From The Depths

From The Depths

Cannonfoundry mod [2.5.2]
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)
Huntexatron 6 Feb, 2023 @ 7:58pm 
I finished with my sea monster submission! I named it "Stikarra" it should be the only thing that pops up with that name. I also gave it some fun lore in case you want to use it as the description for it in-game! I sadly couldn't update the giant narwhal one as it simply wont load in. My guess is either it uses a block from a newer version and the game is so confused that it wont load it in, or the file is simply corrupted. I don't think I'll be rebuilding it from scratch any time soon, but I hope Stikarra is good enough for now!
Carolus Magnus  [author] 6 Feb, 2023 @ 3:03am 
Sea monsters are always welcome!

It will likely take a little while longer until the new weapon additions are in, but a bunch of other fixes only need to be implemented before I can release an update :)
Huntexatron 6 Feb, 2023 @ 2:53am 
I also want to know if you accept any sea monster submissions? I couldn't help but notice that all the sea monsters in the mod were made by other people, as well as quite a few of them straight up don't work. [disclaimer: I haven't played too much of the campaign, still building ships and forts for it plus with me being on and off on FtD as a whole. So I don't really know if they actually show up in the campaign or if they're just a concept right now.] Reason that I want to know is because I currently have two sea monsters of my own. One being a giant mechanical shark built by a long gone advanced civilization, and the other just being a giant narwhal. There a bit outdated for my standards [and unfit for use in the campaign] as they were built years ago, but I think after some touch ups, they'd make excellent inclusions!
Huntexatron 6 Feb, 2023 @ 2:46am 
Woah, looking at the change notes, you're actually going to add the tribarrel cannon eventually? AWESOME!!!!!!!!!! I also can't wait to try out the Dulle Griet cannon too whenever it comes out! Don't really know how it would fair as looking at the photos of it, it doesn't seem very vertically aim-able. So I'm guessing it's either gonna be modified to be on a swivel, or it's just gonna have no pitch [and meant to be placed on a turret] but have high damage.
Peace Criminal 20 Dec, 2022 @ 7:25pm 
NICE!
Carolus Magnus  [author] 20 Dec, 2022 @ 10:22am 
Tiny update: mostly a few blocks to use with mimics: seperate carriages and gun models, and new 5x5 and 6x4 sailcloth pieces.

Next update will have a bombard, and maybe (hopefully) some fixes for current. It's being looked into!
Carolus Magnus  [author] 10 Dec, 2022 @ 4:38am 
I've heard a few times that my mods have issues in current, but they were made for 2019 FtD in the end. To fix these issues I'd probably need to remake the mod from scratch as a new fork in current, but I simply don't have time for that right now (especially the figuring current out part) :(

