RimWorld

RimWorld

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[HRK] Gun Nut - Chapter #2
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Mod, 1.4, 1.5
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14.160 MB
26 Sep, 2020 @ 7:25am
12 Apr, 2024 @ 2:44am
54 Change Notes ( view )

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[HRK] Gun Nut - Chapter #2

In 1 collection by Harkon
HARKON'S GUN NUT COLLECTION
11 items
Description


[ko-fi.com]



WELCOME TO GUN NUT - CHAPTER 2!

This is my second mod, still doing only weapons, but I've learnt quite a lot since the release of the first Gun Nut mod, this time around I included some guns that I like and didn't get into the first one, the weapons included on this mod feature new calibers for the most part and keep the "Gun Nut style" from the first mod.

Gun Nut is a mod series that focuses on giving the player the ultimate upgrades for real life and fictional weapons while trying to keep a vanilla feel in balance and artwork. This mod can be played in vanilla or with combat extended.





CURRENTLY WORKING ON A BIG UPDATE FOR THIS MOD! THIS IS WHY THE INFO CARDS ARE NOT PRESENT ANYMORE! THE MOD IS SAFE TO USE, THE UPDATE WILL BRING NEW TEXTURES, SOUNDS, GUNS, BALANCE CHANGES AND MORE TO THE MOD! THANK YOU!

The G36 is the only gun that shares caliber with one of the guns from Chapter 1, I love the G36 so it's going to get some love by being a little bit better than the assault rifle (not in damage) even if this is not very realistic.

The ASh-12 improves on the Battle Rifle(VWE)/FAL(CE) slightly and has more stopping power/dmg.

The M320 is an alternative to regular grenade launchers by being much lighter and comfortable to use.

The AS VAL is a middle-ground between assault rifles and SMGs, fires fast but lacks the range and precision of other ARs.

The GM6 is broken, I need feedback about this gun for now only the player can craft it. Is a faster firing less range/accuracy Anti-Material rifle (VWE).

The SKS improves on the semi-automatic rifle (VWE)/ SKS(CE) in almost every way, with the exception of the damage.

The M3E1 is a reusable rocket launcher with a small area of impact in vanilla for CE users works like an RPG with more range and uses 84mm rockets (Unlocked by Advanced Launchers research when CE is loaded).

Comes with custom sprites for the ammo and projectiles / Only the yellow projectile if you are not using CE.

The Neopup works like a semi-automatic rifle but fires explosive bullets that have a small radius and less damage than other explosive projectiles in vanilla.

Comes with custom sprites for the ammo if you are using CE.

Th P90...



- This mod is compatible with Combat Extended.



Q: Can the mod be added to existing saves?
A: Yes.

Q: Can the mod be removed from existing saves?
A: Is never a good practice to remove mods from ongoing saves. That said, this mod is quite simple and you should be able to fully remove it if you do it properly.

Q: Where do I craft these new weapons?
A: At the machining table or at the fabrication bench if they are tagged as spacer, charged or something of the sort.

Q: Why does the recipe for some of the weapons requires chemfuel/wood?
A: This may only be a CE thing but It is because most of this weapons have plastic, polymer or wooden parts and I like to reflect that in the crafting cost of the weapon.

Q: Are the weapons properly balanced? (Vanilla)
A: I try to balance my weapons as good as I can, this balance is mostly done comparing it to vanilla or vanilla expanded weapons, however, if you think a weapon should be tweaked let me know in the comments and I'll try to adjust it.

Q: Are the weapons properly balanced? (CE)
A: Same stuff as in the previous question but this time around weapons should feel much more balance in general thanks to the ballistic system from CE and the rules it follows to balance weapons.









Art and xml done by me, Harkon.

I do not claim any ownership of the sound files included in this mod.

Rimworld is owned by Tynan Sylvester.
CC BY-NC-ND 4.0 [creativecommons.org]

You may create patches or translation for this mod, as long as you do not re-upload artwork or code.

Do NOT upload this mod on other websites.


[ko-fi.com]
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220 Comments
Zodiac Killer 28 Jul @ 11:14am 
Saw authors response on #1. cant wait
Zodiac Killer 28 Jul @ 11:13am 
Will this be updated to 1.6? assuming it doesnt work with 1.6, i havent tried.
Daemon Trooper 3 Jul @ 10:47am 
Hi, I have an issue with Neopup. Every other weapons you've proposed in this mod as well as other mods too (or for the very least, every weapons I've tested from your mods) are compatible with "Avoid Friendly Fire", somehow this one, not. I didn't pay attention it didn't have the option and proceed to successfully remove the head of one of my pawn and the torso of another. Great success but not asked or demanded. I needed them xD
Lucky-Nr13 12 Jun @ 10:17am 
A shame not to use the Tarkov gun and brass hitting the floor sound for the ASH-12, it sounds like a bb gun right now. The rest is really nice and the graphics are incredible.
200 10 Jun @ 10:39pm 
hey. love tihs mod. just wanted to say that ammo for 84x246mmR cartidge (HEAT) and (HE) has no textures when using combat extended. i don't know if that's CEs faul. i did ask in their discord. have a good day king
Cayajinge 28 Jan @ 10:43pm 
Collection cannot init: No textures found at path Ammo/M3E1/HEAT
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Graphic_Collection:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_StackCount> (Verse.GraphicRequest)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.GraphicDatabase.Get_Patch0 (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (System.Type,string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color,Verse.GraphicData,System.Collections.Generic.List`1<Verse.ShaderParameter>,string)
Verse.GraphicData:Init ()
Verse.GraphicData:get_Graphic ()
Verse.ThingDef:<PostLoad>b__379_0 ()
BetterLoading.ToExecuteWhenFinishedHandler/<ExecuteToExecuteWhenFinishedTheGoodVersion>d__3:MoveNext ()
UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
シスコン使徒 24 Aug, 2024 @ 11:09am 
12.7x55mm and ASH12 is underpower, I think this ammo should have similar damage to .50bmg (around 40),
and ASH12 should not have high recoil, its recoil is normal level. its problem is gun and ammo is too heavy and low accuracy in not close.
Pen4a 4 Aug, 2024 @ 11:33am 
to remove texture issue just delete this file in CE patch folder of this mod: "M3E1_Ammo_Textures". It's literally redundant, because CE has it's own textures for that type of ammunition.
Dealer Mangan 30 Jul, 2024 @ 1:21pm 
No textures found for M3E1 HEAT and HE ammo types with CE.
Senilia 30 Jul, 2024 @ 12:38pm 
[HRK] Gun Nut - Chapter #2 is missing the texture for 84x246mmR (HE) in CE.