RimWorld

RimWorld

Gasch's Gear - Guns and Grenades
31 Comments
Torres 9 Feb, 2024 @ 1:57pm 
nice
Gasch  [author] 28 Jan, 2022 @ 5:35pm 
Rejoice! GG - Guns & Grenades is now Rimworld 1.3 compatible!
test 24 Jul, 2021 @ 5:30am 
does it work with 1.4?
Gasch  [author] 5 Mar, 2020 @ 6:53pm 
@OttersHoldHands Thank you!
OttersHoldHands 4 Mar, 2020 @ 9:52pm 
This looks to be a really nice mod. :D
Gasch  [author] 4 Mar, 2020 @ 5:33pm 
Rejoice! Gasch's Gear - Guns and Grenades has come to Rimworld 1.1!
sigmaMGE 2.0 27 Oct, 2018 @ 11:09pm 
I propose to replace the textures of assault rifles...it is very monotonous
Gasch  [author] 3 Oct, 2018 @ 9:27pm 
Tonight's patch should remove any and all possible mod conflicts aside from those which simply overwrite each other. In other words, as long as GG - Guns and Grenades is below others in the load order, it will be in full effect, and regardless there should be no errors whatsoever.
Gasch  [author] 1 Oct, 2018 @ 12:43am 
@flyfire2002 Yes, this is the case when items are removed from a saved game which has active bills to make those items. I'm glad your issue was resolved!
flyfire2002 30 Sep, 2018 @ 10:15pm 
Uninstall the table doesn't clear the bill, and the machine table somehow is undeconstructable, thus I had to destroy it by force, which as I stated earlier, solves the problem.
flyfire2002 30 Sep, 2018 @ 9:53pm 
I'm going to try uninstall the table to see if it clears bills. Otherwise, deconstruct the table and rebuild should solve the problem
flyfire2002 30 Sep, 2018 @ 9:48pm 
It seems that after the 09/30 change, I'm having issue with overwritten weapons (weapons that exists in vanilla but were removed in previous versions). My current bills making such weapons (specifically, an assault rifle, the one that reuses the original AR sprite) (and one more in the smith table but I can't remember which) become an empty entry; log shows null references exceptions, and the 'Add Bill' button for these tables fails.
Gasch  [author] 30 Sep, 2018 @ 10:35am 
Good news, everyone! Gasch's Gear - Guns and Grenades now overwrites vanilla weapons instead of removing them (besides the chain shotgun, that's still removed). This means it has full compatibility with other mods. If other mods also overwrite or otherwise alter vanilla guns, those changes will be overwritten by GG - Guns and Grenades, so keep that in mind.

With today's change, current saves will have their vanilla weapons removed from the map. Otherwise, it is fully save-game compatible. If you want those weapons back, simply enter dev-mode and respawn them (or remake them if you wish).
Lethaius 28 Sep, 2018 @ 2:46pm 
oh demos? and goodluck! i hope it goes well
Gasch  [author] 28 Sep, 2018 @ 2:24pm 
@Lethaius Glad to help! I anticipate having this fix in by tonight PST, though we'll see how late I have to stay at work (we've got big-deal demos this weekend and coming week).
Lethaius 28 Sep, 2018 @ 12:45pm 
oh alright thanks dude! i hope this fixes the issue, and ill make sure to load it towads the top of my load order
Gasch  [author] 27 Sep, 2018 @ 10:19pm 
@Lethaius you likely have a mod which adds many new events. I will remedy this conflict by altering my mod to override, rather than delete and replace, vanilla weapons. I should have it done by the end of the day tomorrow.
Lethaius 27 Sep, 2018 @ 10:36am 
ah @gasch nah, im not even getting into my game yet, i get this when booting the game to the start menu and the mod menus
Gasch  [author] 26 Sep, 2018 @ 5:42pm 
If so*, not "is do" (posting on my phone)
Gasch  [author] 26 Sep, 2018 @ 5:41pm 
@Lethaius are you using a custom scenario? Is do, it likely contains a reference to the defunct "Gun_BoltActionRifle". If you edit the scenario you can instead place the heavy rifle (my replacement) instead of the bolt-action and save. I think that's the one gun I completely replaced. I'll work on a fix when I get home.
Lethaius 26 Sep, 2018 @ 11:41am 
heya Gasch, i just installed the mod, and im getting a ton of errors like this

