RimWorld

RimWorld

Cyberpunk [1.0]
83 Comments
Mlie 8 Aug, 2022 @ 1:45pm 
itasaka 6 Feb, 2022 @ 9:06am 
yeah cyberpunk 2077 sure was revolutionary.
вкидмастер 1 Oct, 2021 @ 9:47pm 
:csgogun::Burn:
вкидмастер 1 Oct, 2021 @ 9:47pm 
0_0
UshioNoa 17 Aug, 2021 @ 2:59am 
1.3?
Popo Bigles 30 May, 2020 @ 1:49pm 
Many good memories with this mod. Glad I experienced it.
starfaller 23 Mar, 2020 @ 6:58am 
Love your mods. I hope one day we will get an update. Well Done.
AcetheSuperVillain 21 Mar, 2020 @ 2:11pm 
I also hope this and the faction mod get updated to 1.1. I could do without the range change on pistols and shotguns though, it just makes them useless.
starfaller 20 Mar, 2020 @ 12:49pm 
Great job on this Mod. Maybe if the stars are right you will make a 1.1 version. I'm going to try and see if it works as is, but great work!
Gnox 22 Feb, 2020 @ 1:20pm 
Hello Darque, will you be keeping this mod updated ?
Darque  [author] 17 Oct, 2019 @ 2:15pm 
Emperors, I was thinking to expand by adding CP's drugs into the game. No timeline on this, as I am not actively modding at this time.
Emperors Champion Dragos 16 Oct, 2019 @ 5:15pm 
Will this possibly be expanded in the future? Not enough Cyberpunk on Rimworld!
test 13 Oct, 2019 @ 5:57am 
i thought it adds jam to all guns not just mod guns ok thank you
Darque  [author] 2 Oct, 2019 @ 1:40pm 
Lights, in the xml files, try changing the reliability element for each gun to NA. That would set the chance to jam to 0%.
test 2 Oct, 2019 @ 1:19am 
how can i delete reliability by editing mod files
Darque  [author] 1 Oct, 2019 @ 10:09pm 
crgzero, I did make this mod around Friday Night Fire Fight rules. Good eye.

To all, at this time, I am not working on any changes to this mod. I might in the future, but no promises.
And no, I am not removing reliability, as I feel it adds to the mod, that sometimes, guns jam. Again, I took the reliability rules out of Friday Night Fire Fight.
crgzero 1 Oct, 2019 @ 3:23pm 
I would like to add, that if you want to use this mod with other mods, build your mod pack around this mod. I LIKE this mod, so don't get me wrong, but it doesn't cooperate well with other mods, to many to list so as I mentioned, build around this mod. Don't add it to a mod pack with a lot of other content mods unless you're ABSOLUTELY SURE it's not going to be an issue.
crgzero 1 Oct, 2019 @ 3:20pm 
I see people commenting on the guns being stronger than vanilla, but the armor being weaker. I can't comment on whether the author meant that or not, but as someone who played Cyberpunk extensively in the past, in a round about sorta way it kinda fits with the "Friday Night Fire Fight" rules of Cyberpunk where you're not a bullet sponge and you can die.

The mod is not OP in and of itself, but you can make it so with some planning, by end game as with, pretty much every other mod on here, planning and end game you can be a cybernetic beast easy.
test 24 Sep, 2019 @ 5:13am 
can you remove reliability
Fungus Kreeman .$ 23 Aug, 2019 @ 10:27am 
Hey there.

I was wondering if you could make this mod work with XND's Proper Shotguns , so that the shotguns added by this mod feel like good ol' buckshot.
August "Valkyst" Tannenbaum 5 Jul, 2019 @ 2:38am 
Wake the fuck up, tribal, we have a colony to burn.
Kimiza 27 Jun, 2019 @ 3:28am 
@velcroboy333 on its own, if used without too many other mods, it's got a strange sort of ballance. Armors are universally weak, at or bellow vanilla levels- weapons are significantly stronger, combat with folks using these weapons ends up far deadlier which can be fairly unfun given the weird way weapon balance was(or wasn't as it were) designed.
velcroboy333 5 Jun, 2019 @ 8:06am 
Before I add this, looking back at the comments, it seems this mod might be considerably OP. Anybody have any input about that?
velcroboy333 4 Jun, 2019 @ 9:10pm 
Oh man, I've been looking for something along the lines of Shadowrun or Akira(really I just want the bikes.) I will be checking this out soon!
CROnologiHEIST 2 Jun, 2019 @ 5:57am 
Ah this mod isn't compatible with the kijin model
Kolljak 8 Apr, 2019 @ 2:36pm 
that MGS greyfox face.
Klortoly 23 Feb, 2019 @ 6:51pm 
I like the mod as well, but can you make it so that the guns dont insta-kill a soldier with every body part replaced with bionics?
Aladar 12 Dec, 2018 @ 2:58pm 
Hello, I like this mod alot, however when I load it, I am seeing a host of Smelting errors, and the guns cannot be smelted ingame. An example of the error:

