Hey folks.
I'm taking my first steps into modding and I have more questions than anything. I've read through what I can find on the wiki with regards to modding (which isn't a whole lot), and I'm still left with questions. I've spent the last perhaps 3 hours looking up what I can on this here forum, and I still have plenty of questions.
For starters, I'm doing that same thing everyone else has: guns. Sure, it's nothing new to y'all, but it is to me! Hopefully someone here has ironed out the problems with fire arms.
Here's what I've managed to do:
Added a 'Pistol' weapon to the game, replacing Mace.
Added an ammo type '9mm round' to the game.
Associated the two, and actually be able to have a dwarf fire off his pistol at some invading deer.
Here's where I'm confused (and perhaps overly hopeful):
Equipping New Weapons. The only way I found to equip a dwarf with the new weapon, was to replace one of the 6 basic weapons. Are these slots (in the m->w screen) necessarily hardcoded to particular weapon classes?
Building Ranged Ammo. Rounds seem to be build at the crafter workshop, which is fine, however, they are built using bone and wood. This doesn't make a lot of sense to me, and I want to prohibit it. Is there any way to remove these crafting options?
Building Ranged Weapons. It seems pistols are built in the same way as crossbows: at a bowyer. Using wood and bones again. This one doesn't bother me all that much, since I can disable the bowyer job entirely to circumvent it. Is this the only way?
Quivers. Dwarves, after picking up a Pistol, refuse to pick up a quiver. Is there a work around for this? I would like to have my dwarves carry spare magazines with them. Is there a raw somewhere that associates quivers to crossbows? Can I create a new ammo container 'magazine' to do the same thing for firearms?
Reactions. I've only touched the surface here in order to make sure I at least vaguely understood the concept. What I would like to know, is whether or not I can add reactions to non-smelter buildings? And what freedom do I have in specifying both reagents and products of the reaction? Could I require shell-casings and gunpowder as a reaction that produces 9mm rounds, for instance?
Stack sizes. Have I any control over how many of a particular item gets built? For instance, if my gunsmith cooks up 'shot-gun shells' I would like to produce only 6 at a time, whereas for '9mm round' I would like to have 20 made.
Build costs. If I create a new weapon in the raws, is it possible to assign it a particular manufacturing cost? Say comparing a knife with a claymore. Obviously the claymore should take more metal. Something like this already exists for armour, obviously, but is it flexible enough to apply to weapons, as well?
Thanks for any help you might be able to throw my way!