I suppose this one could work: A double-barreled Kentucky Rifle. it has two shots, and its accuracy is in between that of a Buffalo gun and a musket. It would have medium damage.
Maybe you could add a netherrack inlay that makes the gun's ammo burn when you shoot it? Or a glowstone inlay that could make the gunshot have a muzzle flash that could light up in the dark?
More inlays are definitely planned; I can't say yet exactly what they'll be and do.
I suppose this one could work: A double-barreled Kentucky Rifle. it has two shots, and its accuracy is in between that of a Buffalo gun and a musket. It would have medium damage.
I had another idea: The Nock Volley gun!
You could craft it by putting together seven gun barrels in a grid to make a "barrel cluster". Then, you put in the barrel cluster, a flintlock mechanism, and three oak wood blocks. (One under the mechanism, one beside that one, and one above the second.)
It would be loaded with seven round balls and seven individual charges of powder. It would be handheld like the hand cannon, but spread like grapeshot in a mounted cannon. It would have a very large chance of misfire, though, like in real life.
Could you please show me an image of a flintlock musket (IRL) that looks like the one in this mode and the one in the balkon one?
Because i never understood why you use that model for the musket.
Thanks.
I had another idea: The Nock Volley gun!
You could craft it by putting together seven gun barrels in a grid to make a "barrel cluster". Then, you put in the barrel cluster, a flintlock mechanism, and three oak wood blocks. (One under the mechanism, one beside that one, and one above the second.)
It would be loaded with seven round balls and seven individual charges of powder. It would be handheld like the hand cannon, but spread like grapeshot in a mounted cannon. It would have a very large chance of misfire, though, like in real life.
I did forget to mention: all of the seven shots in the Volley gun go off simultaneously, unlike a pepperbox (which i also forgot to mention: the barrel cluster item could also be used to make a pepperbox. There could be two items: seven-barrel cluster, and four- or six- barrel cluster [depending on how many shots you make the pepperbox]).
I mean, now that i look better, your musket looks like a musket but it has only wooden parts, some grey pixels would be nice , but i dunno why the musket of the balkon doesnt look like a musket, i mean look at its stock, it's upon the barrel.
Thanks for your patience (it may be only me, i don't know how to explain what i want to say)
I think the two rifles are matchlock rifles.
IDEA
What do you think of adding matchlock and percussion guns along with the flintlock ones?
Its hard to show detail in the small metal parts that show in the picture ThatDoughtnut posted with only 256 pixels. The stock of Balkon's musket does look disproportionately higher than the barrel. It, as opposed to mine (or I should say Npatterson's) is based of a gun with more exposed metal.
Now that you mention it, the two rifles may not be flintlock, but its hard to tell from the picture.
As for other firing systems, if I ever made them, it would probably be in a seperate mod.
If anyone wants to take a crack at editing any of the textures, feel free to send them to me and if I like them better I'll change them.
Getting small details like the flintlock mechanism on a gun is hard in 16x16, but yours/Npatterson's flintlock pistol looks pretty good.
Hmm, looks alright:
Hmm... I'm not crazy about it. By itself it could work, but when you inlay it it would just be way too busy. I think the only way to have details a small as those brass components in the picture the textures would have to be at least 32x if not larger (which won't happen for the default textures, but I'm still open to putting up a alternate texture version if supplied with them).
I don't want to disturb you guys because im a maniac about this things.
About the idea, maybe flintlock guns would require crafting to reload and other types don't?
That would be a nice bonus for non-flintlock guns if I were to add them, but I doubt that will happen anytime soon. I unfortunately don't have the dedication to turn this into a a huge mod with progressing tech levels, though that would be cool.
I mean, now that i look better, your musket looks like a musket but it has only wooden parts, some grey pixels would be nice , but i dunno why the musket of the balkon doesnt look like a musket, i mean look at its stock, it's upon the barrel.
Thanks for your patience (it may be only me, i don't know how to explain what i want to say)
I think the two rifles are matchlock rifles.
IDEA
What do you think of adding matchlock and percussion guns along with the flintlock ones?
That actually would be pretty cool.
I have this weird bug: when I fire a blunderbuss, sometimes I'll die and it'll say Rootbeerman54321 was pummeled by Rootbeerman54321.
I've just had another idea, and quite a big one. You know how the buffalo gun is going to be scopeable? What if all guns had similar upgrades? There are already inlays, but these would function differently. Here is a list of ideas I've had:
Flintlock Pistol: Flintlock Gunblade - Add melee damage equivalent to a stone sword.
