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Error log:
*** Error(s) finalizing the reaction MAKE_ARQUEBUS
MAKE_ARQUEBUS:Unrecognized Item Token: TRAPPART
*** Error(s) finalizing the reaction MAKE_BOLTSHOT_LIGHT
MAKE_BOLTSHOT_LIGHT:Unrecognized Item Token: TRAPPART
*** Error(s) finalizing the reaction MAKE_BOLTSHOT_HEAVY
MAKE_BOLTSHOT_HEAVY:Unrecognized Item Token: TRAPPART
The issue is TRAPPART should be TRAPPARTS
The file containing "TRAPPART" is reaction_blast_powder.
To fix this yourself go to that file (search in mods folder), replace TRAPPART with TRAPPARTS.
I had to delete all contents of the Installed_mods folder and restart my game for the fix to take.
Please implement this fix only on new worlds.
The fix II describe above fixed the error for me I hope it will help you resolve your errors
For this mod to work, you need one other companion mod. You need "Mineral Powders", which enables you to crush stones in a millstone (ONLY a millstone, querns won't work).
Then, you need to crush Brimstone (a type of stone that can be found in a settled area) to make sulfur-containing bags. Then you make blast powder with that.
In other words, if you don't have brimstone on your map, you cannot make sulfur and thus cannot make blast powder.
In the bowyer: Bowyer > Make Bone/Wood Arquebus.
If you can't see it, it might be a mod conflict. I know that a lot of playable race mods don't allow custom mod recipes sometimes.
Anyways for those similarly curious as to how you're supposed to craft Blast Powder, you need to install the "Mineral Powders" mod for the saltpeter powder sulfur powder.
Also for some reason you can make bone and wood ammo with no blast powder. Maybe an oversight of using properties of ranged ammo (i.e. it copies properties of bolts, which can be made with metals AND bone and wood)?
While metal cartridges wouldn't make any sense for a muzzleloader, paper or cloth cartridges absolutely do, especially for faster loading than from a powder horn and loose projectiles.
That'd actually be a really cool logistical choice to make, either you do paper/cloth cartridges and get faster reloads, or forgo paper and get longer reloads. I'm not sure how it'd be accomplished, technically speaking, but if possible it'd be very cool!
Also, it's doesn't quite make sense that they make "cartridges" for arquebuses, since those weapons predated all manner of self-contained bullets by a few centuries. You might want to consider using metallic shot, i.e. metal balls, or even gunstones, i.e. small rock cannonballs instead. This would also eliminate at least some of the logical inconsistency of spent ammo being reusable.
Just some ideas. Loving the mod so far.
I also don't know if you've seen this but this page should give some helpful documentation you can use for your project
Bay12Forums [www.bay12forums.com]
@Bruce Wayne = The Arquebus fires a small metal projectile at higher velocity than a bow or crossbow, but Dwarf Fortress is too nuanced to simply say how much better or worse they are. Try them out for yourself. Like most things in DF there's likely a trade-off of some sort.
Also if you're thinking of other things to add in the same vein as black powder, there's a looot of great defensive tools to be made with flammable oils. Everything from incendiary arrows to ancient flamethrowers.
Good on you for designing firearms SO era-appropriate that they predate the commonly held expectations of "renaissance-era firearm."
No, as neither the humans nor the elves have the proper level of technology to make blast powder or arquebuses.
I don't plan on allowing the other races to make them, but I might add a section of code for it that can be toggled on by just adding a few brackets. I'll make a note of it.
im glad you enjoy the mod, im just working on several at once so updates may be sporadic.