Jump to content

Helst_navngivet

Vintarian
  • Posts

    112
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

701 profile views

Helst_navngivet's Achievements

Ironsmith

Ironsmith (7/9)

105

Reputation

4

Community Answers

Single Status Update

See all updates by Helst_navngivet

  1. [READ: this is extremely long and english is not my first language, so there will inevitably be grammatical mistakes.)

    Im planning on making a firearms mod, here is the list of things im making first;

    HAND MORTAR!!!! can fire either bombs (no idea how to make that work) or a solid cannonball of lead. The mold for the cannonball should make like 1 cannonball or something and it should deal 85 damage (tier 5), with the downside of taking insanely long to load, requiring a crapton of powder and being wildly inaccurate, as well as having a relatively harsh drop. For the bomb projectile, it would function sort of like a scrap bomb, destroying terrain and having a large lethal radius, with the downside being it has a maximum range of 40-50 blocks, alongside being pretty hard to load (LIT BOMB into handmortar, ram rod to ram it down, put in match, fire cannon.) if you fail all of these (MANUAL, not all one cutscene) you take a bunch of damage/die. It also has a random chance of the bomb getting stuck when firing, so you have to throw it far away. This thing should be pretty easy to get, being capable of getting casted in bronze, alongside being pretty inexpensive, so it would probably function like HIGH risk high reward thingy. When firing, it would knock you back a single block, alongside dealing 0,5 hp damage. can be used in the offhand, with the drawback being it gets thrown out of your hand. Can be broken into two parts, the barrel and the rest of the gun. This is so if the lead shot were to get stuck in the barrel, you can put it the barrel in a forge to melt the lead shot, clearing the gun and discarding the lead.

    Jamming chance should be around 2%, and it should foul VERY easily, alongside creating alot of smoke.

    the hand mortar can be made in bronze/iron.

    Next firearm: VOLLEY GUN!!

    7 barreled firearm, knocks you back 1,5 blocks when firing, alongside dealing 0,75 hp.                                                      takes about 40 seconds to load (?) if you can land all pellets, it would deal around 125 hp. Drawback would be that it takes a LONG while to load, alongside requiring a lot of gunpowder and knocking you back (more relevant in caves and other such places) To make it more accurate to real life, it would light the block under it on fire. (NO USING IT INDOORS!)

    no jamming, but fouls significantly easier than some of the other weapons, also produces alot of smoke, about as much as the hand mortar, although not as much.

    probably accessible in the iron age w/ steel counterpart.

    firearm 3; handgonne!

    some mix between a firelance and a handgonne, keeping the long handle of the firelance with the general appearance and function of the handgonne. 35 damage, while being somewhat inaccurate. Slow and unfit as a general defense weapon. Can be casted in bronze/iron. Can also be used as a twohanded hammer (no idea how to implement that, but it would be fun!)

    no jamming, fouls easier than some more conventional firearms. Produces about as much smoke as a blunderbuss.

    firearm 4; "Kaeften lukker" (dont translate that)

    improvised firearm, made of copper, reminiscent of something of old. Effective range of 15 blocks, alongside being REALLY inaccurate. Can be casted using copper/bronze. Deals 20 damage if you manage to land everything, which you wont. To add up to the drawbacks, it has a small chance of bursting, killing the user, or atleast damaging them heavily. Furthermore, when firing, theres a decent chance the firing hole (the thingy you but the match in) will went the gunpowder and gasses in your face, dealing 1 flat damage, additionally setting you on fire if you are unlucky. You cannot fire the kaeften lukker in the rain, and attempting to do so will practically always jam it, forcing you to resmelt the whole thing. This is intended as a very early game alternative to the bow, trading the nimbleness, speed and easy use of the bow for raw killing power (that it kind of lacks)

    5% bursting chance, 20% venting/flameout chance, alongside a 25% chance to be set on fire if it does vent. 8% jamming chance, produces about as much smoke as the handgonne.

    copper/bronze age, casting only.

    firearm 5; Anti-elk-gun (no idea what im naming the thing, suggestions are welcome)

    Huge firearm, more akin to a cannon. Made of iron. The barrel would be smithed in two parts, before being crafted into one (preferably with non-grid system, something like warming it up in a forge before putting them together while warm)

    Would be loaded with powder charges, each powder charge eqaul to 12 blasting powder, With drawbacks related to its weight;

    A. Can only be transported over long distances with an elk, with a maximum of 30 seconds or so when on foot, to help set it up. Walking speed when in your inventory would likely be around 60%, furthermore penalising foot use.

    B. Can also alternatively be put on a sailboat like the punt gun, with the bonus of being able to fire it while on the craft. C. When aiming and firing, the user would be restricted to being stationary, laying prone. 