It's definately on my to-do list though.
Peace Criminal 9 Dec, 2022 @ 11:59am 
hey, im having trouble making the cannons work, whenever i save a cannon that uses APS the ammo isn't saved, it's weird because it worked a few months earlier but it stopped working now
Carolus Magnus  [author] 11 Nov, 2022 @ 2:24am 
'Custom Cannon' (antiquated) or 'Custom Campaign'
Phroogo 10 Nov, 2022 @ 6:21pm 
What is CC?
Carolus Magnus  [author] 7 Oct, 2022 @ 1:18am 
One thing to keep in mind is that the CC uses auto detection 1. I don't know what else could be causing breakages other than the usual of playing in a newer version.
Black Hat 7 Oct, 2022 @ 12:54am 
@Carolus Magnus I see im playing on CC, affter 20 min i realized when I get into range of some ships they will engage and fight fine but some just I guess are too top heavy due to no under lead ballasts and I get my shots off first but so far everything seems to be ay ok.
Carolus Magnus  [author] 7 Oct, 2022 @ 12:33am 
Is this in neter or in the associated Age of Sail CC? In case of neter, the additions in this mod will not break designs. In the case of the CC, it is highly unoptimised for modern FtD versions currently. I can't reserve as much time as I would like to troubleshoot right now. If 274 already has Wengs steam engine updates the CC designs will most definitely break.
Black Hat 7 Oct, 2022 @ 12:16am 
i'm starting a campaign in 2.7.4 because it wont function in 2.5.1 i start and everything is fine but when the enemy ai spawn they don't seem to want to function right when they spawn and they topple over. Is there any way to fix this?
Carolus Magnus  [author] 28 Sep, 2022 @ 3:34am 
It happens to a few very specific parts (some undercarriages and heavy weapons), I'm troubleshooting now with the friend who helped with the new models and the textures.
Phroogo 27 Sep, 2022 @ 2:05pm 
also ive noticed the 500mm royale (or royal) artillery cannon had the shadowing broken too
Carolus Magnus  [author] 27 Sep, 2022 @ 4:23am 
I've loaded the mod into current to check out some texture issues people notified me about. They also occur on my end: the undercarriages of some heavy guns are tar black, as are the gunports. I tried modifying materials and textures, but that didn't help. I'll look into this a bit more.
Edward 26 Sep, 2022 @ 11:05am 
Nice, these ones will be epic.
Carolus Magnus  [author] 26 Sep, 2022 @ 4:29am 
Okay, finally got some spare time again. I'll have a look into adding the Dulle Griet bombard and the triple PotC flying Dutchman chaser gun.
Carolus Magnus  [author] 22 Sep, 2022 @ 4:36am 
It can't really. That's why you can slap the barrel over any old APS gun and get the benefits ;)
Phroogo 21 Sep, 2022 @ 5:40pm 
Also, how does the code tell if the gun is a casemate or broadside
Phroogo 19 Sep, 2022 @ 2:21pm 
ciws works fine
Phroogo 19 Sep, 2022 @ 2:21pm 
shush
Carolus Magnus  [author] 19 Sep, 2022 @ 4:59am 
That block has many unintended side effects if you use it for other things than broadside casemates ;)
Phroogo 18 Sep, 2022 @ 6:48pm 
the 10m barrel is very useful for ciws as it can give guns pin point accuracy and immense projectile speed
Carolus Magnus  [author] 25 Jun, 2022 @ 4:09pm 
I don't really play current, but I can always switch versions for a day to see what might be the issue for regular players. Thanks for bringing this to my attention :steamthumbsup:
Aeco 25 Jun, 2022 @ 10:59am 
There is lighting issues with the cannons on 3.4 but you did say it might have compatibility issues so im not complaining. This cannon mod looks amazing and I'd love to use it properly as I love making old style ships that have broadsiding cannons, kinda the Greenfield from Onyx Watch.
Huntexatron 14 Feb, 2022 @ 12:16pm 
Though, still do whatever you want to do, I'm just glad more is getting added!! :>
Huntexatron 14 Feb, 2022 @ 12:14pm 
Cool to get a response, I was starting to think that you weren't active anymore, it's fantastic to hear that you're interested in adding to the mod!! Didn't know what a "Mons Meg" cannon was, but after looking it up, it would be a fantastic addition to the mod! I am very happy that you're considering on adding that rotating triple cannon, though I have one last cannon suggestion, would it be possible to add small swivel cannons?
Carolus Magnus  [author] 13 Feb, 2022 @ 8:47pm 
Thanks for the kind words Huntex :)

This is pretty much finished - I play in 2.5.2 nearly exclusively.
However, I can still add new stuff. Maybe a Mons Meg bombard and some more 'simple variants' for the existing weapons.

And now that you mention it, a rotating triple cannon would make for a fun challenge to figure out and make - and I'm sure it could be done.

As for the texture, I can have a look at how/if its different from the other weapons and if that might affect the looks in current, but I don't actually play current as I mentioned.
Huntexatron 10 Feb, 2022 @ 1:59pm 
Definitely in my top 3 favorite FtD mods!! Unsure if this is the finished version or if it'll ever get updated, but I would love to see more cannon variants added! Maybe something like the Armtrong Whitworth cannon, and perhaps [for fun] the rotating triple cannon from Davy Jone's ship from Pirates of the Caribbean? Also, something you should know is that the mortar's lighting [and/or texture] is broken on the current FtD version.
Enderjed 15 Nov, 2021 @ 9:47am 
Goddam, you really renovated the mod page!
Enderjed 8 Nov, 2021 @ 9:16am 
Aye, alright.
Carolus Magnus  [author] 7 Nov, 2021 @ 11:56am 
@Aperture: My CC is still being worked on, but time has been very scarce for me for over on a year now. I consider the first faction done and could do a demo of that soon.
@Enderjed: teh big howitzer fires a single stronger shell now, and the Ribauld has been fixed (it fires single salvoes now). I'm tinkering with the power of it and the mortar though.
Enderjed 7 Nov, 2021 @ 11:38am 
Can you list me the tweaks @Carolus?
ApertureGaming011 7 Nov, 2021 @ 4:52am 
so you're telling me that the CC has a chance?
Carolus Magnus  [author] 7 Nov, 2021 @ 2:28am 
@Edward; Thanks, I do my best. happy to hear you like it!
@Enderjed; I did some small tweaks between uploads, yes. That might be best to avoid confusion and clutter.
@Jadog; Once the campaign can offer me consistent large fleet battles like the garrison system did and everything is otherwise tiptop, I might. But right now I don't have the time to relearn the game again.
jadog123 5 Nov, 2021 @ 1:50pm 
amazing work. Do you ever intend of working in FTD current?
Enderjed 5 Nov, 2021 @ 12:37pm 
Aye, this is definitely an improvement.
Do you want me to take down the backup?
Edward 5 Nov, 2021 @ 10:51am 
I already loved your mod's old version and it is definitely mandatory for making Early Modern warships.
Keep up the perfect work, Carolus Magnus!