From 5dc2a55cb4a2e5fd348cc377a6803167d00d8f7c Mon Sep 17 00:00:00 2001 From: XxFran10xX <318299142+XxFran10xX@users.noreply.github.com> Date: Wed, 11 Nov 2026 15:47:17 +0100 Subject: [PATCH 1/2] docs: GunsAndGadgets animal fittings (fitting key, animal kind) Co-Authored-By: Claude Opus 5.5 --- projects/GunsAndGadgets/operations.md | 15 +++++++++++++-- 1 file changed, 13 insertions(+), 2 deletions(-) diff --git a/projects/GunsAndGadgets/operations.md b/projects/GunsAndGadgets/operations.md index bec543f..65de070 100644 --- a/projects/GunsAndGadgets/operations.md +++ b/projects/GunsAndGadgets/operations.md @@ -98,8 +98,9 @@ material in `metals.yml`, with the id `@` (for example gunsmith, players pick the part, then the material. `metals.yml` lists the materials. Each one has: -- `kind`: `metal` or `wood`. A part forges from one kind: `material: wood` for - stocks; metal by default. +- `kind`: `metal`, `wood` or `animal`. A part forges from one kind: `material: + wood` for stocks; metal by default. `animal` materials (leather, wool and + feather in four qualities) are fittings, see `fitting` below. - `tier`: sets the part tier, and the shot tier a barrel loads. - `name` and `color`: the material's name as shown, and its hex colour (see "Names and lore"). @@ -125,6 +126,7 @@ Part keys: | `ammo-filter` | `powered` or `plain`: the gun loads only that shot. | | `skin-base` | Matches gun designs as if the action were this part, e.g. `flintlock`. | | `metal-lore` | One lore line per material (`iron: "..."`), shown on that variant. The part list, before a material is picked, shows `lore`. | +| `fitting` | A second material from the `animal` kind, picked after the wood: ids `@+` (for example `saddle_stock@maplewood+rare_leather`). `amount` (default 2) is how many of the fitting item it costs; `stats` lists the stats the fitting's `better` factor scales, after the material. `materials` limits it to some fittings. The plain `@` still loads for guns made before the part took a fitting, but can't be crafted. | | `sound-overrides` | Sounds that replace every other sound of that group on the gun (all parts and the material's layers), e.g. the steamlock's quiet report. | New stats: `damage_percent` (scales gun and shot damage), `falloff` (blocks @@ -135,6 +137,15 @@ penalty through, and `sneaking 50` deepens the crouch bonus by half. The combined factor stays between 0.5 and 2. Editing `metals.yml` or a part changes its revision, so existing guns refresh to the new numbers. +The bundled fittings (2.4.0): the Saddle stock and Wrapped grip scale `moving` +and `mounted`, the Cheek-rest stock `sneaking` and the Padded stock +`fire_rate`. Each takes 2 leather (`m.materials.leather`), wool +(`v.white_wool`) or feather (`v.feather`), or their rare, epic and legendary +items. Quality factors are 0.75 / 1 / 1.25 / 1.5, so a rare fitting keeps the +written values. These stocks used to cost `v.leather`, which players never hold +(MIReplacer turns vanilla leather into `MATERIALS.LEATHER`), and the grip cost +`v.string`. + ### Existing servers GunsAndGadgets writes a bundled file only when it is missing, so a server that From fdf465d333143d87e16cc3d677e7d814e09602e9 Mon Sep 17 00:00:00 2001 From: XxFran10xX <318299142+XxFran10xX@users.noreply.github.com> Date: Wed, 11 Nov 2026 15:57:22 +0100 Subject: [PATCH 2/2] docs: GunsAndGadgets fittings: one type per stock and grip Co-Authored-By: Claude Opus 5.5 --- projects/GunsAndGadgets/operations.md | 27 +++++++++++++++++++-------- 1 file changed, 19 insertions(+), 8 deletions(-) diff --git a/projects/GunsAndGadgets/operations.md b/projects/GunsAndGadgets/operations.md index 65de070..e4e1d20 100644 --- a/projects/GunsAndGadgets/operations.md +++ b/projects/GunsAndGadgets/operations.md @@ -100,7 +100,8 @@ gunsmith, players pick the part, then the material. `metals.yml` lists the materials. Each one has: - `kind`: `metal`, `wood` or `animal`. A part forges from one kind: `material: wood` for stocks; metal by default. `animal` materials (leather, wool and - feather in four qualities) are fittings, see `fitting` below. + feather in four qualities) are fittings, see `fitting` below; their `type` + (`leather`, `wool`, `feather`) is what a part's fitting asks for. - `tier`: sets the part tier, and the shot tier a barrel loads. - `name` and `color`: the material's name as shown, and its hex colour (see "Names and lore"). @@ -126,7 +127,7 @@ Part keys: | `ammo-filter` | `powered` or `plain`: the gun loads only that shot. | | `skin-base` | Matches gun designs as if the action were this part, e.g. `flintlock`. | | `metal-lore` | One lore line per material (`iron: "..."`), shown on that variant. The part list, before a material is picked, shows `lore`. | -| `fitting` | A second material from the `animal` kind, picked after the wood: ids `@+` (for example `saddle_stock@maplewood+rare_leather`). `amount` (default 2) is how many of the fitting item it costs; `stats` lists the stats the fitting's `better` factor scales, after the material. `materials` limits it to some fittings. The plain `@` still loads for guns made before the part took a fitting, but can't be crafted. | +| `fitting` | A second material from the `animal` kind, picked after the wood: ids `@+` (for example `saddle_stock@maplewood+rare_leather`). `types` lists the fitting types it takes (any when left out), `amount` (default 2) is how many of the fitting item it costs, and `stats` lists the stats the fitting's `better` factor scales, after the material. `materials` limits it further to listed fittings. The plain `@` still loads for guns made before the part took a fitting, but can't be crafted. | | `sound-overrides` | Sounds that replace every other sound of that group on the gun (all parts and the material's layers), e.g. the steamlock's quiet report. | New stats: `damage_percent` (scales gun and shot damage), `falloff` (blocks @@ -137,12 +138,22 @@ penalty through, and `sneaking 50` deepens the crouch bonus by half. The combined factor stays between 0.5 and 2. Editing `metals.yml` or a part changes its revision, so existing guns refresh to the new numbers. -The bundled fittings (2.4.0): the Saddle stock and Wrapped grip scale `moving` -and `mounted`, the Cheek-rest stock `sneaking` and the Padded stock -`fire_rate`. Each takes 2 leather (`m.materials.leather`), wool -(`v.white_wool`) or feather (`v.feather`), or their rare, epic and legendary -items. Quality factors are 0.75 / 1 / 1.25 / 1.5, so a rare fitting keeps the -written values. These stocks used to cost `v.leather`, which players never hold +The bundled fittings (2.4.0): every stock and grip takes 2 of one type, in +common, rare, epic or legendary quality (factors 0.75 / 1 / 1.25 / 1.5, so a +rare fitting keeps the written values). Common items are `m.materials.leather`, +`v.white_wool` and `v.feather`; the others are `m.materials._`. + +| Part | Type | Stats the quality scales | +| --- | --- | --- | +| Saddle stock | leather | `moving`, `mounted` | +| Cheek-rest stock | leather | `sneaking` | +| Standard grip | leather | `accuracy` | +| Standard stock | wool | `accuracy` | +| Wrapped grip | wool | `moving`, `mounted` | +| Pommel grip | wool (plus its copper ingot) | `sneaking` | +| Padded stock | feather | `fire_rate` | +| Bird's-head grip | feather | `draw`, `moving` | + These stocks used to cost `v.leather`, which players never hold (MIReplacer turns vanilla leather into `MATERIALS.LEATHER`), and the grip cost `v.string`.