RimWorld

RimWorld

RT Weapons Recoded [1.0-1.4]
55 Comments
BamboozleBallet 12 Apr, 2024 @ 4:04am 
As far as I can tell, this mod works just fine in 1.5
Suzan 7 Jan, 2024 @ 1:59pm 
Is there a spreadsheet or such anywhere to compare this mods weapons?
BamboozleBallet 1 Nov, 2022 @ 12:39pm 
I think the balance of this mod might have been slightly better (or perhaps more to my taste) than the other mod, not entirely sure, I miss KV's definition editor so badly.

With the other mod, as things stand there is no reason to make any assault rifle other than the ACC honeybadger because as far as I can tell its objectively the best, at least in that category anyway.

Personally I like to change the definitions so all the assault rifles have the same stats so its more a cosmetic and sound variation thing mod but without the definition editor I'm stuck. Anyone who knows C# wanna update that? pretty please?

Until then I'm still very interested in a 1.4 version of this to compare the weapon balance.
KOTEŁ 23 Oct, 2022 @ 4:31am 
Ikigami86 23 Jul, 2022 @ 5:15am 
bonjour tout d'abord merci pour ce mode un vrai régal, juste une chose peut-on régler le mode via les options du jeu ! ça serait bien de pouvoir activé ou de désactiver certaines armes du mode .
[C|⦿] Typical Lama [✚] 25 Jul, 2021 @ 8:07am 
Eyyy nice already 1.3 :D
LetumVelox 1 Apr, 2021 @ 7:15pm 
Nice mod thanks for keeping it alive. Stats sheet when? Don't get me wrong I don't mind whipping up a spreadsheet but I think it's in good form for the stats to be hosted by the author.
Wildfire628  [author] 16 Mar, 2020 @ 11:33pm 
Any changes from this point on will only apply to version 1.1 to avoid any accidental incompatible changes with version 1.0
Wildfire628  [author] 9 Mar, 2020 @ 11:58pm 
I'm planning to start working on the update this week if my schedule holds together
BrainOverflow 4 Mar, 2020 @ 4:23am 
I love your Weapons, is there any Update for 1.1 in planing ?
BLAZE_WRAITH 17 Nov, 2019 @ 8:17am 
could you just add the melee weapons/tools as a standalone mod cause im using rimmu-nations mods
BamboozleBallet 20 Sep, 2019 @ 9:04am 
On the lower damage assault rifles I'd raise the burst number. Atm the vanilla assault rifle is just better. A three shot burst is much more likely to do damage than two shot because of how Rim does scatter.
Wildfire628  [author] 20 Sep, 2019 @ 2:03am 
When I was balancing bullpups I wanted them to have slightly faster aim and cooldown times than the traditional rifles to keep things from getting too generic, so that ended up shaking out as a two shot burst. While I am happy with where the damage is at, I do agree that some weapons feel underpowered considering the extra research and am still deciding on how to handle it.

As far as integration with other mods...that's on the back burner until I finish what I started
BamboozleBallet 17 Sep, 2019 @ 11:41pm 
They feel underpowered compared to vanilla, especially when you consider they cost extra research. I used to love the 5 shot burst SA80, now its 2 shot burst???
Telarin 4 Jun, 2019 @ 6:07am 
Do you think it would be possible to make the tools give their skill bonuses when equipped as a sidearm using the simple sidearm mod?
F9minus9 25 May, 2019 @ 5:34pm 
is there a comparison list of all the weapons ? I'm assuming .300 black out is the strongest, but most balanced rifle?
Morten 23 Mar, 2019 @ 3:42pm 
alright thanks
Wildfire628  [author] 23 Mar, 2019 @ 2:35pm 
The main differences are probably in how we balanced the damages for the weapons. Most of the stuff under major changes in the descriptions are things I changed from the base mod so those should mostly be different too.

