From The Depths

From The Depths

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Cannonfoundry mod [2.5.2]
   
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File Size
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18.674 MB
4 Nov, 2021 @ 6:33am
27 Feb @ 12:19pm
5 Change Notes ( view )

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Cannonfoundry mod [2.5.2]

In 1 collection by Carolus Magnus
Carolus mod projects for oldcampaign
15 items
Description
The Cannonfoundry - For all your big iron needs
Contained in this mod is a plethora of Age of sails - styled simple weapons and block types. These were designed chiefly for personal use in my Imperium age of sail custom campaign to spice up APS broadsides and supplement more complex weapons systems with lighter more space efficient alternatives. Next to these additions you'll also find some serious firepower in the form of several heavy blackpowder weapon emplacements.

Other than weapons, there are two sets of blocks: sailcloth (to custom build your own sails without having to resort to barbarous non-voxel means) and seasoned timber - a stronger more floaty variant of regular wood to build sailing warships worth the name.

This mod contains the following
  1. Three types of simple weapon cannons: Carronades, Sakers and Culverins. These vary in effective range, cost, firing rate and the power of individual shells.
  2. For each of these 3 weapons types there are the following variations for each type: 4 size classes per type, and three incarnations per size class: one with carriage, one with gunport and carriage, and one without gunport or carriage.
  3. Several large heavy weapons, including a huge blackpowder siege rifle and a ribauld.
  4. Seasoned timber blocks and all permutations also seen with regular wooden blocks.
  5. Sailcloth blocks to mockup sails in all shapes and forms.
  6. 10m barrel: A 1m sized barrel that functionally behaves, costs and acts the same as 10m of regular barrel. This is added for purpose of aestetics on broadside craft were a large barrel size might be neccesary.
  7. Stackable APS inputs: these are shell input feeders which you can string together like gauge snakes. they work additively to improve rate of fire on direct input weapons.

Installing this mod
Subscribe to this mod, and use the modding workshop button under the content tab in the main menu to find subscribed mods. Install the mod from there. If you accidentally re-upload this mod, be sure to delete it from the workshop to prevent clutter and accusations of plagiarism.

Tips and tricks
You can use the invisible 10m barrel to simulate a long barrel on casemates or broadside APS guns without having to compromise on the looks of your vessel. Using the normal hull-mount cannons you can also build your own casemates in combination with a bit of mimicry.
In case you want a big broadside array of APS cannons but don't have the space or means to make each an adequately protected fully fledged system, you can use the stackable direct inputs instead of loaders. It's not cheap, but it won't chain react either.

Of course, if you want to break the game with these novelty items I won't and can't stop you :p

Disclaimer
This mod was designed originally for my personal use in From the Depths version 2.5.2 where I mostly hang out nowadays. This mod should however be compatible with newer game versions as it does not use a plugin. This might mean that the overall mod balance might also feel slightly 'off' considering how the game has changed the past year and a half.
50 Comments
Carolus Magnus  [author] 27 Feb @ 12:25pm 
Another update with three new weapons. Yes, that tribarrel chaser is finally in (use a fire delay!). The others are a casemated variant of the cannon royal and a 100-ton Armstrong gun in two variants.
Carolus Magnus  [author] 9 Feb @ 6:36am 
Small update, check the changelog.

There is no fix for the broken meshes yet, as I do not have the support of a modeller anymore and don't have the necessary skills myself.
Carolus Magnus  [author] 19 Mar, 2023 @ 4:30am 
Ah, seems we missed a mesh then. I'll forward it to the modeller. It hopefully will be fixed soon.

Indeed, the chonkiest carronade looked really ankward with the gunport :)
Hiluxium 18 Mar, 2023 @ 6:35pm 
All the textures (except the mortar) have been fixed, including the mimics; and everything seems to be working as intended.

The 126 lb carronade does not have a gunport version available. I'm guessing this is intentional, since it has the widest bore of all the broadside guns in this mod, and having it stick through the gunport would not look as good as the other guns (and simply adding a mimic gunport to a carriage 126 pdr would get the job done just as well)
Carolus Magnus  [author] 18 Mar, 2023 @ 10:47am 
The changes have been uploaded. I can't be sure if the models are patched correctly as I do not play current myself. After you've scrubbed the mod and reinstalled it, be sure to let me know if it worked!

I suggest unsubscribing the mod, and deleting it from your hard drive using the ingame modding UI. Then check your documents -> From the Depths -> mods folder and delete any remnants of the cannonfoundry mod. Re-subscribe and reinstall after that. Then do a quick check in the designer.
Carolus Magnus  [author] 18 Mar, 2023 @ 5:34am 
I have some spare time right now, I'm implementing the fixes. I fear the bombard and tribarrel PotC guns aren't ready, but at least the broken models and menu positions should be fixed for current.

Once I update the mod, be sure to reinstall it from scratch! Updating mods in FtD is finicky, so this will be the best way to make sure you have the corrected version. :dread_seagull:
Hiluxium 13 Mar, 2023 @ 10:01pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2946761124

Requested screenshot. Note the empty space below the reinforced timber button, between reinforced decking and alloy plate.

It's a minor issue, not a major issue; although the sailcloth blocks cannot be accessed directly, they can still be accessed by using the search function.
Carolus Magnus  [author] 11 Mar, 2023 @ 1:09am 
Thanks for bringing this to my attention Hiluxium. I'm working with my modeller to fix the issues with the models currently. A few fixes are ready, but I'm very short on leisure time currently. I'll try and get the changes implemented soon as I can.

The menu locations of the blocks are set up for the old menu layout in 2.5.2, I have no idea what the menu layout in current is for the structural block menu. If you could share a screenshot, that would help me to ensure the new blocks don't overlap with any existing items. :steamthumbsup:
Hiluxium 10 Mar, 2023 @ 4:36pm 
2 - Textures are not loading properly for some weapons, instead the items being in all black. These are the various gunports, including the one for mimics; and the heavy artillery guns -- the 400lb cannon (and the carriage, but not the circular platform), the 12in mortar (cannon and carriage, but not the platform), the 264lb howitzer (just the carriage), and the ribaldequin (just the carriage, but the right-most gun does not change color when painted)

The siege gun (400lb) mimic also has a very very dark texture when unpainted; painting does work with it, but it is significantly darker than the other cannons and cannon mimics.
Hiluxium 10 Mar, 2023 @ 4:36pm 
Two minor issues with this mod (FTD 3.6.3.2):

1 - The location of the button for the sailcloth blocks is in the same space as the alloy connection strut block. This might be fixable by putting the button below the button for the seasoned timber, instead of beside it; i.e. between the buttons for the reinforced decking and the alloy plate (This is the more important issue of the two I've noticed)