The recipe for the large cannon wheels doesn't seem to work, has it been updated?
Yes, it has been inverted in that the logs and the planks should be in each other's slots. I haven't updated the recipe picture that comes in the zip file yet, but I will once I get the version I am working on released.
Next question, the Mortar works beautifully, but the Cannon blew up both times I tried using it, first time it killed me. Second time, I had stashed all my gear and was very careful to be on the side when I lit it off. Still did 5 hearts of damage, and all of the cannon's pieces were gone. Is this a known feature? I used one bag of powder and a regular 12 pound ball. The Rifles and Pistols work great too.
Next question, the Mortar works beautifully, but the Cannon blew up both times I tried using it, first time it killed me. Second time, I had stashed all my gear and was very careful to be on the side when I lit it off. Still did 5 hearts of damage, and all of the cannon's pieces were gone. Is this a known feature? I used one bag of powder and a regular 12 pound ball. The Rifles and Pistols work great too.
That's really strange. I can't seem to reproduce it on my end. If you could post a picture of where you are lighting the cannon and what you were aiming at, I might be able to see what's wrong.
I've been rewriting a lot of code, and if I could catch any cannon issues now that would be good. Thank you, also, for letting me know about bugs and other things. Helps me a ton with catching certain issues that I can't replicate.
The Meaning of Life, the Universe, and Everything.
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Posts:
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Any chance you could consolidate all the Old Guns parts into fewer Creative Tabs? Maybe 1 for the guns & ammo, another for parts, 1 for Artillery? 10 tabs seems VERY excessive and I prefer having few tabs per mod, and then this mod takes up an entire page of them...
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In the name of peace, moderation, and decency- WIPE THEM ALL OUT!
I would much appreciate a port back to 1.7.10. Most of the mods I can't live without aren't out for 1.8 yet so I've been using Balkon's Weapon Mod. It has too many melee weapons and too few guns, and I just discovered this mod and it looks like a huge improvement. So... any chance you'll get around to that any time soon?
I'm not sure if anyone has reported this bug yet, but when reloading the breechloading flintlock musket, even though it takes 2 gunpowder, it will still accept only one if that's all you have in your inventory.
The 1.8.8 version also works in 1.8.9. Interesting.
This gun mod is the best one I have ever played. The visuals, the sounds, the guns... SO GOOD! Also, I noticed "tether ropes" and "wall mounts" when snooping through the assets. New things coming #soon?
I'm not sure if anyone has reported this bug yet, but when reloading the breechloading flintlock musket, even though it takes 2 gunpowder, it will still accept only one if that's all you have in your inventory.
I'll have to check that out next chance I get. Thanks for letting me know.
The 1.8.8 version also works in 1.8.9. Interesting.
This gun mod is the best one I have ever played. The visuals, the sounds, the guns... SO GOOD! Also, I noticed "tether ropes" and "wall mounts" when snooping through the assets. New things coming #soon?
I appreciate that . And yeah, I messed around with locking cannons in place and gun racks. I've not had the time to mess around those currently but I can say that all firearms now have a system that includes dynamic accuracy and a chance to explode depending on how well you maintain your firearm. There are some other things that I plan on rewriting, but school (and now work) has been where most of my time has gone.
Now with 1.9 out, I can dust off the old Java IDE and start up again. Lots of new things to take advantage of in the new update.
I've been thinking of using the new off-hand mechanic to implement ram-rods and powder horns, to give bonuses to those using a single weapon. So, either you have a couple more shots to begin with or you can reload quicker, balancing pepperbox spam which I foresee in the near future.
Any ideas that you guys have in mind, I'd love to hear them. Once again, I appreciate all the downloads
On another note, on the curse forge page for this mod there is an issues section where you can post bug reports. Post any strange/buggy thing you find here, if you would. It would go a long way to helping me keep this project relativley bug-free and enjoyable. Thanks!
Nope, the mod was first released on 1.8 and never was re-written back to 1.7, as far as I know.
As for suggestions/ideas;
- Maybe add special "Gunsmith Workbench" so recipes won't interfere with vanilla/mod reciepes?
- Bayonets
- If you want more guns...