"Could not resolve cross-reference: No Verse.ThingDef named Gun_BoltActionRifle found to give to RimWorld.ScenPart_StartingThing_Defined RimWorld.ScenPart_StartingThing_Defined"

was just hoping i could get help fixing that issue was all
Gasch  [author] 25 Sep, 2018 @ 6:57pm 
Note: Today's patch is not 100% save-game compatible. While it will not render your saves corrupted, if you have researched Repeating Actions, Optics, Blowback Operation, or Advanced Firearms, those will no longer be researched. You can simply enable dev mode and insta-complete those which you had to solve this.

There shouldn't be other save-compatibility problems.
Gasch  [author] 25 Sep, 2018 @ 6:32pm 
Rejoice! Gasch's Gear - Guns and Grenades now patches vanilla research rather than overwriting it. This means that it should be compatibly with most any mod. I can confirm compatibility with More Vanilla Turrets and Rimsenal: Enhanced Vanilla Pack, and I don't anticipate any mod conflicts with other weapons mods as well.

Keep in mind that this mod alters vanilla research and rebalances vanilla weapons in addition to adding many new weapons. The recommended way to get the maximum enjoyment out of it is to play without other weapon adding or altering mods. That said, your game is your own and I hope you find these additions valuable and fun!
Gasch  [author] 25 Sep, 2018 @ 12:12pm 
@Namsan Thanks!
@Lotus Elise light and heavy assault rifles do not fire bursts. Instead, they have very low cooldowns and aim times, allowing them to fire just over 1 round per second. This way your troops with ARs are more maneuverable, since they don't have to wait for a long cooldown period, but still fire about as many shots per second as in vanilla. The LMG and HMG do fire bursts of 5. I've played with these changes extensively now, and the accuracy might be too high if anything. Pawns with 5-10 shooting skill can pickup a carbine and be fairly devestating in combat. Keep in mind that range matters a lot more for accuracy now, and firing outside of ideal ranges will be very innaccurate compared to vanilla.
Namsan 25 Sep, 2018 @ 9:23am 
Looks nice, I'm going to use this mod in next playthrough
Lotus Elise 25 Sep, 2018 @ 3:32am 
I really liked the idea of semi-automatic fire. But I had a question - assault and battalion rifles do not have full auto or burst mod. Or why the machine gun does not have a full auto mode...

I think you have a wonderful idea and it should be developed.

In B19 guns became quite useless garbage. In my play B19, I generally refused it and use only a melee weapon - and I really do not like it. In alpha 16 and 17, the firearm was definitely not so useless.
Maybe you should also balance the accuracy of firearms? If the colonist does not have the skill of accuracy of 15 - he is generally useless with firearms both in combat and on the hunt.
Gasch  [author] 24 Sep, 2018 @ 10:23pm 
@Lotus Elise Thank you! My goal was to give every weapon a role while also creating a smooth power progression (and make grenades useful). I'll take a look at More Vanilla Turrets and Rimsenal Vanilla. It should be relatively simple to make patches for those.
Lotus Elise 24 Sep, 2018 @ 10:12pm 
It looks like "Make a Firearm useful again!" Nice mod.
but how about patch for More Vanilla Turrets and Rimsenal Vanilla?
Gasch  [author] 24 Sep, 2018 @ 10:56am 
@Neogensis Thank you! I'm happy with it, and Ama did a fantastic job with the sprites and the title image.
Luizi 24 Sep, 2018 @ 10:05am 
Great mod thanks for doing it it's amazing