NOTE: This mod is not yet released. This thread is merely cataloging its development until it is ready for release. Last I checked (though it has been a while), I don't need a download link as long as I post in the WIP section. A moderator can correct me if I am wrong.
Overview
Some of you (and I don't expect many) may remember a long-defunct mod called SimpleGuns, made by someone whose username was curiously similar to my own... Well, I'm back, after a year's absence from the modding world! This mod is the official successor to SimpleGuns, and seeks to both build upon and solve problems with the original.
For newcomers, SG2 (short for SimpleGuns 2) is a gun mod based around playing in survival. It is designed with an emphasis on simplicity (hence the name) and features weapons technology ranging from the late Renaissance through the end of WWI. Though some might argue that guns will never fit in to Minecraft (in which case, why are you here?), I have tried to keep the mod balanced within the world of Minecraft and avoided adding new resources and other complexities as much as possible. Additionally, SG2's weapons are deliberately generic, each one serving a unique purpose and avoiding redundancy.
Weapon Types
Flintlock Pistol: A cheap but slow-firing weapon, the flintlock pistol is good for the early game when resources such as iron and gunpowder are scarce. Carry more than one as a history-approved way to increase your rate of fire.
Musket: An early-game sniper which is very accurate and deals a lot of damage, but has a painfully long reload.
Blunderbuss: An early-game shotgun, the blunderbuss has high damage at close range but is slow firing and inaccurate at medium to long ranges.
Pepperbox Revolver: A new weapon not in the original mod, it is the only early-game weapon with a magazine that holds multiple shots. However, it is even weaker and less accurate than the standard flintlock pistol.
Revolver: A simple and reliable sidearm, the revolver has average stats across the board.
Pistol: A fast and precise sidearm, the pistol deals less damage than the revolver but is more accurate and fires as fast as you can pull the trigger.
Bolt-action Rifle: Slow-firing but incredibly powerful and accurate, the bolt-action rifle is designed for long-range engagements. When equipped with a scope, it is a powerful sniper. However, it requires more expensive rifle bullets.
Light Machine Gun: The light machine gun is the only fully-automatic weapon in the mod, making it useful for beating back large numbers of enemies. However, it is inaccurate at long range and requires expensive rifle bullets.
Pump-action Shotgun: Your basic shotgun: fires a spread of small projectiles that can deal a lot of damage at close range or hit multiple enemies at medium ranges.
Double-barrel Shotgun: Though it only holds two rounds, it can fire them both in rapid succession, allowing it to output a burst of damage in a very short time. It is also even less accurate than the standard shotgun, making it an exclusively close-range weapon.
Features
Full 3D Modeling: All weapons are rendered as 3D models in both first and third person views.
Sneak to Aim: Sneaking or crouching acts as an "aim down sights" mechanic, improving accuracy.
Intelligent reloading: Some weapons reload one shot at a time, and reloading will be canceled if gun is unequipped.
Sensible crafting: Easy-to-use crafting system centered around a block called the Gunsmithing Workbench.
Interchangeable Ammunition: Five different ammunition types for all guns, including one basic type and four with special effects.
Sniper "Focus" System: High-powered, long-range weapons will receive up to 100% extra damage for continuously sneaking or "focusing" before firing.
More Info
For more a more detailed explanation of the features listed above, see the SG2 page on my website.
Development Update: The special ammunition system is now implemented! All types can now be crafted and used, and the GUI will show your selection in the bottom-right of the screen (see below). The default keys to select ammo types are Z, X, C, V, and B. Selecting a type will cause it to be loaded next time you reload. Your current type has the keybinding shown in green, while the next type (if it is different from the current type) will be in yellow.
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My Website. I make mods for Minecraft and am also making my own game.
Very cool! I am not usually a fan of firearm mods but this certainly steals my interest, especially if weapon availability is configable. As far as reloading is concerned is that a manual action(crafting in the round/mag) or is this something done automatically on a timer? I really like the modelling and down sight aiming mechanism.