Yeah, I don't see a 1.7.10 version anytime soon. Balkon's weapon mod takes care of most 1.7.10 weapon needs and I don't feel like reinventing the wheel after all the things that changed from 1.7.10 to 1.8. But, you never know. I might get the time after I fix this recent version up first.
Those are all great ideas, especially the custom workbench. It would save me from ever accidentally overwriting recipes for other stuff. I've also been thinking of adding in a rifle table that makes the player carve out their metal barrels for the more advanced firearms. Something like this, but not so detailed/large or requiring that much effort/time:
As for bayonets, I've got a system so far that allows guns from medium to large size to carry a bayonet. All guns add a small amount to attack damage that varies depending on the weight of the firearm, though this consumes durability and is not too good for low tier guns (they have a small amount of durability). Bayonets will be able to enhance someone's ability to do more damage than just pistol-whipping them, I just need to figure out how to properly layer models in forge rather than make ~180 different textures to cover each gun and different bayonet types.
And, as for the new firearms, I'll have to get the main ones in first. Though, pretty sure I've seen that neat harmonica rifle in a magazine and I'll be probably adding in a revolving shotgun. I'll be adding more artillery pieces this time around also, now that I have a somewhat better understanding of entities and network packets.
The first one could be added as a repeating blunderbuss equivalent, which, considering that there are no capslock blunderbusses, would be nice.
The second one would be trickier to balance, as it is difficult to know when the amount of time spent reloading would offset the additional shots.
There will be more in the way of caplock firearms come this next version (muskets, rifles, shotguns, breech loaders). As for the balancing of something like the chain gun, having the operator reload in the same way breech loaders do (using the item for X ticks) as a way to cycle the chambers would work, with the user having the disadvantage of having to reload the thing in the crafting UI to refill the chambers.
The Meaning of Life, the Universe, and Everything.
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With historic firearms being my latest obsession, I'm really looking forward to trying out 1.9 with this mod. As such, I have a few suggestions for when you get time:
Better Reloading System:
Instead of placing the guns in a crafting table, a more realistic way to reload the long muzzleloading guns would be to allow the user to right-click the ground with the gun and place it down as a block, standing on its end (like how flowers are planted). Then, the user would right click the standing gun with a powder horn, right click it again with a ball, right click again with a ramrod, then finally right click with an empty hand to make the gun drop as an item, ready to be picked up and fired.
New Weapons:
The following weapons are the ones I'd like to see the most, if you decide to add more:
•Kalthoff repeater: A Danish flintlock musket from the 1640s, with an internal storage for powder and up to 30 musket balls, and a complex lever-action mechanism that allowed the gun to be reloaded and ready to fire in just one second. This gun should be expensive, like it was in real life.
•Belton Musket: A flintlock musket demonstrated to the US Congress in the 1700s, which was loaded with 20 musket charges lined up in a single paper cartridge. The charges were fused together, so that one pull of the trigger would cause the musket to fire full auto until empty.
•Sharps rifle: A breech-loading falling-block black powder cartridge rifle which was (and still is) renowned for its accuracy. The Sharps Rifle was used by Billy Dixon to set the current record for longest noscope confirmed sniper kill, at over 1,500 yards. The gun should feature an optional brass scope.
Also, when you fix the "pepperbox spam" exploit, keep in mind that the caplock pepperbox pistols had double-action triggers, so it is in fact possible to fire them relatively fast in real life. A realistic limit for the fire rate would be three shots per second.
Here are some images of the progress now that the semester is over. I'll be rewriting for 1.8.9 then to 1.9, so the jump is a bit smoother.
-As you can see, I finally got cannons to hitch to horses. It's a little wonky, but it works.
-Swivel guns are a tile entity block cannon. You can shift+right-click to change rotation and pitch and load it like any other cannon.
-Cannons have a lot more utility in terms of shot type. Fused shells, poison shells. There's now a few different types.
-Guns need to be taken care of now. Any firearm that has lost more than ~50% of durability will now suffer debuffs with increasing magnitude as the gun becomes even more damaged. Also, certain guns (blunderbusses, musketoons) can be loaded with different shot types.
