Dwarf Fortress

Dwarf Fortress

Blast Powder
54 Comments
sig740 16 Jul @ 11:44am 
it doesn"t work ,so sad QAQ
Stogie 8 Feb @ 5:07pm 
A shame this mod was abandoned, I really loved the idea of a fleshed out dwarven firearm system...
bismillah cat 2 Oct, 2024 @ 7:05am 
Idea and executions are good but I see no point in equipping my dwarves with these if theyre gonna have such a high fire rate, that's just kinda op. just make a full squad of marksdwarves with these and watch as everything the game throws at you dies in mere ticks from the dwarven equivalent of a modern day navy seals platoon. plus it looks as if the mod author abandoned this so yeah rip.
Deamondo 4 Sep, 2024 @ 10:20am 
Want to mention that my directed audience for my comment below is speaking to other players. If you read that as if it's directed at the mod author it can sound tone deaf. Not my intention. Also had to cut some fluff language because of character count.
Deamondo 4 Sep, 2024 @ 10:15am 
Found an error and provided a fix described below:

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
Violence Enjoyer 30 Aug, 2024 @ 7:41pm 
dwarfs wont equip carts RIP
LetTheMossReclaimYou 8 Aug, 2024 @ 11:44am 
Is there any intent to finish this mod?
Nocturnal_lp 18 Mar, 2024 @ 7:37am 
Has anyone been able to get this mod to work? I only have this mod and mineral powders, but whenever i activate them it wont generate a world regardless of load order.
HooHoodeusguy 26 Feb, 2024 @ 8:07am 
An important note for anyone who wants to use this mod: I have found that the Stoneworking Expanded mod conflicts with this and the Dwarven Chemistry/Mineral Powders mods. If you try to load both of them, you will be unable to build a laboratory or grind stones at the millstone.
Stale coocie 17 Feb, 2024 @ 2:36am 
If you make stuff from this mod in workshops other than the laboratory, a lot of reagents aren't used. Like you can make steel cartridges in a forge with just steel bars instead of steel bars, brass bars and blast powder when making them in a lab.
lolmanor 4 Feb, 2024 @ 4:00pm 
@defakto
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.
defakto 4 Feb, 2024 @ 2:49pm 
How do I get sulfur?
BrennoPereira 27 Jan, 2024 @ 9:18pm 
update when adventure mod arrives?
Super Space Kid (ft. NORO) 9 Dec, 2023 @ 10:13pm 
hi can you tell me how effective these are vs other ranged options? tell me all about it! idk if these are op. I really wanna use these :D
Huskey 25 Nov, 2023 @ 12:39pm 
shame, I played for like 3 years, I can't just make a new world now, so no gunpowder for me I guess(
Huskey 25 Nov, 2023 @ 12:38pm 
doesn't work.. can't craft the weapons, I do use other mods, race mods included so maybe thats the problem, I dunno
lolmanor 18 Nov, 2023 @ 12:41pm 
@donder172 I just checked. Metalsmithy > Weapons and Ammunition (opens menu) > [Material of your choice] > Make [material] Arquebus.

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.
donder172 17 Nov, 2023 @ 6:07pm 
@lolmanor I haven't seen the option in either, yet.
lolmanor 17 Nov, 2023 @ 3:00pm 
@donder172 You can make them at a metalsmith OR a bowyer if i remember correctly.
donder172 17 Nov, 2023 @ 2:48pm 
Where do you exactly make these weapons?
OldSorrow 5 Nov, 2023 @ 9:16am 
dont work
lolmanor 23 Oct, 2023 @ 11:18am 
The mod descriptions for this author are so strange... It says "current features" and lists the Boltshot, but if you check the mod's files, there's no such item or mention. Not even a graphic. Maybe an old version had them and the description wasn't updated??

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)?
Fantastic Fwoosh 7 Oct, 2023 @ 4:32am 
@Scrangican I was going to suggest the same thing, but .50 DFhack structures don't always match up to legacy DFhack scripts, so its hard to import things whole normally. It would look very good though with graphic version smoke effects.
harps225 19 Sep, 2023 @ 2:14pm 
do you need to give the marksdwarfs a pouch or quiver for them to use the firearms. to store the ammo?
Scrangican 5 Aug, 2023 @ 2:26pm 
musketmod_0.5 by zaprozhets has a mod on the Dwarf fortress file depot that uses scripts to do stuff like explosions, cannons, and smoke producing firearms. If you don't mind learning lua you probably could examine its scripts to implement your future ideas, although you should probably credit him and those that contributed to the scripts he used.
LetTheMossReclaimYou 17 Jul, 2023 @ 5:59pm 
Other mods have already been doing custom siege engines for years
Wyntr Stardust  [author] 27 Jun, 2023 @ 8:13pm 
All of your comments are appreciated! I'm sorry I haven't been able to update this in a while, I'm kinda homeless irl for the time being. When I can I will update with your suggestions in mind. Thank you all!
Riddle 78 16 Jun, 2023 @ 7:37am 
Do cartridges use quivers of some description? If so,and not the vanilla ones,what are they called,and where are they made?
El Mexicano Volador 29 Apr, 2023 @ 12:16am 
Does this have graphics for when they are equipped on dwarves?
Mightylcanis 30 Mar, 2023 @ 2:14pm 
@Xela_alpha