Can you make the shotgun and rifle actually need you to pump\bolt them? Also I 'm really excited about using this mod to reenact WW1 trenches with my friends.
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Interesting. I would, had you the time and resources, add a few more weapons to give you more 'meat' in terms of development.
Those being things like single-shot trapdoor, falling block or break-action cartridge guns, lever-action carbines (that take pistol ammo, think the Henry or the 1870s-1890s Winchesters) as well as possibly specifying on what you want out of those field guns.
The artillery cannon I showed off the model for above is not partially implemented in the mod. You can't fire it yet, and it doesn't have a texture, but it will accept coordinates from a "binoculars" item and adjust its angle to face the target. It even adjusts the vertical angle of the cannon to compensate for gravity.
Using the binoculars to "spot" for the artillery (really, it saves the coordinates of the block you're looking at).
Right click artillery with binoculars to set the target coordinates. The cannon will automatically reorient to face the target.
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My Website. I make mods for Minecraft and am also making my own game.
My friend and I put together some cut-out pieces of old survival worlds, a development build of SG2, and a little redstone. Then we decided to record it and use it as a sort of showcase of the mod. This is totally a legitimate and scientific test we're doing and definitely not just screwing around.
First round (his footage since mine didn't come out right):
Second round (my perspective this time):
In terms of actual development news, the artillery is mostly working in single player. It can be fired, and the shell will continue to travel even when passing through unloaded chunks (very useful considering it has a range of over 3km). Unfortunately, at very long ranges, it has a tendency to overshoot the target. Also, I still haven't bothered to texture it. But hey, at least the important part works... mostly.
In order to balance it, each time you fire the cannon, you'll be throwing away the equivalent of 5.5 iron ingots, 1 TNT, and 1.5 gunpowder. Additionally, though this isn't implemented yet, the cannon will become less accurate at longer ranges.
The range is actually significantly less than that of historical analogues such as the US 3-inch field gun M1902 or the German 7.7cm Feldkanone 16, which had effective ranges of 6km and 9km respectively.
In other news, I've found and fixed the overshooting bug. Turns out I had screwed up the trigonometry that translates firing angle and overall muzzle velocity into individual X/Y/Z velocities. Once I get a couple more features in, I'll probably make some sort of video showing off the whole artillery system. Come to think of it, I have yet to make a video really describing the main features of the mod, so that'll be coming at some point as well.
Rollback Post to RevisionRollBack
My Website. I make mods for Minecraft and am also making my own game.
In order to balance it, each time you fire the cannon, you'll be throwing away the equivalent of 5.5 iron ingots, 1 TNT, and 1.5 gunpowder. Additionally, though this isn't implemented yet, the cannon will become less accurate at longer ranges.
The range is actually significantly less than that of historical analogues such as the US 3-inch field gun M1902 or the German 7.7cm Feldkanone 16, which had effective ranges of 6km and 9km respectively.
In other news, I've found and fixed the overshooting bug. Turns out I had screwed up the trigonometry that translates firing angle and overall muzzle velocity into individual X/Y/Z velocities. Once I get a couple more features in, I'll probably make some sort of video showing off the whole artillery system. Come to think of it, I have yet to make a video really describing the main features of the mod, so that'll be coming at some point as well.
Good to hear on all counts. Keep up the good work! By the way, have you thought about the option below as well as suggestions above? Just to wonder on your thought-process, not to question the mod or anything like that. I'd play it as is in a heart-beat. At least idea-wise.
Overview
Some of you (and I don't expect many) may remember a long-defunct mod called SimpleGuns, made by someone whose username was curiously similar to my own... Well, I'm back, after a year's absence from the modding world! This mod is the official successor to SimpleGuns, and seeks to both build upon and solve problems with the original.
For newcomers, SG2 (short for SimpleGuns 2) is a gun mod based around playing in survival. It is designed with an emphasis on simplicity (hence the name) and features weapons technology ranging from the late Renaissance through the end of WWI. Though some might argue that guns will never fit in to Minecraft (in which case, why are you here?), I have tried to keep the mod balanced within the world of Minecraft and avoided adding new resources and other complexities as much as possible. Additionally, SG2's weapons are deliberately generic, each one serving a unique purpose and avoiding redundancy.
