Bweapons modpack
Bweapons aims at providing a full progression of ranged weapons, from primitive bows to sci-fi rifles or magic staves and spellbooks. Modpack also provides an API to easily make your own weapons.
Content packs are split into separate mods, so if you don't like something (for example you only want to leave magic), you can simply disable them.
Requirements
Minetest 5.0.0+
Minetest_game 5.0.0+
Full list of requirements:
- default, tnt (parts of minetest_game, default)
- technic (optional, but strongly recommended)
- mana (optional, but strongly recommended)
- magic_materials (dependency for bweapons_magic_pack)
- basic_materials (dependency of technic, and also for bweapons_firearms_pack)
Recommended mods
- gadgets_modpack (Together with gadgets_modpack forms a single combat, status effect and magic system)
- craftguide (explore crafting recipes of the new items)
List of mods in modpack
-
bweapons_api
API, implementing all of bweapons functionality and required by actual weapon packs
-
bweapons_firearms_pack
Pack of weapons, consisting of:
- Pump-action shotgun
- Double-barreled shotgun
- Pistol
- Rifle
- Grenade launcher
Requires : default, tnt, basic_materials, technic
-
bweapons_bows_pack
Pack of weapons, consisting of:
- Wooden bow
- Crossbow
Requires : default
-
bweapons_hitech_pack
Pack of weapons, consisting of:
- Particle Blaster
- Laser Gun
- Plasma Gun
- Rail Gun
- Rocket Launcher
Requires : default, tnt, basic_materials, technic
-
bweapons_magic_pack
Pack of weapons, consisting of:
- Tome Of Fireball
- Tome Of Ice Shard
- Tome Of Electrosphere
- Staff Of Light
- Staff Of Magic
- Staff Of Void
requires: default, magic_materials
-
bweapons_utility_pack
Pack of utilities, consisting of:
- Torch bow
Requires : default
Tips
Magic weapons have following world interactions:
- Fireball will set some nodes on fire, if server fire is enabled
- Ice shard will freeze water and cool down lava sources into obsidian and flowing lava into stone
- Electrosphere will turn sand into glass
- Void staff will destroy a single node it hits
All interactions respect area protection
Railgun, apart from requiring ammo also needs to be charged with technic EUs.
Magic tomes use mana and don't wear down, wear bar of staves represent their "charge", and they can be recharged by combining them with februm crystals on the crafting grid.
Settingtypes
Modpack provides some settings, accessible via "Settings->All Settings->Mods->bweapons_api
You can also put these settings directly to your minetest.conf
bweapons_combine_velocity = false
Combines current player velocity with projectile velocity. Disabled by default since it modifies
projectile speed and can potentionally decrease collision detection effectivenes (if it's too fast).
bweapons_damage_multiplier = 1
Global weapon damage multiplier.
bweapons_projectile_raycast_distance = 0.5
Length of a projectile raycast, performed on each server step, used for collision detection.
Bigger values means better detection, but also the projectile would stop further from the
actual target.
Making your own weapons
To define weapons in your own mod you need to call bweapons.register_weapon(def)
where def
is a definition table. To see a complete list of possible definition options (with comments)
refer to this document.
Although not required, but bweapons_api provides a second function, for
convenient ammo registration bweapons.register_ammo(def)
. List of available definition
options can be found in the documentation mentioned above.
Also, you can see already defined weapon packs for reference, however, keep in mind, they don't contain all possible options.
Limitations
Collision detection for projectiles is not perfect. It's much better than it was before (prior to minetest 5.0.0 it was very hacky, now it uses raycasting), however keep in mind to not make projectiles too fast, otherwise they might go through objects and nodes.
If you still want to make projectiles fast, there's a settingtypes.txt option that you can put in your minetest.conf, to increase length of the raycast ray that's used for collision detection in projectiles:
bweapons_projectile_raycast_distance = 0.5
License
All code is GPLv3 link to the license
All resources not covered in the "credits" section are licensed under CC BY 4.0 link to the license
Credits
Sounds from following users of freesound.org were mixed, cut, edited and used to produce sounds in this modpack:
- firestorm185 - energy hum sound
- qubodup - explosion
- kastenfrosch - cannonball
- qubodup - cannon shot
- panxozerok - instant chill
- selector - rocket launch
- florianreichelt - huge explosion
- wcoltd - laser4
- adrimb96 - fairy sound
- mattiagiovanetti - laser gun shots iii
- tjcason - shortlasersound
- nettimatto - mini crossbow foley
- qubodup - launching shooting propelled grenade
- saturdaysoundguy - longbow release 1
- kinoton - whoosh 1
- drmaysta - cartoon arrow hit
- arcandio - razorback archery
- lensflare8642 - shotgun sounds
- nioczkus - 1911 reload
- lemudcrab - grenade launcher
- nioczkus - browning hi power
- nioczkus - darkscape 1911 a1
- qubodup - fire-spell
- samararaine - bonfire being lit
- midimagician - fire burning loop
- qubodup - tree burns down
- qubodup - fire magic spell sound effect
- spookymodem - magicsmite
- lamamakesmusic - step ice break 01
- steffcaffrey - chimes
- spookymodem - hitting wall
- adrimb86 - fairy sound
- terminallynerdy - timestop
- slugzilla - phoenixscreech1
- bajko - sfx thunder blast
- joelaudio - electric zap 001
- dave-welsh - thunder-clap-owb-ky-441x16
- quaker540 - supernatural-explosion
- northern87 - barbecue-fire-northern87
- cyberkineticfilms - strange-teleport-sound
- slugzilla - phoenixscreech1
- zenithinfinitivestudios - fantasy-ui-button-1
- 221beimesche - glass-shattering-and-falling
- sclolex - tunneldrone
All sounds listed above were licensed as CC0. Produced sounds are licensed under CC BY 4.0 link to the license
Great variety
Great variety of powerful and fun weapons.
Good Mod!
I like this modpack and its simplicity. However, I have some issues with it.
The regular guns like the rifle and shotguns do not have an indicator of when they can be fired again so I'm always guessing on if my next click will shoot or be blank. Something like an animation or distinctive reloading sound would help in this area.
The hitech guns do not shoot, even after being charged with the Technic blocks. They will say they are fully charged, but they will not do anything. They worked before, but now they are chargeable decoration. What could be causing this? I don't recall doing anything drastic with the mod.