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!
Barraigh O’Bammagh 25 Feb, 2023 @ 9:09pm 
mining charge idea would be revolutionary
Level12Boss 8 Feb, 2023 @ 8:18pm 
Mining charges please. It would be so cool to link a charge to a lever, pull it, then it blows out a 5x5 area (while preserving the drops, of course). Would make mining the obsidian pillars so much more fun.
Alifer 28 Jan, 2023 @ 8:26pm 
when explosives are made there should be fuses to light them from a distance so you can do explosive mining
SuperluminalSquid 28 Jan, 2023 @ 12:42pm 
Were you aware that it's possible to forge cartridges without using gunpowder? Is that intentional? Because if it's not, I know how to fix it. Just remove cartridges from any entities that you want to have access to arquebuses, but leave in the custom reaction that requires blast powder. This will make it so you can still make them in the intended way, but not by just smelting metal. Unfortunately, it will probably also prevent you from trading for more ammo, but that's a relatively minor problem.

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.
Shacode101 17 Jan, 2023 @ 9:50pm 
will they use these to train with at archery ranges or no?
Sir Fancybritches Fizzlebottom 16 Jan, 2023 @ 1:09pm 
I have no modding experience, but for a basic explosion... I think space station 13 has a heavy explosion and a light explosion, and from testing these explosions and observing the result, it seems like two "tile destroy and place dropped loot on said tile" overlay on the point of the explosion, heavy explosion is the base area, let's say it has an 80% chance to destroy tiles, and light explosions has a 30% chance. The light explosion overlays the heavy explosion, so any tiles left over from the heavy one, will have a 30% chance to be destroyed by the light one. This results in a decent explosion physic. Maybe play an exploding graphic on the point of detonation. Now as for throwing items AWAY from the explosion, you would want to wait until the explosion is over for throwing the dropped items from the tiles, and could set them to a static velocity, regardless of distance, for simplicity. Send them away in a direction relative to the point of detonation.
Hue 12 Jan, 2023 @ 8:13am 
I'm new to this mod and the mineral powders that it requires, but how exactly does one obtain "sulfur"? Do I grind down brimstone to get it or is it something that I have to request from dwarven caravans?
Gambit 11 Jan, 2023 @ 2:48pm 
Please get back to me in the comments, that link should indeed be extremely helpful for what you want to make. I did some modding for classic a couple years ago so it's exciting to see people who want to make things for premium :tu1:
Gambit 11 Jan, 2023 @ 2:44pm 
If I remember correctly from a musket mod made for classic from way back, smoke is possible for the guns, an explosion? I would try to figure out how to trigger a cave in from the projectile somehow.

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]
Wyntr Stardust  [author] 10 Jan, 2023 @ 8:47pm 
Good Ideas everyone, ill take them into consideration. cannon textures are great, thanks, but first i need to learn if its even possible to mod custom siege engines.
@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.
Don 10 Jan, 2023 @ 4:32pm 
I'm working on some art for the cannon if you'd like some help with that front. I sent you a friend request.
DiazKincade 9 Jan, 2023 @ 6:33am 
Not sure how you could work it but the phrase "Police your Brass" is a thing. Basically for firearms that eject casings/shells it is good etiquette to collect your spent ammo afterwards. To that effect I'm not sure if it would be possible to put a "Spent" tag on ammo that has been fired and would need to be reloaded with powder/bullet tips/pellets before being usable again. That said shells and casings would land near the shooter, not the actual projectile that is fired so again not sure how you could implement this knowledge.
Bruce Wayne 8 Jan, 2023 @ 9:41am 
how strong is this compared to bows? insta kill once it? damage stats, etc?
Stogie 8 Jan, 2023 @ 9:28am 
If you're looking for other stuff to add specifically for black powder, may I suggest blinding firecrackers or ceramic grenades? They'd probably have to be trap-only though, since trying to set them up as thrown ranged weapons would only result in dorfs blowing one another up.

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.
Stogie 8 Jan, 2023 @ 9:20am 
I was going to request making the firearms more primitive "like a musket," until a quick Google search revealed to me that arquebuses are in-fact older...

Good on you for designing firearms SO era-appropriate that they predate the commonly held expectations of "renaissance-era firearm."
Wyntr Stardust  [author] 7 Jan, 2023 @ 8:34pm 
@ryan.daum
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.
TriggerHippie 6 Jan, 2023 @ 8:08pm 
you could probably cause an artificial thermonuclearcatsplosion.
Wyntr Stardust  [author] 6 Jan, 2023 @ 12:33pm 
Good ideas everyone! thank you for subscribing!
im glad you enjoy the mod, im just working on several at once so updates may be sporadic.
The Order 3 Jan, 2023 @ 10:22pm 
for the cartridges is there a way for it to degrade rapidly once used?
Pleroma 2 Jan, 2023 @ 9:35am 
magma splash but weaker for explo?