Weapon Types
Flintlock Pistol: A cheap but slow-firing weapon, the flintlock pistol is good for the early game when resources such as iron and gunpowder are scarce. Carry more than one as a history-approved way to increase your rate of fire.
FeaturesMusket: An early-game sniper which is very accurate and deals a lot of damage, but has a painfully long reload.
Blunderbuss: An early-game shotgun, the blunderbuss has high damage at close range but is slow firing and inaccurate at medium to long ranges.
Pepperbox Revolver: A new weapon not in the original mod, it is the only early-game weapon with a magazine that holds multiple shots. However, it is even weaker and less accurate than the standard flintlock pistol.
Revolver: A simple and reliable sidearm, the revolver has average stats across the board.
Pistol: A fast and precise sidearm, the pistol deals less damage than the revolver but is more accurate and fires as fast as you can pull the trigger.
Bolt-action Rifle: Slow-firing but incredibly powerful and accurate, the bolt-action rifle is designed for long-range engagements. When equipped with a scope, it is a powerful sniper. However, it requires more expensive rifle bullets.
Light Machine Gun: The light machine gun is the only fully-automatic weapon in the mod, making it useful for beating back large numbers of enemies. However, it is inaccurate at long range and requires expensive rifle bullets.
Pump-action Shotgun: Your basic shotgun: fires a spread of small projectiles that can deal a lot of damage at close range or hit multiple enemies at medium ranges.
Double-barrel Shotgun: Though it only holds two rounds, it can fire them both in rapid succession, allowing it to output a burst of damage in a very short time. It is also even less accurate than the standard shotgun, making it an exclusively close-range weapon.
For more a more detailed explanation of the features listed above, see the SG2 page on my website.
Screenshots
My Website. I make mods for Minecraft and am also making my own game.
My Website. I make mods for Minecraft and am also making my own game.
My Website. I make mods for Minecraft and am also making my own game.
My Website. I make mods for Minecraft and am also making my own game.
Those being things like single-shot trapdoor, falling block or break-action cartridge guns, lever-action carbines (that take pistol ammo, think the Henry or the 1870s-1890s Winchesters) as well as possibly specifying on what you want out of those field guns.
That said, I really love what I see so far.
Using the binoculars to "spot" for the artillery (really, it saves the coordinates of the block you're looking at).
Right click artillery with binoculars to set the target coordinates. The cannon will automatically reorient to face the target.
My Website. I make mods for Minecraft and am also making my own game.
First round (his footage since mine didn't come out right):
Second round (my perspective this time):
In terms of actual development news, the artillery is mostly working in single player. It can be fired, and the shell will continue to travel even when passing through unloaded chunks (very useful considering it has a range of over 3km). Unfortunately, at very long ranges, it has a tendency to overshoot the target. Also, I still haven't bothered to texture it. But hey, at least the important part works... mostly.
My Website. I make mods for Minecraft and am also making my own game.
In all seriousness though, three kilometers? Goodness. One wonders what that would look like on a server.
The range is actually significantly less than that of historical analogues such as the US 3-inch field gun M1902 or the German 7.7cm Feldkanone 16, which had effective ranges of 6km and 9km respectively.
In other news, I've found and fixed the overshooting bug. Turns out I had screwed up the trigonometry that translates firing angle and overall muzzle velocity into individual X/Y/Z velocities. Once I get a couple more features in, I'll probably make some sort of video showing off the whole artillery system. Come to think of it, I have yet to make a video really describing the main features of the mod, so that'll be coming at some point as well.
My Website. I make mods for Minecraft and am also making my own game.
Good to hear on all counts. Keep up the good work! By the way, have you thought about the option below as well as suggestions above? Just to wonder on your thought-process, not to question the mod or anything like that. I'd play it as is in a heart-beat. At least idea-wise.
standard capacity 50rd glock branded megaclipazines firing deadly assault hollowpoints.