RimWorld

RimWorld

72 ratings
TMC All In One CE Patch
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Mod, 1.1, 1.2
File Size
Posted
Updated
534.535 KB
25 Aug, 2020 @ 12:46am
20 Nov, 2020 @ 6:27pm
13 Change Notes ( view )

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TMC All In One CE Patch

In 1 collection by Tittymcswaggy
TMC Armory #1
7 items
Description
An All in One CE patch for TMC Armory weapon series

Currently patched for :
TMC - AR #1
TMC - Shotguns #1
TMC - Sidearms #1
TMC - SMG #1
TMC - Sniper Rifles #1
TMC - Combat Assist Goggles
TMC - Support Weapons #1

Always make sure the patch is below my mods and Combat Extended





13 Comments
Heckerpecker 3 Nov, 2024 @ 2:08am 
was very cool for the time it lastet
D3L 17 Feb, 2022 @ 12:01am 
is this dead?
[RoG]Ghostrider 4 Sep, 2021 @ 5:31pm 
plz update :D i love dis mod
update please :d2naturesprophet:
Victory Achieved 18 May, 2021 @ 5:18pm 
I'm unsure if its because I use the github version of CE, but this patch makes the weapons unusable if I have the CE ammo equipped on a colonist with the TMC weapons. Not that the patch makes them unusable, but I mean to say even with the patch I can't use the weapons
Lady Luck 6 Mar, 2021 @ 2:08pm 
The tank fist grenades are also missing for me. All of the other ammo appears just fine as far as I can tell.
Mr. Krill 5 Feb, 2021 @ 3:31am 
https://gist.github.com/1db732c04862809051f7b08949729b4e
Config error in Make_TMC_Destructor: description has trailing whitespace
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
Tittymcswaggy  [author] 21 Dec, 2020 @ 4:20am 
@Buffalo Fice Kidds - There are hard incompatibility with some mods regarding Tinker`s Constuct . Unfortunately , these problems will need to be brought over to the author of that mod as my mods only add stuffs and use his framework.
LizzyFurrr 21 Dec, 2020 @ 2:25am 
I've had fully equiped all accessories on my gun but when my colonies use it, those part just.....missing but still fuctional, why?
Tittymcswaggy  [author] 19 Nov, 2020 @ 4:37am 
@no - they can be crafted in the machining table , I`m not really sure why they don`t show up in your game.