-Guns have damage falloff now, based on the firing position to target hit. Generally, damaged is halved when over the effective range (Ex. birdshot has a slightly lower range than buckshot, which range is small compared to a solid bullet).
-There's also a bullet pouch than can hold 3 slots of bullets. It will be used to reload firearms by replacing the needed bullet with it. Guns with different bullet types might prefer leftmost slots, for consistency, once I set up the crafting recipes necessary.
Let me know what you think, what needs changing, or anything(balance, mechanics, and such). Sorry it has been so long since a release. Hopefully, these new mechanics and things will satisfy the waiting.
The recipe for the large cannon wheels doesn't seem to work, has it been updated?
Yes, it has been inverted in that the logs and the planks should be in each other's slots. I haven't updated the recipe picture that comes in the zip file yet, but I will once I get the version I am working on released.
Next question, the Mortar works beautifully, but the Cannon blew up both times I tried using it, first time it killed me. Second time, I had stashed all my gear and was very careful to be on the side when I lit it off. Still did 5 hearts of damage, and all of the cannon's pieces were gone. Is this a known feature? I used one bag of powder and a regular 12 pound ball. The Rifles and Pistols work great too.
That's really strange. I can't seem to reproduce it on my end. If you could post a picture of where you are lighting the cannon and what you were aiming at, I might be able to see what's wrong.
I've been rewriting a lot of code, and if I could catch any cannon issues now that would be good. Thank you, also, for letting me know about bugs and other things. Helps me a ton with catching certain issues that I can't replicate.
Any chance you could consolidate all the Old Guns parts into fewer Creative Tabs? Maybe 1 for the guns & ammo, another for parts, 1 for Artillery? 10 tabs seems VERY excessive and I prefer having few tabs per mod, and then this mod takes up an entire page of them...
I would much appreciate a port back to 1.7.10. Most of the mods I can't live without aren't out for 1.8 yet so I've been using Balkon's Weapon Mod. It has too many melee weapons and too few guns, and I just discovered this mod and it looks like a huge improvement. So... any chance you'll get around to that any time soon?
I cannot for the life of me get the guns to reload. Can someone please give me a brief explanation, maybe I'm doing it wrong.
I'm not sure if anyone has reported this bug yet, but when reloading the breechloading flintlock musket, even though it takes 2 gunpowder, it will still accept only one if that's all you have in your inventory.
The 1.8.8 version also works in 1.8.9. Interesting.
This gun mod is the best one I have ever played. The visuals, the sounds, the guns... SO GOOD! Also, I noticed "tether ropes" and "wall mounts" when snooping through the assets. New things coming #soon?
My first mod =D
I'll have to check that out next chance I get. Thanks for letting me know.
I appreciate that
That sounds interesting! I suggest you make it fully configurable tho. I've never seen a gun cleaning system in Minecraft.
My first mod =D
@Dark_Inquisitor You mean Gatling Guns? Miniguns are the modern variants.
Someone copied your thread.
Now with 1.9 out, I can dust off the old Java IDE and start up again. Lots of new things to take advantage of in the new update.
I've been thinking of using the new off-hand mechanic to implement ram-rods and powder horns, to give bonuses to those using a single weapon. So, either you have a couple more shots to begin with or you can reload quicker, balancing pepperbox spam which I foresee in the near future.
Any ideas that you guys have in mind, I'd love to hear them. Once again, I appreciate all the downloads
On another note, on the curse forge page for this mod there is an issues section where you can post bug reports. Post any strange/buggy thing you find here, if you would. It would go a long way to helping me keep this project relativley bug-free and enjoyable. Thanks!
http://minecraft.curseforge.com/projects/old-guns-mod/issues
Is there a 1.7.10 version anywhere?
Yeah, I don't see a 1.7.10 version anytime soon. Balkon's weapon mod takes care of most 1.7.10 weapon needs and I don't feel like reinventing the wheel after all the things that changed from 1.7.10 to 1.8. But, you never know. I might get the time after I fix this recent version up first.
