

Fun idea, enable the ability to dual-wield the pistols, by allowing them in the off hand.

💬 Runehawk, Nov 20th 2022 at 4:54 PM

I understand that this mod is incompatible with Bullseye, but is it a game breaking incompatibility, or merely the case that this mod won't use Bullseye's aiming mechanics?

💬 Catasteroid, Nov 11th 2022 at 6:08 PM

Shadoskill Did you make the parts out of the same metal? The barrel, receiver and brecech (if the recipe uses one) all must be constructed out of the same metal, the lockwork can be made out of any metal though.

💬 Shadoskill, Nov 6th 2022 at 11:39 AM

I can't seem to craft the actual guns, I smithed the parts and everything, but the final crafting recipie isnt working.

💬 Catasteroid, Sep 22nd 2022 at 2:01 AM

NocturnusWolfe The mod should be compatible with version 1.17.3 and 1.17.4, let me adjust the mod compatibility values for the 1.0.0 release version.
RevolverOcelot If I can work out an adequate code base for firearms with seperate loading/firing actions (like holding the right mouse button reloads an empty weapon but doesn't fire it, requiring you to release the right mouse button and hold it again to fire) then I can make revolvers and any other type of firearm with an integral magazine of some sort.
headtread I've actually contacted the author of the Bullseye mod and discussed my work and how it might integrate into, or with that mod so we might see some interesting developments in the near future.

💬 RevolverOcelot, Sep 21st 2022 at 5:36 AM

Are there any plans to add a revolver?

💬 NocturnusWolfe, Sep 20th 2022 at 3:53 PM

Any estimate as to when the mod will be released for 1.17.3? Or is it compatable with that version already?

💬 headtread, Sep 18th 2022 at 2:31 AM

Well, I didn't expect a definite response, let alone one that prompt and full. I've always thought the Vintage moratorium on firearms was odd considering the intention for steam power and presumably Immersive Engineering levels of mechanization is on the endgame roadmap, so a mod this specialized is really great for my niche of wanting some good pike-&-shot action. I'm happy it's going to advance beyond proof of concept and have got high hopes.

I definitely don't expect you to risk burning out reinventing the wheel with true/internal loading, but if it behooves you to tinker, certainly no one will complain if the games' open source repertoire expands. More just pipe dreaming/brain scraping by bringing it up. I advise thoroughly side projecting it if you do pursue that snarl of code, make it something you plug into the ongoing and more important expansions like more variations, rather than running up against a wall forcing it, especially with the various other little tweak packs you have going. A Bullseye patch would be nice, but I don't necessarily view it as necessary; still, I think the simplest thing is to just plug the bounding type aim, and then buff the guns to merely hit as hard proportionally over Bullseye bow/arrow combos as they do proportional to vanilla.

Here's one last food for thought, not trying to drone on; bayonets. At the most primitive level, a crafted addition to finished weapons, makes the left-click a proper melee attack for emergencies, eats durability per hit? That Far Temple Axe mod could be useful to dissect, it has two separate melee moves, so why not melee+ranged clicks? Making sure it doesn't repair the durability of a damaged gun when applied could be funky or completely trivial.

More high-concept questions may raise like, 'should it be a plug type that you can't shoot with or a socket that doesn't affect right click shooting, or both, with plugs having more damage/durability, or blades for a jack-of-all? Can you store the rifle and bayonets' separate durability as arbitrary floating points hidden in the composite rifle+bayonet item info when crafted, that is then remembered when they're separated or either value 'breaks?' Should a socket or blade type bayonet worsen dispersion? Should an unmounted blade bayonet be typed for knife recipes universally? Should it just BE any vanilla knife?'

Undoubtedly the primitive solution of a post-crafting extra is best without some big code breakthroughs, but I feel like I'm not completely full of it with the idea of tracking two merged items' durability as arbitrary numbers and then simply using that number to inform the decrafted outputs. Faking a durability system to the side of the 'real' durability system rather than making it do something it currently can't, essentially, which could as a side effect be useful for people talking about composite tool head+handle+reinforcement type systems. Only problem is I don't think it's possible to have two different craft outputs at once, or at least not DISPLAYED craft outputs. But if you CAN do separated multi-output recipes, you could use a self-deleting dummy item in the form of an icon of the rifle & bayonet models separated (it has an instant decay timer into nothing) to represent the separated items, have that display in the output box.

Come to think of decay timers, could normally unmoving perish/cure timers be called on in the case of one of the arbitrary 'fake' durability values hitting 0, causing a bayonetted gun to perish into a gun OR cure into a bayonet of the types used to make it? How schizophrenic can if-then-X code calls get jerry rigging existing mechanics to do things durability can't/shouldn't?

💬 Catasteroid, Sep 17th 2022 at 4:41 PM

headtread The recipes for assembling the final pistol using the rough pistol frame item(s) is definately a bug and unintended, I'll address it in the 1.1.0 release I have in the works along with other issues I intend to resolve and features I'll be implementing. I've been considering multi-projectile loads like buckshot since I was first developing the mod and actually it should be fairly simple to implement, and so would be adding multiple variants for each firearm that include the effects of using iron/meteoric iron/steel locks, barrels and breeches which would make items with different maximum durability and possible adding bronze variants of non-pressure bearing parts like the locks and receivers, so using a bronze lock and receiver, and an iron barrel with a steel breech would produce a bronze-bronze-iron-steel muzzle loader which would have the lowest max durability whereas using a steel lock, receiver, barrel and breech would produce a variant with the highest possible maximum durability. 

