Dwarf Fortress

Dwarf Fortress

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Forthammer Fantasy Guns
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15 Dec, 2024 @ 8:56am
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Forthammer Fantasy Guns

Description
Adds the guns and ammo from my mod Forthammer Fantasy as a standalone mod.

DFhack is not required, but the grenade launcher and fire rate adjustments will not function without it. If using DFhack, place the file "onWorldLoadForthammerGuns.init" in the folder ../Dwarf Fortress/dfhack-config/init.
27 Comments
Aluorine 29 Jul @ 1:23pm 
when i try to add this mod to the load order Forthammer Fantasy automatically gets added too. i'm assuming i'm doing something wrong
Oh for Fox Sake 27 Jun @ 3:47pm 
With the new Range/Ammo update, I'am so very excited for this!
7isAnOddNumber  [author] 26 Jun @ 3:12am 
I haven't updated this mod in a bit. I will get around to it. Right now, long rifles don't exist, cannons cannot be placed, and guns don't produce smoke.
xxx_420_Bad_Boy [Wizard_Cum] 24 Jun @ 11:50pm 
@ 7isAnOddNumber it's unclear from the description... can you place cannons or in this submod are they just a weapon for very large humanoids? which would make sense. i just can't find cannons in the build menu!
Il try again on a 500yr world gen and see what happens
7isAnOddNumber  [author] 26 May @ 7:31pm 
That's entirely dependent on the civilization you select. Some civs learn how to make guns but not bullets due to DF jank. I headcannon this as a lack of gunpowder available at the time you create your character.
i dont know what i did wrong, but after installing and enabling in a new world, it removes the ability to select Ammo when starting a new adventure character, so im just walking around with guns and no bullets lol
Scrangican 26 Feb @ 4:31pm 
mk
7isAnOddNumber  [author] 26 Feb @ 12:19pm 
Correct. Don't do that.
Scrangican 26 Feb @ 5:13am 
When i put onWorldLoadForthammerGuns.init in the init folder, the game will crash on loading into arena mode.