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Constructable Weapons

Rob Nelson requested to merge pull/8010/Gunsmithing2 into Bleeding-Edge

Created by: Shadowmech88

New weapons: Blunderbuss: blunderbuss A muzzle-loaded firearm that fires objects in a manner similar to the pneumatic cannon. It must be reloaded with welding fuel and have a new object inserted into it after every shot. Standard fuel load is 10u, at which level metal rods do about 16 brute when fired from it. More damage can be achieved by loading more fuel into it, however anything over 10u causes the gun to have a chance to explode, scaling with the amount of fuel used. At the maximum of 30u welding fuel, the gun is very powerful, but has a 50% chance of exploding which will destroy the gun as well as putting the shooter into orange health and breaking their hand. This gun was designed with the goal that a single person armed with one would not pose a serious threat to other crewmembers, but a group of four or five people each armed with one might be able to take down a threat together. Crafted with a welding tool, wrench, crowbar, and screwdriver using two soda cans, rack parts, a grenade casing, and an igniter.

Tomahawk: tomahawks Essentially a makeshift hatchet. Has only 8 force compared to the hatchet’s 15, but has the same throwforce as a hatchet. Deals slightly less damage than the 10 force spear, but makes up for it by being smaller. The glass tomahawk wears down with use, and generally shatters within 10-15 hits. The metal tomahawk does not break. Crafted using a wrench, cable coil, and glass shard. The metal tomahawk is crafted with a welding tool using a wrench, cable coil, and kitchen knife.

Pipe Tomahawk: pipe_tomahawks Same use options as the tomahawk, however plants can now be put into the bowl in order to make it into a blunt of that plant. Additionally, it is equippable in the mask slot. Such an item would allow botanists to use the same tool for smoking and harvesting. Crafted with a surgical drill using a tomahawk and an ashtray.

Cannon: cannon A weapon much like the blunderbuss, however it is a structure rather than an item, and is more powerful. It is loaded using welding fuel. Crafted with a welding tool using a wheelchair, an igniter, and two soda cans.

Railgun: railgun A projectile weapon that fires metal rods using power stored inside capacitors. Capacitors can now be wrenched down onto wires and interacted with to charge them with the power in the grid. The damage and penetration of the railgun projectile scales with the power in the capacitor: from 10 damage and no penetration at one megawatt to 200 damage and 120 penetration at one gigawatt. The exact breakdown can be seen in the graph. image The railgun requires a set of rails to fire, these rails will break down over a number of shots and will need to be replaced, with the frequency of replacement depending on the power used in the shot. Crafted with a welding tool, crowbar and screwdriver using rack parts, cable coil, a grenade casing, two soda cans, and a lightswitch frame/mass driver button frame/access button frame. The rail assembly can be crafted using a wired rod and another rod.

Sword: sword A standard sword with 15 force and 1.2 sharpness. Crafted with a welding tool using two kitchen knives and cable coil.

Executioner’s Sword: executioners_sword A large sword with 25 force and 2 sharpness. It cannot fit inside backpacks and has thrice the normal attack delay. Crafted with a welding tool using a sword and a kitchen knife.

Venom Sword: venom_sword A sword which can be loaded with a beaker. On each strike, it injects the victim with 5u of whatever’s inside the beaker. It can only be loaded with regular beakers and small stasis beakers. The blade changes color to reflect the color of the reagents inside the beaker. Crafted using a sword, a hypospray, and a soda can.

Hivehand: hivehand A bioweapon that functions as both a gun and a 20 force sharp weapon. It has a magazine of 10 shots that slowly refill over time. From empty, it takes roughly 30 seconds to regenerate all 10. Each shot deals 10 toxin damage. The Hivehand cannot be dropped, and can only be removed by severing the hand. Created by injecting Lamarr with creatine.

Revialver: revialver_full A single-action revolver that can be loaded with six-chamber cylinders containing glass vials. Upon being hit by a vial, the vial’s contents are splashed onto the target. Intended to be a long-range chemical delivery system that doesn’t function via injection like the syringe gun does. Crafted with a lighter using a spray bottle, metal rod, pill bottle, and label roll. The cylinder can be crafted with a surgical drill using a regular beaker and a paper cup.

Blinder: A device which, when triggered, blinds everyone onscreen as well as stunning borgs. It does not stun carbons. After every use the lightbulb must be replaced. It is highly likely its power cell will need to be replaced as well since it uses 10000 charge per use. Because of this, it can’t be reliably used to stunlock borgs, and because it blinds the user, attempting to do anything harmful to the borg during the stunlock would be challenging. This weapon was intended to be a makeshift defense against subverted/malfunctioning borgs that would allow the user to escape, since it stuns borgs but not carbons. Crafted with a screwdriver using a camera and cable coil. Loaded with light bulbs and power cells.

Blast Cannon: blast_cannon_empty A gun which can be loaded with tank transfer valves. Upon firing, it reacts the gases inside the tank transfer valve and then creates a projectile based on the power of that explosion. The projectile travels a range equal to the radius of the theoretical explosion, and damages everything on each tile it passes relative to the strength that the explosion would be on that tile. Essentially, it restricts the effects of the bomb to a 1-tile-wide sliver rather than a circle. The tank transfer valve cannot be reused, and must be discarded after each shot. Firing the gun causes the user to fly backwards 10 tiles and be weakened for a short time. Crafted with a welding tool using rack parts and a bent pipe.

Subspace Tunneler: subspace_tunneler A device which consumes bluespace crystals in order to teleport objects. At its most basic level, it can only teleport items to the user’s location. When loaded with a matter bin, the gun can store items within itself. Stored items can be dispensed in a random order by firing at a turf. This action does not require a bluespace crystal. The amount of items that can be stored is based on the total w_class of all the items combined. The amount of items that can be stored simultaneously scales with the quality of the matter bin. If the subspace tunneler is loaded with a super matter bin and a natural bluespace crystal, it can store structures and machinery as well as items. Retrieving an object with the subspace tunneler has a 100% chance of consuming a loaded artificial bluespace crystal, and a 50% chance of consuming a loaded natural bluespace crystal. Certain items have been disallowed from being retrieved due to the power they possess, for example the nuke disk, supermatter shard, and any entity with the INVULNERABLE flag. Certain other items have been disallowed from being retrieved due to how much of a nuisance it would be to lose/have to replace such items. Examples include the brig timers, APCs, multi-tile structures like sleepers, atmos equipment like vents/pumps/gas miners, door control buttons, fireplaces, and airlocks. Crafted with a welding tool and screwdriver using rack parts, a subspace ansible, a subspace amplifier, a subspace transmitter, and an ansible crystal.

Miscellaneous Changes: The chance of a sharp weapon to sever a limb that is over its damage threshold, per strike, is now slightly increased based on the weapon’s sharpness. Sharpness one weapons will remain unchanged. Sharpness .8 weapons have a slightly lower chance, per strike, to sever a limb. Sharpness 1.2 and 1.5 have a slightly higher chance, per strike, to sever a limb. In addition, weapons with sharpness 2 and above become able to sever limbs at a lower damage threshold. The damage necessary for severing to become possible scales inversely with the sharpness of a weapon above 2 sharpness. At 100 sharpness, a weapon becomes able to sever limbs without fail.

Added a cylinder spin sound to the Russian revolver.

Fixes some typos.

I'm completely open to criticism about any of the changes. If you have concerns, please voice them.

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