Config error in Gun_ASA460_CP: has smeltProducts but has smeltable=false
Verse.Log:Error(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.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
g0jira 29 Oct, 2018 @ 2:15am 
shame, i understand that, but im using over 5 other mods (3 more in queue, still in b19) with weapons and other features, that do not change vanilla, they balance their mods to fit game. so you action exclude other mods, in that case i have to uninstall your mod, but if you ever make per vanilla balance, i will beck, thanks! and regards
Darque  [author] 28 Oct, 2018 @ 8:58pm 
@g0jira I based the stats of the weapons on the Cyberpunk RPG source material. In order to balance it a bit, I changed the damage code so that the damage values in the xml is the maximum damage. I implemented a random number generator to randomly lower that amount on hit.
The range values are also based on the source material. In the CP2020 game, for example, a pistol can fire 50 meters, while a sniper rifle can fire 800 meters. I have reflected that in the mod weapon stats. I also modified the vanilla weapon stats with the mod to make them similar to the guns that the mod adds.
g0jira 28 Oct, 2018 @ 6:56pm 
also: i have checked stats of all weapons, and they are OP. too high range, too high dmg. compared to other mods and Vanilla
g0jira 28 Oct, 2018 @ 5:12pm 
nice mod, but change range of snipers, 100 range is way too much,
Darque  [author] 24 Oct, 2018 @ 10:44pm 
Mod updated to 1.0 :D
Deth 23 Oct, 2018 @ 2:54am 
i wanna try this out real bad. can the melee weapons be made with diffferent resources (steel, plasteel, uranium and etc) or are they set to use specific ones?
FelyaUwU 17 Oct, 2018 @ 1:06pm 
Literally waiting only for this mod to be updated to 1.0 to play RimWorld
firefan43 8 Oct, 2018 @ 4:03pm 
makes sense. thanks for keeping it on your to do list!
Darque  [author] 8 Oct, 2018 @ 9:33am 
Looking at the latest news, I will wait for the 1.0 release of Rimworld on 10/17 before I start working on the next version of this mod.
firefan43 4 Sep, 2018 @ 12:48pm 
understood! hope all goes well and I will be patiently waiting. Thanks!
Darque  [author] 4 Sep, 2018 @ 11:16am 
Yes, but it will take a bit. Expect an eta of late Oct/early Nov due to personal life events.
firefan43 4 Sep, 2018 @ 5:01am 
are you going to .19 this? I love this mod.
crgzero 30 Jul, 2018 @ 1:08am 
MIght want to consider adding in seperate work benches, the gun bench (what I call it) is overloaded. I like the mod though, wish I could find some folks to play Cyberpunk with at home, or even some Mekton Z (also made by R. Talisorian)
yyy888444a 5 Jul, 2018 @ 12:48pm 
Why does it keep showing tons of warning about smeltable=false???
firefan43 7 Jun, 2018 @ 5:40pm 
Balaclava - please lower whatever value it has. The toons will wear horrible low% balaclavas over superior helmets.

Trenchcoat - the heat of these coats is killing people of heatstroke.
Darque  [author] 12 May, 2018 @ 3:00pm 
@SapperChief,
I have not had any issues with Prepare Carefully, unless it is something new. I haven't played Rimwold for the last couple months, as I have been pulled in other directions.

@michael-maryn,
Nothing new to report in regards to CEE right now. I'll post something when significant progress is made, but it may be awhile.
Spook/y 11 May, 2018 @ 11:35pm 
@Darque I have a issue using this mod with Prepare Carefully is there a incompatibility issue??
Michael-Maryn 10 Apr, 2018 @ 6:12pm 
hey, i was wondering whats the current status with the Combat Extended Edition, i love using Combat Extended and would love to use this mod in conjunction with it.
Darque  [author] 1 Apr, 2018 @ 9:33pm 
@Meridia: I'll look into it. Thanks.
Reeber 31 Mar, 2018 @ 9:17am 
Is it just me or is Arasaka 3-Shot ridiculously overpowered? It's reuseable like normal guns, does as much damage as doomsday rocket launcher... and has practically infinite range.
Cigg 3 Mar, 2018 @ 8:36pm 
@Ogliss Hey there; I did try to find in files with notepad++; strangely enough it didn't show up. Which is why I asked about lol