-
Posts
41 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Blogs
News
Store
Everything posted by David Stark
-
Ranged Weapons (Crossbow, Arquebus, Hand Cannon)
David Stark replied to David Stark's topic in Mod Releases
Ah, the joy of modding source code. I will get around to looking into this uh at some point soon I hope. -
Yeah. Of course you can also grind your way to enough copper using panning, but giant fires is cooler, right?
-
Yep, thermal stress from the fire will cause the rock to crack. Checking Wikipedia, it's apparently called fire-setting.
-
Bonfires are large fires constructed by placing 16 sticks followed by 32 logs. When lit, they produce a large flame and smoke plume and burn for two days. They cannot be used for cooking. Like pit kilns, they set nearby things on fire, including any flammable items several blocks up, due to the tall flames. Once they have burned out, any immediately adjacent rock blocks become "brittle", allowing them to be broken by hand, yielding the usual stone and ore pieces. Why? They look really cool in your village center, wintry mead hall, great festival, or doom fortress. They provide a very slow and expensive way to mine ores without having unlocked the tools for them. This is how ores were actually mined in the copper age, by setting up large fires against ore faces. (If being able to mine any ores is OP, restrict this to working with softer ores that would be mineable with copper tools.)
- 23 replies
-
- 11
-
-
Ranged Weapons (Crossbow, Arquebus, Hand Cannon)
David Stark replied to David Stark's topic in Mod Releases
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. -
Ranged Weapons (Crossbow, Arquebus, Hand Cannon)
David Stark replied to David Stark's topic in Mod Releases
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! -
Ranged Weapons (Crossbow, Arquebus, Hand Cannon)
David Stark replied to David Stark's topic in Mod Releases
Could do an ornate arquebus made of arquebus + a plate. -
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.
-
So I admit my idea of fun is often "more difficult", but here's technically another item that needs cloth: proper torches. Stack size for fabrics should be very high because it *is* very high IRL.
-
Obsidian Swords, Boar Tusk Helmets, Longbows - A First Mod
David Stark replied to David Stark's topic in Mod Releases
Noted, I will have a look. It's likely that tree growth is in yet another random part of the code which I missed. -
It occurs to me that this hand tool category could also be extended to other things. Specifically, people were able to grind things long before the invention of querns using a hand mortar.
-
From my experience, yes. So if you die far away you sometimes have longer, but only sometimes.
-
Agreed on all points. Having windmill sails degrade over time would make a lot of sense. Right now, windmills are something that takes a fair amount of work to set up but then none to maintain. (Similarly, having axles and gears slowly degrade over time would also be good, so you have to occasionally maintain your mill. Again, right now you need all this stuff to set it up and then it just runs forever.) Instead of changing the rate at which clothes wear out, you could reduce the amount of clothes repair caused by using twine and linen. So there's still the same grace period until your clothes need repair, but once they do, it's more expensive. Craftable tapestries and rugs could link into existing room identification mechanics and produce insulation effects. I also thought that having a feather bed as a 3rd tier bed that requires a lot of fabric and a lot of feathers, but keeps you a bit warmer at night would be good.
-
I've been reading a history blog series about cloth production, and based on this, I'd like to propose mechanics for spinning and weaving. This proposal specifically ignores questions of clothes crafting and dyes. It's entirely about how to move the flax -> linen crafting away from grid crafting. It creates three tiers of crafting efficiency: handheld, advanced, and powered. Spinning There are two ways to turn flax into thread: spindles and spinning wheels. Spindles are items crafted using a stick, a block of wood, and a knife as a tool. When equipped, you can hold down the right mouse button to slowly convert flax from your inventory into twine. This is a slow process: one twine takes 15 seconds to complete. However, because it's a portable tool, you can use it during any dead time such as cooking, waiting for dawn, etc. Which is exactly how spindles were used. Spinning wheels are crafted using some planks, a block of wood, and a knife as a tool. They are exactly analogous to a quern: they can be loaded with flax and operated to produce thread. One thread takes only 5 seconds to complete, but now it's stationary, so less suitable for filling dead time. And of course, like a quern, it can be mechanically powered. Weaving Basically same as above: backstrap looms and mechanical looms. Backstrap looms are items crafted from some sticks and thread. You can equip them and hold down RMB to slowly convert twine into linen, again taking 15 seconds to complete per square of linen. Mechanical looms require planks and a metal plate, and are analogous to a quern, including the ability to be mechanically powered.
-
Obsidian Swords, Boar Tusk Helmets, Longbows - A First Mod
David Stark replied to David Stark's topic in Mod Releases
OK, turns out crafting recipes based on wood are not as automated than I thought, so there were a bunch missing for yew. Fixed now. -
Just getting started with modding, so I made a mod to add three new items: obsidian swords, boar tusk helmets, and longbows. I aimed for this to be a mod that just adds some interesting and reasonably balanced extra crafting options. Mod DB Entry / Download Here Obsidian Swords (Macuahuitl) are a mesoamerican weapon that's basically a club or paddle with obsidian embedded into it. Obsidian is very sharp but quite brittle. This is a weapon nearly on par with a copper longblade, but a lot less durable - and you need a lot of obsidian to craft it. Boar Tusk Helmets are an ancient Greek head armour mentioned in the Odyssey. They are literally made from the tusks of dozens of boars. To enable their crafting, boars now drop tusks instead of bones: Do not speculate why they are suddenly boneless. I'm sure it's fine. Rams also drop their horns, to be used for crafting in a future update. Both tusks and horns can also be put onto shelves and display cases. Finally, Long Bows are powerful bows made from the wood of yew trees, which has special mechanical properties that basically make them composite without having to glue together different kinds of materials. Yew trees are a somewhat rare spawn that require fairly specific climatic conditions. You need the wood to be able to craft longbows, but you can of course also use it to make any other kind of wooden items. Note the shift between the lighter outer wood and the darker core wood. That's where the magic happens. Let me know what you think about the mod! Next up I want to try adding a hunting horn made from the ram's horn, but that will require some actual code, so we'll see. I may also add a crossbow.