Those are all great ideas, especially the custom workbench. It would save me from ever accidentally overwriting recipes for other stuff. I've also been thinking of adding in a rifle table that makes the player carve out their metal barrels for the more advanced firearms. Something like this, but not so detailed/large or requiring that much effort/time:
As for bayonets, I've got a system so far that allows guns from medium to large size to carry a bayonet. All guns add a small amount to attack damage that varies depending on the weight of the firearm, though this consumes durability and is not too good for low tier guns (they have a small amount of durability). Bayonets will be able to enhance someone's ability to do more damage than just pistol-whipping them, I just need to figure out how to properly layer models in forge rather than make ~180 different textures to cover each gun and different bayonet types.
And, as for the new firearms, I'll have to get the main ones in first. Though, pretty sure I've seen that neat harmonica rifle in a magazine and I'll be probably adding in a revolving shotgun. I'll be adding more artillery pieces this time around also, now that I have a somewhat better understanding of entities and network packets.
There will be more in the way of caplock firearms come this next version (muskets, rifles, shotguns, breech loaders). As for the balancing of something like the chain gun, having the operator reload in the same way breech loaders do (using the item for X ticks) as a way to cycle the chambers would work, with the user having the disadvantage of having to reload the thing in the crafting UI to refill the chambers.
With historic firearms being my latest obsession, I'm really looking forward to trying out 1.9 with this mod. As such, I have a few suggestions for when you get time:
Better Reloading System:
Instead of placing the guns in a crafting table, a more realistic way to reload the long muzzleloading guns would be to allow the user to right-click the ground with the gun and place it down as a block, standing on its end (like how flowers are planted). Then, the user would right click the standing gun with a powder horn, right click it again with a ball, right click again with a ramrod, then finally right click with an empty hand to make the gun drop as an item, ready to be picked up and fired.
New Weapons:
The following weapons are the ones I'd like to see the most, if you decide to add more:
•Kalthoff repeater: A Danish flintlock musket from the 1640s, with an internal storage for powder and up to 30 musket balls, and a complex lever-action mechanism that allowed the gun to be reloaded and ready to fire in just one second. This gun should be expensive, like it was in real life.
•Belton Musket: A flintlock musket demonstrated to the US Congress in the 1700s, which was loaded with 20 musket charges lined up in a single paper cartridge. The charges were fused together, so that one pull of the trigger would cause the musket to fire full auto until empty.
•Sharps rifle: A breech-loading falling-block black powder cartridge rifle which was (and still is) renowned for its accuracy. The Sharps Rifle was used by Billy Dixon to set the current record for longest noscope confirmed sniper kill, at over 1,500 yards. The gun should feature an optional brass scope.
Also, when you fix the "pepperbox spam" exploit, keep in mind that the caplock pepperbox pistols had double-action triggers, so it is in fact possible to fire them relatively fast in real life. A realistic limit for the fire rate would be three shots per second.
Yes, sorry. I posted here before trying the mod out.
Here are some images of the progress now that the semester is over. I'll be rewriting for 1.8.9 then to 1.9, so the jump is a bit smoother.
-As you can see, I finally got cannons to hitch to horses. It's a little wonky, but it works.
-Swivel guns are a tile entity block cannon. You can shift+right-click to change rotation and pitch and load it like any other cannon.
-Cannons have a lot more utility in terms of shot type. Fused shells, poison shells. There's now a few different types.
-Guns need to be taken care of now. Any firearm that has lost more than ~50% of durability will now suffer debuffs with increasing magnitude as the gun becomes even more damaged. Also, certain guns (blunderbusses, musketoons) can be loaded with different shot types.
-Guns have damage falloff now, based on the firing position to target hit. Generally, damaged is halved when over the effective range (Ex. birdshot has a slightly lower range than buckshot, which range is small compared to a solid bullet).
-There's also a bullet pouch than can hold 3 slots of bullets. It will be used to reload firearms by replacing the needed bullet with it. Guns with different bullet types might prefer leftmost slots, for consistency, once I set up the crafting recipes necessary.
Let me know what you think, what needs changing, or anything(balance, mechanics, and such). Sorry it has been so long since a release. Hopefully, these new mechanics and things will satisfy the waiting.
awsome mod! can you PLEASE make it compatible with 1.7.10?