Although I'm tired and my legs hurt, I am pleased to announce the cannon is once again fully functional! Heatshot and grapeshot ammos are also working, and I will have pics of those out soon. From here its pretty much smooth sailing for me code wise, so expect an update in 1-2 weeks!
Since you posted in this thread, I'll assume you're talking about version 1.6 of this mod. I don't think anybody knows because honestly I don't even know. There's still alot to be done (especially with the problems I'm encountering with the cannon currently), and I still have to do some design and balancing with the whole armor penetration mechanic (different guns have different penetration, and there will be an inlay to boost it) along with the coding side of it.
Oh, but the time needed is the whole point! Guns are intentionally tedious to reload to make them more realistic and balanced.
Well in some mods that I use it takes the item from your inventory but also has a loading time. So like you have to load the gun for 3 seconds the you can fire, get what I'm saying?
Well in some mods that I use it takes the item from your inventory but also has a loading time. So like you have to load the gun for 3 seconds the you can fire, get what I'm saying?
Yes, I know what you mean. And for CoD and Halo where combat is based around gunplay, that works well. But the guns in this mod really aren't meant to be your primary weapon or only combat option. If you're up against a horde of zombies in real life (if there were zombies in real life) and had to reload a flintlock pistol while fighting them, it wouldn't go so well because you can't run around and dodge them while your gun reloads itself in your hand. Reloading, especially old flintlocks, takes the attention of the user, and this mod replicates that. I won't be changing the reload system for this mod anytime soon, but thanks for the feedback.
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NICE work, WildaBeast.
SUGGESTION: In third person, you can see your player holding the gun as if he/she were holding an actual gun. (I play in third person w/ Shoulder Surfing and seeing the player hold it weirdly kinda disturbs me)
OTHER SUGGESTION: Make mobs have more health so it's more hard/fun to kill mobs
SUGGESTION: In third person, you can see your player holding the gun as if he/she were holding an actual gun. (I play in third person w/ Shoulder Surfing and seeing the player hold it weirdly kinda disturbs me)
OTHER SUGGESTION: Make mobs have more health so it's more hard/fun to kill mobs
What do you mean by holding an actual gun? Are you referring to how the handle of pistols is kind of in your forearm?
If you feel like more of a challenge, go into the config file (/.minecraft/config/mod_flintlocks) and change "Damage Multiplier" to something less than one.
Since I'm pretty good at making maps, and this mod is smexy, I think I'm going to make a Pirate Ship multiplayer-battle sort of thing. I'll see how cannons work in the next update, and hey, this might just be a hit.
Since I'm pretty good at making maps, and this mod is smexy, I think I'm going to make a Pirate Ship multiplayer-battle sort of thing. I'll see how cannons work in the next update, and hey, this might just be a hit.
That would be awesome, I look forward to it! One thing... smexy?
Yes. Its intended to be powerful but I will be nerfing it (along with other powerful guns) in the next update. It will still be buffalo gun>musket>pistol>revolver and everything like that, but with a shallower increase in power as you go up.
It would be a lot better is you loaded the gun with item directly from your inventory, instead of having to use a crafting slot (would reduce time needed)
The guns can kill most mobs in one hit, and you can reload in inventory for the smaller guns already using the same thing used to craft benches.
The trick is to use the guns to snipe the tougher mobs [like heavily armored mobs] and creepers since you don't really need a musket to kill a zombie or spider quickly.
Since I'm pretty good at making maps, and this mod is smexy, I think I'm going to make a Pirate Ship multiplayer-battle sort of thing. I'll see how cannons work in the next update, and hey, this might just be a hit.
WAIT WAIT WAIT!!! *frantically waves arms* Can you make it Airship Mod compatible? (Make it to where you can actually SAIL the ship, so you can have a helms man steering, a captain, and crew to operate the ship's cannons) In Airship mod, every block must be connected, even if only by one single block. Also, it will leave behind chests, so just edit the Config so the Chest ID is not in the Ignore these Blocks thingy. That would be the best pirate battle EVER!!! (also, may I suggest the American Revolution texture pack, which is based on the Assassins Creed version, but it has semi-piratey armor)
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when I try to test my textures in-game, the mod won't load
-unzip mod pack
-replace textures (same name/location)
-re-zip the mod pack (same name)
-nothing
care to divulge your modding wizardry?
Hmm. Instead of un/re-zipping, try just dragging the new textures into the original archive. I don't know why your method wouldn't work, but that's what I've done to test textures and its worked fine. What exactly happens when you open Minecraft after replacing the textures?
The arquebus was a early predecessor to the flintlocks in this mod and weren't nearly as functional as the muskets that replaced them centuries later. They actually couldn't even be considered a flintlock, as they used matchlock (literally lowering a lit match into the firing pan) or wheellock (rubbing steel against certain materials to create sparks).
I wanted a revolver with more amount of damage, because .65 compared with the 1 of the pistol, it´s unfair, or able to use a revolver in each hand as the cowboys would be like
if my english is strange, i´m mexican and i don´t speak perfect
I wanted a revolver with more amount of damage, because .65 compared with the 1 of the pistol, it´s unfair, or able to use a revolver in each hand as the cowboys would be like
if my english is strange, i´m mexican and i don´t speak perfect
6 shots as opposed to one for a slight damage reduction is a pretty fair trade-off. If you want them to do more damage anyway, there is a damage multiplier in the config file. See the OP for more.
