David Stark Posted May 13, 2021 Report Share Posted May 13, 2021 (edited) ModDB Entry This mod adds additional ranged weapons to the game. It does this by more flexible ranged weapon code based on the original bow code of the game, which can be configured by item attributes. I've also released the code on GitHub, so long-term, others can make their own ranged weapons based on it. It currently adds three four new weapons: a crossbow, an arquebus, a hand cannon, and a blowpipe. Blowpipe An easier to construct and weaker version of the bow. However, it is possible to poison the blowpipe darts. Poison can be crafted from poisonous mushrooms or lily of the valley. Creatures struck by poison will slowly lose health over time. Note that drifters and locusts are immune to poison. Seraphs are not, though. You can also make poisoned crossbow bolts and arrows for bows. Crossbow Unlike bows, crossbows stay loaded without you having to hold down the right mouse button, but they take much longer to load. Once loaded, hold down the right mouse button again to aim and fire. You also have to keep them in your hand to keep them loaded, because otherwise you could stash ten loaded crossbows in your hotbar! They're crafted from a crossbow lath (the bow part), a trigger, twine, and a plank, and available in four levels of quality: composite, iron, meteoric iron, and steel. They require crossbow bolts as ammunition, which are crafted much in the same way as arrows, but don't need feathers. Arquebus Like crossbows, arquebuses stay loaded, but only for a while before the match burns out. The match will also burn out if the arquebus is submerged or rained on too much. They're crafted from a steel barrel, a trigger, and a plank for the stock. And yes, they do a lot of damage! They require ammunition made from blasting powder, twine, and bullets. Bullets are made by casting, and are available in copper, bismuth, lead, silver, and gold - soft, heavy metals. Hand Cannons Much like an arquebus, but available much earlier, hand cannons can be made from a variety of materials from bronze to steel, with damage output depending on the material. So yes, please try it out and let me know what you think, and if you have any requests for additional weapons. Edited January 25, 2022 by David Stark new poison crafting 5 Link to comment Share on other sites More sharing options...
l33tmaan Posted May 13, 2021 Report Share Posted May 13, 2021 The fact that I can shoot a man to death with gold bullets is stone cold awesome. Engraved arquebus when? 3 Link to comment Share on other sites More sharing options...
David Stark Posted May 14, 2021 Author Report Share Posted May 14, 2021 Could do an ornate arquebus made of arquebus + a plate. 1 Link to comment Share on other sites More sharing options...
David Stark Posted May 25, 2021 Author Report Share Posted May 25, 2021 Update! Fixed server/client desync causing early firing and the weapons becoming stuck in an unloadable state. Can (probably) no longer pick fired bullets back up. Game no longer crashes when you drop/throw a loaded weapon. I hope you're enjoying the mod, and thank you for your feedback! Link to comment Share on other sites More sharing options...
David Stark Posted June 20, 2021 Author Report Share Posted June 20, 2021 Update! Fixed a spelling error Prettier 3D model for crossbows Added hand cannons, including both smithing and casting recipes for their barrels Thanks to Maelbek for the 3D model for the hand cannon! Casting a hand cannon in a mold. Next up, I plan to look into adding atlatls and slings to give you new ways of throwing existing items. 3 Link to comment Share on other sites More sharing options...
Ben Blair Posted August 18, 2021 Report Share Posted August 18, 2021 Is there any plans to update this to 1.15? It seems to hard crash on the newer versions as is. Link to comment Share on other sites More sharing options...
David Stark Posted August 24, 2021 Author Report Share Posted August 24, 2021 Ah, the joy of modding source code. I will get around to looking into this uh at some point soon I hope. Link to comment Share on other sites More sharing options...
Featherduster Posted August 27, 2021 Report Share Posted August 27, 2021 Out of curiosity how hard are these to implement in your current mod? Link to comment Share on other sites More sharing options...
David Stark Posted November 29, 2021 Author Report Share Posted November 29, 2021 Added blowpipes and poison. Poisoned projectiles do a lot of damage but slowly over time, so you have to be tactical about their use. A poison dart will kill a hare after about a minute, so you can shoot it once and then track it and wait for it to die. Which is how poison blowpipes are actually used IRL. Larger animals can also be brought down by repeated applications of poison and enough waiting, though of course the knowledge that that wolf is going to die of poison in two minutes is not much help if it's currently tearing your face off... The update's been tested in single player and multiplayer, and is compatible with Primitive Survival by lightly altering its crafting recipes. Note that when applied to an existing world, it has to remap all your arrows to distinguish non-poisoned from poisoned ones. 1 Link to comment Share on other sites More sharing options...
David Stark Posted December 5, 2021 Author Report Share Posted December 5, 2021 New update! I've added ornate versions of weapons, and fixed up some other issues. You can craft these by including a metal plate when making the weapon. 1 Link to comment Share on other sites More sharing options...
Minnigin Posted December 5, 2021 Report Share Posted December 5, 2021 13 minutes ago, David Stark said: sweet, nice work man Link to comment Share on other sites More sharing options...
