RimWorld

RimWorld

Starship Troopers - Weapons (B1.0)
160 Comments
Pokey1751 13 Mar @ 6:40pm 
can you add the e-pulse weapons from starship troopers 2 please?
Mlie 15 Jan, 2021 @ 2:40am 
Mello 28 Dec, 2020 @ 8:37am 
please update !!!!!!!!! you guys are making me suffering
咕咕,咕咕咕? 28 Aug, 2020 @ 9:37am 
to update?
Hyeenu 22 Jul, 2020 @ 2:21am 
Update please! I've not yet tried this mod and I'd love to!
Gooby King 17 May, 2020 @ 8:08pm 
Hello, I've updated both this and the uniforms mod un my own. Have personally not experianced any issues in my testing. If you want them to upload or if you'll give me permission to upload them PM me
Indy 12 Dec, 2019 @ 3:19pm 
Can you make sidearms for soldiers as well?
Brigg 23 Jul, 2019 @ 2:51pm 
This mod does not work with combat extended. And the author maintaining the CE patch hasn't updated the patch since B18
Snake Plissken 20 Jul, 2019 @ 8:25am 
does this work with combat extended?
patrick bateman philosopher 6 Jul, 2019 @ 12:48am 
is this compatible with combat extended?
Kroge  [author] 4 Jun, 2019 @ 1:02am 
The combat shotgun
destructomac 3 Jun, 2019 @ 9:21pm 
whats the top right gun in the second picture?
Kroge  [author] 3 Jun, 2019 @ 7:00pm 
Making changes now and adding you to the credits, I had basically given up on this as im working on another clothing mod atm. Well done good sir! You are a true hero to the federation.
Kludge 1 Jun, 2019 @ 12:52pm 
(Strudel, you owe me a beer)
Kludge 1 Jun, 2019 @ 12:51pm 
FOUND THE FIX:

Locate this file in the mod:
<installpathto Steam>\SteamApps\workshop\content\294100\1408445111\Defs\ThingDefs_Misc\SSTWeapons_Base.xml

Open in a text editor, and change this:
<ThingDef Name="SSTBaseHumanMakeableGun" ParentName="BaseGun" Abstract="True">

Replace "BaseGun" with "BaseHumanMakeableGun".

That's it. BaseGun was apparently deprecated in the 1.0 release.
Kludge 1 Jun, 2019 @ 12:07pm 
I decompiled the RW source for 1.0, I suspect that the product is NULL because ThinkMaker.MakeThing() is probably erroring out, likely something in the recipe definition:

for (int k = 0; k < recipeDef.products.Count; k++)
{
ThingDefCountClass prod = recipeDef.products[k];
Thing product3 = ThingMaker.MakeThing(stuff: (!prod.thingDef.MadeFromStuff) ? null : dominantIngredient.def, def: prod.thingDef);
Kludge 1 Jun, 2019 @ 12:04pm 
Put the game into developer mode so I could repro the issue & catch a log:

JobDriver threw exception in initAction for pawn Sunbin driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_43338) A=Thing_TableMachining35696 B=Thing_UnfinishedGun35839 C=(126, 0, 133)) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenRecipe.PostProcessProduct (Verse.Thing product, Verse.RecipeDef recipeDef, Verse.Pawn worker) [0x00000] in <filename unknown>:0
at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator0.MoveNext () [0x00000] in <filename
Kludge 29 May, 2019 @ 6:26pm 
Actually, now that I go back in the history, it's been more than 3 months since originally reported. Any news, Strudel?
Komrad Kommiessar 28 May, 2019 @ 11:32pm 
Issue has been reported about a month ago. Dev is aware, just needs some time as he explained
Kludge 28 May, 2019 @ 7:42pm 
Same issue as TheBoogeyMan, crafting ticks down to zero, the item vanishes. Is there some kind of hidden requirement for Fabrication (which I haven't finished researching yet)?
TheBoogeyMan 25 May, 2019 @ 8:12pm 
So when i go to make these they just disappear. No weapon is made, and it makes me sad cause i need more of them. Ill check the logs to see what is going on but im at a lose. And help? Its at the top of the mod list too
4ydra 18 May, 2019 @ 4:58pm 
What OOClay says!

The morita is perfect (I love the burst!), but it needs more AP and should be a little bit more expensive than the vanilla weapons.