Musket: Jezail Musket - Increases the accuracy and range by a lot, but removes the bayonet.
Makeshift Pistol: Triple Hammered Pistol - Allows all three shots to be fired without reload
Blunderbuss: Double Barreled Blunderbuss - Two shots are fired simultaneously, allowing a much wider spread of shot
Also, upgraded guns couldn't be inlaid, as that would make them confusing and OP.
I like that... I like that alot... reminds me of pack-a-punch in CoD zombies, lol. But seriously, that would be pretty cool. Though you do bring up a good point about it getting OP... I was planning to still have the buffalo gun inlayable, but some of the upgrades you mentioned would be way OP when stacked with certain inlays (jezail plus emerald inlays, for one). Maybe the inlays could be sidegrades instead i.e. more range, less power. Or if all the upgrades are non-stat modifying (like putting on a scope or making the gun do melee damage) or the ones that are are sidegrades (like the jezail losing the bayonet), regular inlays might work. Either way, this could be a really cool system that I'm definitely going to think about!
I think if this is implemented, most if the upgrades should be non-stat modifying, like the double barrel blunderbuss, flintlock gunblade and triple hammered pistol. But maybe a couple should function like inlays, like the jezail musket. However, these are just my thoughts.
Edit = New ideas
Duckfoot Pistol: Webbed Pistol - Allow 5 Shots to be loaded and fired, but slightly decreases the range.
Double Barrel Pistol: Follow-Up Pistol - Once the first 2 shots are fired, simply right click to chamber another shot instantly, taking 1 round shot and 1 gunpowder out of your inventory. This pistol cannot fire buckshot.
I have strange problem (I used this mod for the first time, so I don't know if it's the same for older versions) I tested this with 3 different pistols, Makeshift, Normal Pistol and Revolver. The problem is, in multiplayer about 1 in 3 shots, results in me killing.. myself. I have no idea why, it's pistol type independent, in single player I didn't notice it, but my friend told me it happend to him once.
EDIT: It happens on single player as well, I've been testing it in creative, but on survival mode it kills me in singleplayer as well.
I keep hearing reports about this bug but I have been continuously unable to replicate it. To clarify, it can happen while shooting at nothing or when you hit a mob? And Mordraug, you're saying it's only ever happened to you with those weapons? I had a theory about the bullet bouncing off a mob it it had recently been damaged (tinted red), but I couldn't replicate that either and it seems like this is happening in other situations also.
ThatDoughnut, have you ever had this happen to you? I'd imagine if you did you would have reported it (which you may have and I just don't remember).
We noticed it's related to range.
We created a map to help you reproduce the bug, stand on red wool and shoot at creeper. (there is a chest with guns and eggs)
EDIT: In multiplayer there is workaround for this, turn off PvP.
Thanks, I appreciate the help.
Unfortunately, even using that map, I could still not reproduce the bug. I have an idea of why it would happen with the blunderbuss - when a mob is flashing red from being hit, any projectiles will bounce off it (you may have seen this when many players are shooting arrows at one target, or with mods that allow players to shoot multiple arrows/projectiles at once). So, the pellets could be bouncing back and hitting you. I am still clueless as to why it would happen with single-shot weapons.
BUT... I have thought of a workaround that I will implement and put up soon, and you all can tell me if it stops it from happening to you!
I don't like the idea of hand grenades in this mod, but early flamethrowers would be awesome. Or maybe the flamethrower could be an upgrade (system I previously suggested) to the blunderbuss, or maybe musket.
A flamethrower would be pretty fun. I'd have to work to balance it and make it seem viable with the rest of the guns, but it would be a nice addition. I'm not sure about it being an upgrade, since you wouldn't really expect any of the guns to become a flamethrower; it would be just turning it into a new gun. I think the upgrades should keep the guns functioning essentially the same, just adding additional functionality or general usefulness.
As for the hand grenades, this might be the first time ThatDoughnut and I disagreed I almost hesitate to call them that, because I would make them more along the lines of Legend of Zelda-style bombs. You would only be able to throw them a couple blocks, so it would be more a drop-and-run tactic. We have hand cannons for long-range explosions. But, the bomb explosion would definitely be bigger.
I'm hoping to get that hotfix for the infamous gun-hurting-you bug out tonight. Of course, I won't be able to test it as I can't get the bug to happen to me. But this should work, and if it doesn't, something way wacky is going on.
