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Releases: Tachytaenius/tachy-guns

Tachy Guns version 0.0.0

28 Sep 19:52
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Many things are still broken! Do not download this release.

Tachy Guns 0.0.0

First release! This should all be working.

GRAPHICS ARE TODO! You'll have to use Dwarf Fortress classic mode for now.

ENTITY VARIATION IS TODO! Currently it just adds content to MOUNTAIN (dwarves), but a system to add to entities of any name is planned.

This project will have save-breaking changes in future! This is an early build.

The DF version this mod is for is 0.50.10 (as seen with the numbers extracted from DFHack's version-getting function).

This project relies on DFHack!

Don't forget to read the notes for important information!

Tachy Guns is a set of mods, or perhaps a modular mod, for adding DFHack-improved guns to Dwarf Fortress. It has a core mod containing the DFHack scripts and various content packs containing DF raws (with custom raw tokens to interact with the scripts).

You can make your own content packs that rely on the core mod through custom raw tokens, if, say the 1945 content pack's "magazine-fed pistols" etc. are too general for you and you want something more specific.

Installation/Uninstallation

Paste the mod zips you want into your DF mods/ folder.

Root Packs

These are the packs you actually want to choose from. They don't conflict, you can install them all if you want. Don't forget to read the readmes for the packs you install!

  • 1400: Recommended as it adheres to Dwarf Fortress' 1400 technology cutoff.
    Adds some very old-timey weapons (handgonnes, little more than barrels on sticks).
  • 1800: Good if you want some (perhaps) more familiar weaponry to play with, while still being something classical.
  • 1945: A collection of modern-ish guns.
    Uses a different propellant to 1800 and 1400.

Dependency-Only Packs

These are packs that only exist to give functionality to other packs that use them.

  • Black Gunpowder: Adds a classical gunpowder made from sulphur, saltpetre, and coke/charcoal.
  • Workshops: Adds the workshops used to make guns.
  • Barrels: Adds the barrels of various sizes used to make guns.
  • Muzzle-Loaded Ammo: Adds round projectiles and projectile + gunpowder charges for muzzle-loading guns as ammo.
  • Cordite: adds a more modern gun propellant made from guncotton (which is made frmo nitric acid, sulphuric acid, and cotton) and nitroglycerin (which is made from nitric acid, sulphuric acid, and glycerol).

Notes

  • Behaviour around the content added by the mod may break if the main script is not enabled. It will leave a message in the console ("Tachy Guns enabled") when activated.
  • Lead doesn't work very well for projectiles (mostly bruising, though it is lethal) due to DF's own internal mechanics.
  • Projectiles all have edged attacks due to DF's internal mechanics making blunt not effective.
  • The reason dependency content packs exist is because their content is used by multiple content packs, or intended for use in custom content packs.
  • It is recommended to use gui/workshop-job to set the desired materials for production.
  • Guns use the crossbow skill for ranged and the hammer skill for melee.
  • Don't mix incompatible guns and ammo in the same squad! It can lead to, for example, units holding large handgonnes and small handgonne charges.
  • You'll need to run enable tachy-guns to get it working in arena mode.
  • You can only fire ammo that says "fireable". Other ammo is just shells or projectiles.