By the way: Thank you for this SST mods!
OOClay 14 May, 2019 @ 4:03am 
i think they need to be more buff here some snipits from there lore "The rifle, while it could be considered a reasonably formidable weapon by today's standards, is extremely ill-suited for the type of combat that the MI is engaged in" "The Morita can punch a hole through two inches of Titanium, likely due to its long barrel and high-caliber ammunition" while also the fact that its suppose to be more advance than modern weapons and to make it more balanced you could make it more expensive to build, The rifle also uses 7.62x51mm ammunition (.308 caliber) (sorry for the long comment)
destructomac 5 May, 2019 @ 2:13am 
just had a ship part crash and tried to take care of it the scythers and lancers went down ok but it took quite awhile for 11 colonists armed with mk1s to take down 5 centipedes so again im wondering if its the armor pen thats the issue or if im not using enough people with mk1s
destructomac 4 May, 2019 @ 9:46pm 
with the fire rate the damage maybe ok but the armor pen is half that of a worse quality vanilla assault rifle so i am gonna use the weapons and see what they have the most trouble with and report back but as it stands it almost feels like im trying to kill things with pinpricks instead of bullets
Kroge  [author] 4 May, 2019 @ 6:43pm 
Ill buff their damage values up with the next update when I get the chance, mostly working out the crafting issues when i'm not at work or just relaxing. Thanks for the feedback!
destructomac 4 May, 2019 @ 3:29pm 
after a few arachnid raids i see these weapons are useless against anything bigger than a warrior bug taking literal minutes having 11 people equipped with morita mk1s to take down a single tanker bug since every hit just bounces off armor so i had to go get vanilla weapons which worked way better since these do no damage
destructomac 3 May, 2019 @ 7:00pm 
hmm they just seem too underpowered maybe increase the armor pen?
Kroge  [author] 3 May, 2019 @ 5:35pm 
they are not meant to compare to vanilla weapons, I debuffed them after many people said they were too OP, or shot too many times. Now they shouldn't be world-ending death machines.

They are meant more for your colonists to stick together and overpower whatever they are shooting at with a storm of bullets; rather than just one single colonist taking on more than one enemy, that is where these weapons fall short on.
destructomac 3 May, 2019 @ 5:00pm 
these weapons seem very underpowered and im wondering if they are ment to compare to vanilla weapons or just be for show
Revy106 25 Apr, 2019 @ 4:43pm 
Yeah, ive noticed you can start with all the guns if you use EdB or spawn them in but if you craft that seems to be the only problem, where they are just invisible
Kroge  [author] 25 Apr, 2019 @ 1:57pm 
CE is a whole 'nother beast entirely that will take some time to update it to CE; right now I'm looking into this crafting/invisible bug which others have told me of.
4ydra 25 Apr, 2019 @ 7:21am 
Any chance for a CE patch?
Revy106 25 Apr, 2019 @ 12:31am 
yeah I am getting the same, weapons just vanish....hmm
Eriadore 21 Apr, 2019 @ 9:47am 
same problem, guns disappears after craft. News about this problem ?
Valdorel 11 Apr, 2019 @ 2:33pm 
EDIT: Made a comment about the gun crafting, didnt see that the author had already commented on it and is looking into it. Nice to see.
Ninjaclan25 6 Apr, 2019 @ 6:15pm 
The crafting shows up for me and my colonists begin to make them but upon finishing the weapon disappears from existence and goes into the void
Shuyajin 10 Mar, 2019 @ 10:31pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1679823147
You know what mod this is from? It isn't this one, right? way too OP
Exhale 7 Mar, 2019 @ 6:46am 
P.S. I shamelessly copied that gif for my profile. Hope you don't mind!
Exhale 7 Mar, 2019 @ 12:04am 
No worries, we can wait. And thanks for this amazing mod!
Kroge  [author] 6 Mar, 2019 @ 9:38pm 
I'll look into the crafting issue, but please do be patient as life is a tad bit busy at the moment. Shouldn't be for long and i'll do my best to fix it, thanks to all you who reported this bug!
xlordxnahuelx 6 Mar, 2019 @ 9:21pm 
por favor,arregla en mod x que no aparecen las armar cuando las fabricas
Gozer 5 Mar, 2019 @ 9:52am 
same problem with the gun crafting :(
Exhale 16 Feb, 2019 @ 1:47am 
Can confirm, gun crafting don't work
Pc Peasant 12 Feb, 2019 @ 3:46am 
yea i have the same problem, i can buy the weapons from traders, but cannot build them. No problems with your armor/uniform mod
clockwork 10 Feb, 2019 @ 2:28pm 
thy
Kroge  [author] 10 Feb, 2019 @ 2:09pm 
I'll look into it
make_eye 10 Feb, 2019 @ 2:02pm 
i'm having the same bug where i can't craft any of the guns
clockwork 10 Feb, 2019 @ 7:08am 
@Komrad i also have this bug.
Komrad Kommiessar 10 Feb, 2019 @ 1:59am 
Not sure if this is a bug or maybe its my mods conflicting one another but anyone else unable to craft the weapons? It would "finish" being crafted yet the item is not created and my pawn would continue to make another one for eternity.