More inlays are definitely planned; I can't say yet exactly what they'll be and do.
I do like that one, I'll think about it.
You could craft it by putting together seven gun barrels in a grid to make a "barrel cluster". Then, you put in the barrel cluster, a flintlock mechanism, and three oak wood blocks. (One under the mechanism, one beside that one, and one above the second.)
It would be loaded with seven round balls and seven individual charges of powder. It would be handheld like the hand cannon, but spread like grapeshot in a mounted cannon. It would have a very large chance of misfire, though, like in real life.
What exactly do you mean?
Also added on the consider list.
Its hard to show detail in the small metal parts that show in the picture ThatDoughtnut posted with only 256 pixels. The stock of Balkon's musket does look disproportionately higher than the barrel. It, as opposed to mine (or I should say Npatterson's) is based of a gun with more exposed metal.
Now that you mention it, the two rifles may not be flintlock, but its hard to tell from the picture.
As for other firing systems, if I ever made them, it would probably be in a seperate mod.
If anyone wants to take a crack at editing any of the textures, feel free to send them to me and if I like them better I'll change them.
Hmm... I'm not crazy about it. By itself it could work, but when you inlay it it would just be way too busy. I think the only way to have details a small as those brass components in the picture the textures would have to be at least 32x if not larger (which won't happen for the default textures, but I'm still open to putting up a alternate texture version if supplied with them).
That would be a nice bonus for non-flintlock guns if I were to add them, but I doubt that will happen anytime soon. I unfortunately don't have the dedication to turn this into a a huge mod with progressing tech levels, though that would be cool.
I have this weird bug: when I fire a blunderbuss, sometimes I'll die and it'll say Rootbeerman54321 was pummeled by Rootbeerman54321.
Strange. I'd imagine that its because there's so many pellets coming out that one of them somehow hits you sometimes. I'll check it out; thanks.
I like that... I like that alot... reminds me of pack-a-punch in CoD zombies, lol. But seriously, that would be pretty cool. Though you do bring up a good point about it getting OP... I was planning to still have the buffalo gun inlayable, but some of the upgrades you mentioned would be way OP when stacked with certain inlays (jezail plus emerald inlays, for one). Maybe the inlays could be sidegrades instead i.e. more range, less power. Or if all the upgrades are non-stat modifying (like putting on a scope or making the gun do melee damage) or the ones that are are sidegrades (like the jezail losing the bayonet), regular inlays might work. Either way, this could be a really cool system that I'm definitely going to think about!
Agreed. Thanks for more ideas!
I keep hearing reports about this bug but I have been continuously unable to replicate it. To clarify, it can happen while shooting at nothing or when you hit a mob? And Mordraug, you're saying it's only ever happened to you with those weapons? I had a theory about the bullet bouncing off a mob it it had recently been damaged (tinted red), but I couldn't replicate that either and it seems like this is happening in other situations also.
ThatDoughnut, have you ever had this happen to you? I'd imagine if you did you would have reported it (which you may have and I just don't remember).
Thanks, I appreciate the help.
Unfortunately, even using that map, I could still not reproduce the bug. I have an idea of why it would happen with the blunderbuss - when a mob is flashing red from being hit, any projectiles will bounce off it (you may have seen this when many players are shooting arrows at one target, or with mods that allow players to shoot multiple arrows/projectiles at once). So, the pellets could be bouncing back and hitting you. I am still clueless as to why it would happen with single-shot weapons.
BUT... I have thought of a workaround that I will implement and put up soon, and you all can tell me if it stops it from happening to you!
Beat that!
A flamethrower would be pretty fun. I'd have to work to balance it and make it seem viable with the rest of the guns, but it would be a nice addition. I'm not sure about it being an upgrade, since you wouldn't really expect any of the guns to become a flamethrower; it would be just turning it into a new gun. I think the upgrades should keep the guns functioning essentially the same, just adding additional functionality or general usefulness.
As for the hand grenades, this might be the first time ThatDoughnut and I disagreed
I'm hoping to get that hotfix for the infamous gun-hurting-you bug out tonight. Of course, I won't be able to test it as I can't get the bug to happen to me. But this should work, and if it doesn't, something way wacky is going on.
A side note, I'm apparently Curse Premium now. Not sure how that happened; it might be that my mod is hosted on Curse now.
but would it be posible to make some sort of anymashen for the bullet fling from the gun instead of just smoke