RimWorld

RimWorld

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Gunlink sucks less
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
247.874 KB
30 Jan @ 8:32pm
18 Jun @ 1:22pm
2 Change Notes ( view )
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Gunlink sucks less

In 2 collections by Kimo'
Rimworld
636 items
Kimo's small(-ish) tweaks mods
14 items
Description
What does this mod do?

Extremely simple mod to make the gunlink a little more useful. On top of it's small accuracy buff, it now also gives 25% reduced aiming time.
Theses changes are made with the intent of making the decision of choosing a gunlink over something else more appealing, especially if your pawn already have a high shooting skill.

F.A.Q

Q: That's nice, but it's still not enough to justify not using an helmet.
A: Honestly, I agree. I strongly recommand using Layers: Cape and Armor from YobarIsushcatel and pair the gunlink with a flak or recon helmet. Anything heavier might be a little cheesy, but you do you.

Q: CE compatible?
A: Probably not

Q: Is it compatible with insert x mod in particular ?
A: As long as it doesn't directly change the Gunlink Def, it should be good.

Q: Can I add it mid playthrough?
A: You should, don't remove it mid playthrough though!


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11 Comments
Kimo'  [author] 18 Jun @ 1:23pm 
-Updated to 1.6
-Reduced the aiming time buff from 25% to 20%, as to hopefully encourage seeking out other sources of aiming time reduction
Kimo'  [author] 11 Feb @ 7:26am 
I'm afraid i'm not the right person to ask then, as my mods are made to be used alongside VE mods.
Scryie 11 Feb @ 7:22am 
I mainly think just making the knife obtainble before smithing would be fine as it is already craftable in the crafting spot, also I don't want to use vanilla weapons expanded: tribal due to it having to many other items and having two different knifes is clutter, A simple mod for early knives and iqwas would be better to me personly
Kimo'  [author] 11 Feb @ 7:07am 
That's what I meant by lower tech, I was thinking about what research could fit. I don't really intend to touch the knife, as VFE tribal has the shiv as tribal equivalent, but i'll need to compare the ikwa to other melee weapons and then decide.
Scryie 11 Feb @ 7:03am 
you don't have to reduce the items tech level as they are already neolithic, only thing that would need changing is the required research and maybe add a new recipe
Kimo'  [author] 11 Feb @ 6:49am 
Now that one indeed makes sense. I'll have to thing about how I want to go about making them lower tech. I'll have to check how VFE tribal handeled it.
Scryie 11 Feb @ 6:33am 
iqnore my previous comments,
could I suggest a mod to make knifes and iqwas neolithic instead of medieval tech,
ether add them to the recurve bow tech or make them obtainable without any research?

Knifes are normally craftable in the crafting spot but require smithing tech,
and iqwas although not made in the crafting spot make sense as neolithic tech
before you say anything, yes these weapons are made of metal,
but I think it makes sense for neolithic era tribals to mine compacted steel to make simple tools instead of stone

Thoughts?
Kimo'  [author] 8 Feb @ 12:55am 
I took a look at the stats, and the shield belt looks fine to me. I think what you're looking for can be found in others mod that add shieldbelt upgrades.
Scryie 7 Feb @ 10:54am 
just thought the shield is not shieldy enough, would it be possible to change the shield belt from 3.3 charge per damage to 1 charge per damage?
Kimo'  [author] 7 Feb @ 9:37am 
Charge lances sucks indeed, but the problem is that buffing them also buff the lancers mechs, which is quite the double edged sword. For a nice alternative of what the charge lance should have been, I recommand using the charge sniper from Vanilla weapons expended.
As for the charge rifle and shield belt, I don't think they are t bad enough to justify making changes to them.