    It would deal 200 damage, while seemingly extreme, i think it is justified for the drawbacks it comes with. Speaking of drawbacks, heres some more! When fired, the heat and burning gunpowder will burn flammable blocks in front of it, up to 3 blocks. this means using it in forests would likely be a bit of a catastrophe. When fired, it would deal 1,5 flat damage, alongside causing serious injuries (see "mechanics" below), likely serious enough to throw off your aim for a while, also, using any firearm after will cause a sprain. Several blocks of penetration, whether thats a good thing or a drawback is up to personal opinion, personally i would think its a drawback, as the potential for collateral damage is extremely high. The lead cannonball (cannonball is the more appropriate term) would deal some splash damage, in a radius of about 2 block, dealing about 9 damage 1 block from the impact, rapidly falling off to 0,5 at 2 blocks. The most accurate of the whole mod, just as a bandaid on the giant, gushing wound. Reloading would likely be fully manual, alongside the reload taking about 1 minute and 40 seconds. Reloading would likely happen as listed here, in this order;

    station cannon on the ground. Equip powder charge, then seat it in the barrel. Equip ram rod, ram powder charge into the barrel. Equip another powder charge. Do the same as the first one. Equip wadding, then ram it into the barrel. Grab shot bag from your elk, place it on the ground and take out a lead cannonball, then ram the cannonball into the cannon. Equip powder flask. Pour about 2 blasting powder worth into the priming pan, then cover the priming pan with the frizzen. The gun is now ready to fire. As you might notice, this is not very practical for hunting, however it is possible to transport the cannon while its loaded, however this requires an additional component, the guncork, constructed from wood and iron, then secured to the firearm using rope. it takes about 10 seconds to remove the cork.

    The anti-elk-gun can only be made from iron, requiring about 10 ingots to make, alongside a new workbench, the rifler, used to rifle the weapon. (could perhaps also be used for the barrel joining?)

    The stock would be made from a whole log, alongside requiring a hammer and chisel for the final crafting recipe.

    iron age, cannot jam (although thats probably fine, it has enough drawbacks already!), Produces a crap ton of smoke, probably enough to choke you if playing with realsmoke. Fouls more than any other gun, being able to fire 4 times before requiring cleaning with a larger version of the cleaning rod. For optimal operation, in this case a scenario requiring quick setup, alongside loading and firing it multiple times, the weapon would require; An elk, A shot bag (special backpack for cannonballs), large cleaning rod, large ram rod, Powder charge bag, powder flask, guncork, rope, large wadding and at last a rock bag. (the rock bag is for backup flint/other sparking materials, as they have a 10% chance to break after each use.), amassing a total of 10 items (elk included) required for operation.

    Other firearms; blunderbuss, musket, arquebuss, puckle gun (?)

    Mechanics:

    Fouling; would probably just be represented as durability, can be cleaned by a new tool, the cleaning rod (shocker)

    Enough fouling would result in more jams and less damage, eventually when the barrel is fouled enough it becomes unusable before its cleaned.

    Firing injuries; when firing high recoil firearms, after enough shots your shoulder will begin to hurt, throwing off your aim and eventually dealing low amounts of damage over time (probably refered to as "sprain" or "bruise" if you continue to fire. No idea how to implement this.

    Realsmoke compat; guns produce realsmoke. On by default, can be toggled off. Guns wont go off in high smoke rooms (?)

    Block penetration; high caliber firearms can damage certain blocks, sometimes going all the way through, fragmenting into multiple pieces. This would probably be implemented alongside the lead shot for the hand mortar, being able to go through dirt with accuracy debuffs, crack rock, break glass, break wood, and break already cracked rock. No idea how to implement this. As for "spall", wood would produce many splinters, dealing light damage in a large cone. As for rock and cobblestone/other stone based blocks, they would produce few large, heavy damage fragments, in a moderately sized cone, This would likely be useful in caves (in regards to the rocks), and also in PVP settings (regarding wood and cobblestone). Block destruction would function as a double edged sword, being useful against hiding players, or monsters behind walls, etc. with the drawback of collateral damage. You could have the shot you fired go through your mill and kill your farmer, or hit your chicken pen, causing you to lose that precious rooster.

    Tinnitus; going deaf if fired in caves or enclosed spaces. (no idea at all how to implement this)

    suggestions, questions, and opinions are welcome!

     

    1. Show previous comments  29 more
    2. Helst_navngivet

      Helst_navngivet

      @Helst_navngivet Great suggestion, I will certainly implement this!

      Thank you for the great response!

    3. Helst_navngivet

      Helst_navngivet

      no problem mate

    4. Helst_navngivet

      Helst_navngivet

      dude i know im diagnosed with aspergers but i did not seriously just infodump me and then have a 31 message long conversation with MYSELF

      also new lime hivemind persona('s?)

      Aggresive helst_navngivet and helst_navngivet pictured below (might have them as recurring characters in the helst_navngivet cinematic universe [which totally exists btw])

      "i know we are diagnosed with autism but this is getting out of hand"

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.