RimWorld

RimWorld

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Guns Galore X - Run'N'Gunners
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Mod, 1.4, 1.5
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1.496 MB
3 Jun, 2023 @ 7:17pm
30 Jan @ 7:35pm
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Guns Galore X - Run'N'Gunners

In 1 collection by Slippin' Jimmy
Guns Galore
15 items
Description
Vanilla and Combat Extended supported.

Guns Galore X is a supplementary series that runs parallel to Guns Galore, mostly for weird or unusual packs and/or commissions that don't quite fit in the scope of the main mod.



Adds the Run'N'Gunners (yes, reference intended), a small guild of gunsmiths, manufacturers, and tradesmen; the principle arms producers and dealers on the Rim. They sell large quantities of weapons and ammunition all of which are produced in house. The Run'N'Gunners don't raid or make war, even with their enemies - their only interest in conflict is how they can profit off of it.

You can still receive quests and trade caravans from the faction, however its main purpose is for the absurdly large number of weapons they sell, taken from every other Guns Galore mod - they will always have at least a few weapons from each pack you have installed. At their faction bases, they are guaranteed to have a stock big enough to equip a small army. With Combat Extended enabled, they also sell an enormous quantity of ammo.

This mod also adds some uniforms and two fictional assault rifles. The weapons are disabled by default but can be enabled using Vanilla Expanded Framework's mod settings feature. Please see the list below or images for specific items.

A list of all current and upcoming weapons can be found here.[docs.google.com]



Q: CE Compatible?
A: Yes.

Q: Where do I craft the weapons?
A: At the Galore Gunsmith Table (for old weapons) or the Galore Weapon Machining Table (for modern weapons.) These can be found in the Production tab.

Q: Where do I research the weapons?
A: Everything is unlocked via Guns Galore's own research tab.

Q: How do I make the turrets?
A: You have to craft the dismounted variation of the gun first. Yes, you can use the dismounted version as a weapon as well.

Q: What are the compatible mods?
A: There is currently built-in support for Muzzle Flash, Vanilla Weapons Expanded - Heavy Weapons, and of course, Combat Extended.

Credit:

Jicker / Slippin' Jimmy - Art, XML

Krazy - Apparel art.

Taranchuk - Weapon Switch functionality.

Vanilla Expanded Team - Multi-Verb system and settings patching functionality.

CC BY-NC-ND[creativecommons.org]
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[ko-fi.com]
[patreon.com]
Popular Discussions View All (2)
0
23 Jun, 2023 @ 1:42am
PINNED: Bug Reports
Slippin' Jimmy
0
23 Jun, 2023 @ 1:29am
PINNED: Suggestions
Slippin' Jimmy
22 Comments
Slippin' Jimmy  [author] 1 Jun @ 6:55pm 
@Enigmite

Indeed, that should be fixed in the next update.
Enigmite 1 Jun @ 12:52pm 
As a heads up - starting a game with a VFEM2 medieval scenario causes Run'N'gunners relations to be -100 as Run'N'Gunners are defined as permanently hostile to all factions except outlanders and tribals in Factions_MIsc.xml (found in Defs\FactionDefs in the mod folder). Permanently hostile Run'N'Gunners can threaten raids for silver- refusing the threat will cause an endless error where a raid cannot be generated as this faction cannot raid. To fix this, delete the "permanently hostile" section of code in Factions_Misc.xml and use dev mode to set relations to neutral or allied.
Phobeseneos 12 May @ 4:47pm 
Somehow it fixed itself they wouldn't sell generic before but today they do :D!
Slippin' Jimmy  [author] 12 May @ 1:13pm 
@Phobeseneos

Do they not? They are configured to sell ammo with CE enabled.
Phobeseneos 12 May @ 9:45am 
I wonder if it is possible to make them sell "generic" ammo
Slippin' Jimmy  [author] 17 Feb @ 8:27am 
@60threin

It would be possible, I'd just have to make a patch for it (or someone else would have to contribute one.)
60threin 17 Feb @ 8:03am 
Would they carry guns from other gun mods too? Would that even be possible?
Mad Marl 17 Jun, 2024 @ 11:25am 
You should make 2 separate but similarly named caravans, one that has its own food and the other that steals your food
MeSo420 30 Jul, 2023 @ 3:53am 
oh and VFE has the same issue. From what I see is everyones meals are being put on one char in the caravan and he won't share instead of one for each before they spawn. I had to get a door lock mod that allows me to deny visitors. And there are some guns I like Magnum tripple action for starters but I need a way to trim down the guns added. That crafting table is wall to wall and 2 and a half screens long, it's nuts! can't find what i need to make for the order quests lol
MeSo420 30 Jul, 2023 @ 3:47am 
Man in black swoops in and OUCH FIRE! Let me put this out first, gets downed himself. Ancients makes sure everything is good and burning and leaves. I pop up just after my daughter dies. Last 2 noncoms burn as I run home, fire licking at the man in black. I save his arse and we begin to collect up the pieces to move. Good thing I had all the silver in another spot. Only thing that didn't burn was the jade and enough to make like 6 survival meals. Run n gun comes in as the ancient is leaving and just enjoy the bonfire. Finished the run but that's another ball of dead cats. My poor poor kitties. Colonists are gone. Me, my dad, a step daughter, and the last 2 surviving cats are in crypto sleep under a mountain with all the best loot in a vault behind us.