David Stark Posted December 8, 2021 Author Report Share Posted December 8, 2021 Newest update, 0.4.1, fixes the mess I introduced in 0.3 when I remapped all the arrows to new IDs. Normal arrows are now again normal arrows, which should help with mod compatibility. Apart from that I have no immediate future plans for the mod, but let me know if you have requests / suggestions. Link to comment Share on other sites More sharing options...
David Stark Posted January 3, 2022 Author Report Share Posted January 3, 2022 0.4.4 fixes a crash in game setup caused by confusion about API versions. 1 Link to comment Share on other sites More sharing options...
Peter Sanderson Posted January 6, 2022 Report Share Posted January 6, 2022 Do other mod makers have to add compatibility if they have new mobs? The poison does not work on the deer from Lichen, or the snakes and crabs of Primitive Survival Link to comment Share on other sites More sharing options...
Streetwind Posted January 6, 2022 Report Share Posted January 6, 2022 Since matchlocks were more complex machanical devices than a crossbow trigger... have you considered adding one 'metal parts' to the recipe? I know they cannot be crafted, but they can be found through exploration. By the time a player has access to steel, chances are they'll have found a few. Link to comment Share on other sites More sharing options...
David Stark Posted January 6, 2022 Author Report Share Posted January 6, 2022 1 hour ago, Peter Sanderson said: Do other mod makers have to add compatibility if they have new mobs? The poison does not work on the deer from Lichen, or the snakes and crabs of Primitive Survival Yes, but I can add compatibility on my end for those mods and any others I'm aware of that add animals. Link to comment Share on other sites More sharing options...
David Stark Posted January 6, 2022 Author Report Share Posted January 6, 2022 34 minutes ago, Streetwind said: have you considered adding one 'metal parts' to the recipe That is an excellent idea. Link to comment Share on other sites More sharing options...
Thalius Posted January 6, 2022 Report Share Posted January 6, 2022 1 hour ago, David Stark said: Yes, but I can add compatibility on my end for those mods and any others I'm aware of that add animals. This is good to hear... We are looking at adding your Ranged Weapons mod to The Wilderlands server, and have a decent number of new critters that are about to be added via the Ethology mod. Link to comment Share on other sites More sharing options...
David Stark Posted January 7, 2022 Author Report Share Posted January 7, 2022 10 hours ago, Thalius said: Ethology mod. Very cool! You can make animals poisonable by adding the behaviour "poisonable" to the server-side behaviours. Eg: { file: "game:entities/land/chicken-hen", op: "add", path: "/server/behaviors/-", value: { code: "poisonable" } } I will have a look at the mod and add patches for the entities I find there. Link to comment Share on other sites More sharing options...
David Stark Posted January 24, 2022 Author Report Share Posted January 24, 2022 Made compatible with v1.16+. Poison now uses the new liquids system, and a slightly different crafting method. Creatures added by the Dangerous Waters, Lichen, Primitive Survival, and Wolf Taming mods can now be poisoned. Let me know if there are any issues, or if there are other animals from mods I should patch to be poisonable. 1 1 Link to comment Share on other sites More sharing options...
Thranos Posted January 25, 2022 Report Share Posted January 25, 2022 Might be worth it to look into the new mushrooms for blowdart poisons- especially Death Cap and the -50 HP that it does when eaten, which is insane. Link to comment Share on other sites More sharing options...
David Stark Posted January 25, 2022 Author Report Share Posted January 25, 2022 Yes, all the new poisonous mushrooms can be used for making poisons. The way making poisons now work is a bit more complicated because of the switch to the liquids system, and the many more sources of poison. So it's done in two stages: First you craft any poisonous plant or mushroom by itself to obtain poison mash: Then you craft 6 poison mash, a lump of resin, and a bowl to get a bowl of arrow poison: This process is also explained in the guide book. Link to comment Share on other sites More sharing options...
Peter Sanderson Posted January 30, 2022 Report Share Posted January 30, 2022 What would be needed to make this mod compatible with Bullseye? At the moment, it overrides Bullseye's new reticle.drift system and reverts it to vanilla for all of the bows. Link to comment Share on other sites More sharing options...
David Stark Posted January 31, 2022 Author Report Share Posted January 31, 2022 10 hours ago, Peter Sanderson said: What would be needed to make this mod compatible with Bullseye? At the moment, it overrides Bullseye's new reticle.drift system and reverts it to vanilla for all of the bows. So the way this mod works is that it actually replaces the class that bows use, changing it from ItemBow to ItemRangedWeapon. AFAIK, Bullseye uses harmony patching to change the way ItemBow works, which of course doesn't work in combination with this mod. I will talk to the Bullseye dev and figure out what the best way to make things compatible would be. Probably one of: Bullseye starts harmony patching ItemRangedWeapon too when it's available. I incorporate the changes that Bullseye makes to ItemBow directly. We'll see. 1 Link to comment Share on other sites More sharing options...
Dyshonoured47 Posted March 10, 2022 Report Share Posted March 10, 2022 (edited) Is it possible to add a config option that slows the player movement while reloading the arquebus? Reloading the gun while sprinting seems a little overpowered. Edited March 10, 2022 by Dyshonoured47 Link to comment Share on other sites More sharing options...
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