Adding new types of muzzle-loading firearms like early cast bronze handgonnes ,arquebus matchlocks, perhaps wheellocks shouldn't be too difficult- it's mostly a matter of making additional models and making JSON files to define the item types, recipes and other such mundane details and isn't a terribly complex task.

My new code for the upcoming version 1.1.0 includes support for customised particles for each gun type meaning rifles and muskets will produce bigger clouds of muzzle smoke than pistols would, however adding support for magazines, integral ammunition storage or loading/reloading processes more advanced than the current loading as part of aiming will require a significant overhaul of how the firearms function including requiring new interface elements to tell you how much ammo you have in your weapon, I can try and write an item class with functions that include a reloading action, ammunition storage and a modified firing action but it will be a significant investment of time to try and implement. I'll give it a try but I can't make any promises that it'll be ready any time soon, a long term goal for sure though.

I can potentially also add compatibility for the Bullseye mod and rebalance the firearms in this mod that would consist of a set of patches that adjust the statistics of the firearms and ammunition such as durability, accuracy, aiming/loading time, damage among others that come into effect.

In any case thank you for the feedback and suggestions, I always appreciate them and if you have any further feedback or suggestions I'd be more than happy if you provided me with it.

💬 headtread, Sep 17th 2022 at 9:47 AM

Small bug, there seems to be an oversight in the pistol recipes; for all three variants, the chiseled rough pistol frame and finished pistol frame can both be manufactured into the final pistol. In addition, rifles can use any variant of lock to manufacture, though this seems more intentional. The different pieces are all titled riflemod-item, which likewise seems to be an oversight, something tagged wrongly somewhere. Or a side-effect of the mod being server hosted.

As far as feature based suggestions, giving the breech loading rifle the exclusive ability to use more powerful rolled brass foil cartridges (in the Martini-Henry styling) would be a nice way to give it another endgame boost for industrializing/steel age players and allow it to really eclipse vanilla bows/keep up with Bullseye's increased damage in exchange for going to the trouble of using a fringe alloy, borderline unused in vanilla Vintage. The up/sidegrade of using a rifled barrel for extra accuracy and a slight damage boost in exchange for slower firerate on muzzle loaders, harder to ram the ball home. Plus, the trouble of making a specialized bore drill.

A revolver or pepperbox seems in order as a pistol equivalent to the breechloader, even faster firing, less damage. Scatter rounds, like buck or bird shot, could be useful as both a point blank high-damage option in tunnels and a mid-range surface option for getting small targets that don't need to be hit with as much of the cone to kill; multi projectiles are potentially unexplored territory at this time, though, and if you were to add rifled variants of the guns, shot either has to be unable to be fired from them, or have a larger dispersion/cone of fire, and I'm not sure if the base code is there to do something like that. Figuring out the economy for how much metal converts to how much buckshot that then converts to how much actual ammo could need attention. Not sure if the Ranged Weapons mod had functional buckshot on its handcannon, but if it does you could start there for code to backwards engineer; the extra-primitive handgonne & matchlock could also pique your interest to reinvent for bronze-age starter boom sticks.

In any case, this is all really nice. It's compact, not bloaty, the base damage of the weapons isn't too big a hike over vanilla ranged for the effort invested, and when used alongside Bullseye, you get a tidy sidegrade relationship of lower damage ceiling, unrecoverable ammo and worse dispersion in exchange for not having to work with the bows' bounding aim and having a flatter trajectory, and VERY fast refire with a breechloader over the longbow or recurve. There's really nice potential here with further polishing. Certainly, if you were to figure out how to implement actual magazines for guns/conditional inventory bearing items that aren't backpacks, if that's not been done already, that could have wider implications for the mod community or even base game. Keep at it!

💬 Thomas_Jefferson, Aug 11th 2022 at 7:43 PM

This mod would be perfect if you added reload animations/aiming animations like you mentioned. It would also be great if you slowed the reloads down a bit to be more realistic and beefed up the damage to compensate; 3 rounds per minute was the standard for infantrymen in most of the musket era (though breechloaders obviously load faster). If the reloads are made that slow, it'd also be wise to make the reload state permanent so you can load muskets in advance, otherwise people would have to hold right mouse 15 seconds or more before firing every time they switch to their musket! 

Other than adding polish and features like that, you've done fantastic work, and I really enjoyed playing around with it in-game!

💬 Acsiel, Aug 9th 2022 at 6:54 PM

These models are gorgeous!

💬 pablo11300, Aug 8th 2022 at 10:10 AM
 
Thank you for this fabulous mod, I did the translation in French I put the file if it can help.https://www.dropbox.com/s/7whiy9zpteyb6lw/fr.json?dl=0
Catasteroid
💬 AgitatedAlice, Aug 7th 2022 at 3:36 PM

Nice, was going to make a mod like this but the modelling thing is near impossible for me to use compared to something like blender.

Thanks for making this! Edit: Is bullseye compatible?

💬 ate0ate, Aug 7th 2022 at 9:09 AM

Usually I feel like firearm mods don't fit well with a game like VS, but this actually looks quite nice. Guns of this era were cumbersome, clunky beasts with just enough benefits to justify the headache of operating them compared to more traditional projectile weapons. A nice and balanced compromise. Excellent work! I cannot wait to give this a shot:)

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