Grapeshot and heatshot are lookin' pretty cool. I think I've worked out most of the cannon issues so I'm about ready to move on to the other features. Here's some pics, as promised:
Heatshot flying throught the air
The blast from a round of heatshot. Will be very useful for taking down wooden structures.
A load of grapeshot fired at full power. The more gunpowder, the tighter the pellets stay together (and the more damage they do).
Grapeshot fired with only one gunpowder. Doesn't go very far but spreads alot, making it useful for protecting the area close to the cannon as well as showering more distant targets.
That's all for now. I'll have pics of the dummy round and hopefully a peek at the holster system up soon!
I've gotten the dummy round up and working. I'm not sure what its recipe will be yet, but it will be very cheap, sticks and wool or something like that (plus its reusable). It flies just like a normal cannonball but makes a block wherever it lands. You can break this block (its an instant break thing) to get your dummy round back. This allows you to practice you cannoning (yes its a word) even on survival servers and such. I'm not posting pictures of it yet because the textures aren't done and it would just look dumb, plus I think you get the point.
I'm working on the holsters next, so expect progress on that soon!
Yes, I know what you mean. And for CoD and Halo where combat is based around gunplay, that works well. But the guns in this mod really aren't meant to be your primary weapon or only combat option. If you're up against a horde of zombies in real life (if there were zombies in real life) and had to reload a flintlock pistol while fighting them, it wouldn't go so well because you can't run around and dodge them while your gun reloads itself in your hand. Reloading, especially old flintlocks, takes the attention of the user, and this mod replicates that. I won't be changing the reload system for this mod anytime soon, but thanks for the feedback.
SUGGESTION: In third person, you can see your player holding the gun as if he/she were holding an actual gun. (I play in third person w/ Shoulder Surfing and seeing the player hold it weirdly kinda disturbs me)
OTHER SUGGESTION: Make mobs have more health so it's more hard/fun to kill mobs
What do you mean by holding an actual gun? Are you referring to how the handle of pistols is kind of in your forearm?
If you feel like more of a challenge, go into the config file (/.minecraft/config/mod_flintlocks) and change "Damage Multiplier" to something less than one.
That would be awesome, I look forward to it! One thing... smexy?
Hot damn that's some powerful stuff.
Yes. Its intended to be powerful but I will be nerfing it (along with other powerful guns) in the next update. It will still be buffalo gun>musket>pistol>revolver and everything like that, but with a shallower increase in power as you go up.
This is for 1.5.2. It says so very clearly in the thread title.
The guns can kill most mobs in one hit, and you can reload in inventory for the smaller guns already using the same thing used to craft benches.
The trick is to use the guns to snipe the tougher mobs [like heavily armored mobs] and creepers since you don't really need a musket to kill a zombie or spider quickly.
WAIT WAIT WAIT!!! *frantically waves arms* Can you make it Airship Mod compatible? (Make it to where you can actually SAIL the ship, so you can have a helms man steering, a captain, and crew to operate the ship's cannons) In Airship mod, every block must be connected, even if only by one single block. Also, it will leave behind chests, so just edit the Config so the Chest ID is not in the Ignore these Blocks thingy. That would be the best pirate battle EVER!!! (also, may I suggest the American Revolution texture pack, which is based on the Assassins Creed version, but it has semi-piratey armor)
-unzip mod pack
-replace textures (same name/location)
-re-zip the mod pack (same name)
-nothing
care to divulge your modding wizardry?
Hmm. Instead of un/re-zipping, try just dragging the new textures into the original archive. I don't know why your method wouldn't work, but that's what I've done to test textures and its worked fine. What exactly happens when you open Minecraft after replacing the textures?
The arquebus was a early predecessor to the flintlocks in this mod and weren't nearly as functional as the muskets that replaced them centuries later. They actually couldn't even be considered a flintlock, as they used matchlock (literally lowering a lit match into the firing pan) or wheellock (rubbing steel against certain materials to create sparks).
if my english is strange, i´m mexican and i don´t speak perfect
6 shots as opposed to one for a slight damage reduction is a pretty fair trade-off. If you want them to do more damage anyway, there is a damage multiplier in the config file. See the OP for more.
Heatshot flying throught the air
The blast from a round of heatshot. Will be very useful for taking down wooden structures.
A load of grapeshot fired at full power. The more gunpowder, the tighter the pellets stay together (and the more damage they do).
Grapeshot fired with only one gunpowder. Doesn't go very far but spreads alot, making it useful for protecting the area close to the cannon as well as showering more distant targets.
That's all for now. I'll have pics of the dummy round and hopefully a peek at the holster system up soon!
Good to hear!
I've gotten the dummy round up and working. I'm not sure what its recipe will be yet, but it will be very cheap, sticks and wool or something like that (plus its reusable). It flies just like a normal cannonball but makes a block wherever it lands. You can break this block (its an instant break thing) to get your dummy round back. This allows you to practice you cannoning (yes its a word) even on survival servers and such. I'm not posting pictures of it yet because the textures aren't done and it would just look dumb, plus I think you get the point.
I'm working on the holsters next, so expect progress on that soon!