Hello. I'm borrowing my dad's computer so that I might clear up a few things here.
Allow me to explain. First, I did not create this thread to serve the public. I created this thread to serve me. I HAVE all these mod ideas, and they are all trying to squeeze into the same time slot. I can't work on three mods at the same time. I also can't give higher status to one mod over the other two.
So, I create a thread with those three mods, and ask someone else to assign a higher priority to one of them so that I can actually work on the damn thing.
Next, allow me to explain the gun mod. There is no fantastic gunpowder-and-bullets code involved here, and there is absolutely no support for fortress mode. It is an adventure mode mod exclusively.
Guns are just renamed bows and crossbows with altered damage values, new ammunition, and some size changes. That's it. Where do bullets come from? Merchants, of course. Where do guns come from? Merchants.
Trying to get guns to work in fortress mode is a nightmare of smelter modifications and out-of-place side effects. It's just not worth it. In adventure mode, however, you don't care where your weapon came from, so long as you can use it to kill something.
And if you want to see all the gun code, download the mod. That's the entirety of my work so far. It's also going to be the entirety of my work for a while yet, as the BotS mod got the most votes.
I was also working on a zombie mod for a while. But zombie mods are kinda geared towards fort mode, and I was having trouble keeping things out of the modern post-ap theme that zombies generally fall into. Why? Because I didn't want to deal with fort-mode guns.