I should probably also take this time to let people know that I'm only mostly dead and still working on the mod when I have the time/energy
Morten 23 Mar, 2019 @ 9:55am 
it may be a tough question to answer, but what would the differences be between your version and ColOddball27's version?
Niylark 8 Feb, 2019 @ 7:19pm 
i totally get the CE thing. CE is a very massive mod, that would be dumped and balanced out ontop of this already massive mod. this is all free work so its a whole lot to ask...
sirz345 3 Feb, 2019 @ 9:01pm 
@Wildfire628 Ah that does make sense and I completely forgot to account for the burst difference. I appreciate how much work goes into balancing, I definitely do appreciate the effort that goes into balancing the weapons
Wildfire628  [author] 3 Feb, 2019 @ 9:21am 
@sirz345 Thanks for the feedback! Unfortunately accurately modeling real world ballistics is super difficult in the vanilla rimworld system. For example, the AK and BAR may have the same damage, but it has a lower burst count of 2 compared to the BAR's 6, which means the BAR has greater potential damage that I need to account for and balance. I know it looks kinda wonky on paper, but in order to prevent this weapon pack from becoming a "use these weapons and win" or a "this is the only gun you'll need" pack I had to sacrifice some realism(until I can get around to a CE patch anyway). That said I'll look over my ammo calibers and their respective ballistic data again and see if I can't give some weapons like the BAR a little more oomph
sirz345 2 Feb, 2019 @ 10:04pm 
Quick suggestion, buff some weapons like the BAR. In real life it fires a literal rifle cartridge so it seems a bit odd the AK47 which fires a smaller cartridge still has a higher damage output.
Wildfire628  [author] 23 Jan, 2019 @ 12:32am 
I took a cursory glance at CE's implementation and I can say for sure that any attempt I make at a compatibility patch will not happen until I finish the remaining weapon's final pass so I can avoid having to make changes twice. Until then this weapon pack will not play nice with CE
The Imperial House 22 Jan, 2019 @ 9:11pm 
right on , take your time :steamhappy:
hawkbluetear 22 Jan, 2019 @ 6:59pm 
been playing with this mod sences i can remember and to see it updated is a blessing. i love to combo this with CE. Please dont make me use Rambos mod, i hate the textures he uses.
hawkbluetear 22 Jan, 2019 @ 6:57pm 
I vote for CE patch :D
Wildfire628  [author] 22 Jan, 2019 @ 4:11pm 
Since CE is such a massive overhaul, I doubt it. I'll look into it when I get time and see what it would take to make them play nice if need be.
The Imperial House 22 Jan, 2019 @ 12:03pm 
compatible with CE 1.0 ?
VisseNekku 20 Jan, 2019 @ 8:52am 
That was quick. ^^ Thank you!
Wildfire628  [author] 19 Jan, 2019 @ 8:35am 
Fire extinguishers have been fixed!
Wildfire628  [author] 19 Jan, 2019 @ 8:04am 
@Vissenekku I'll look into it
VisseNekku 19 Jan, 2019 @ 3:06am 
Having a bit of an issue that fire extinguishers don't seem to exist. Is this a known loading order thing or such?
To elaborate, when making a fire extinguisher all seems fine up to the point that it's done. Worker stops working on it and there's no extinguisher to be seen. Doesn't even count it in inventory.
Wildfire628  [author] 1 Jan, 2019 @ 6:12am 
For those of you that use, or plan to use, Rimmu-Nation Weapons I plan on adding a patch that will rename duplicate weapon names if Rimmu-Nation is detected to improve identification and ease of use between the two mods. I just need to recover from the holidays first...
Wildfire628  [author] 9 Dec, 2018 @ 12:07am 
The changes I just pushed lowered the range of rifles with the intent of making them feel like less safe pick and further closes the gap between mod rifles and vanilla rifles. SMGs should feel like more of a direct upgrade from pistols now. As always feedback is welcome.
nextdayair 2 Dec, 2018 @ 2:26pm 
I'm extremely excited!!
Wildfire628  [author] 29 Nov, 2018 @ 2:29am 
Just a heads up to anyone who checks up on my progress, I am working on the second pass and so far I have rifles done and I'm halfway through the SMGs
Wildfire628  [author] 23 Nov, 2018 @ 11:06pm 
Yeah, I just looked and they are in Chicken's Ghost faction mod. It looks like he removed some weapon's crafting locations while keeping it tied to research which would explain why you see it using research tree while being unable to craft it. I've been holding off on loading that mod up until I finish my current save, so I'd head over to his mod page and check the faq to be sure
Obie 23 Nov, 2018 @ 10:46pm 
Don't have my pc in front of me so just off the top of my head, m16a4 mil spec, m4a1 SD devgru , an m14 ebr mil spec... I think most of the weapons said mil spec or suppressed devgru. They're probably frI'm another mod, maybe from chickens faction mod rather then apparel
Wildfire628  [author] 23 Nov, 2018 @ 10:24pm 
I just rechecked and nothing of this mod is directly unlocked by gas operated rifles, so you're probably right and it must be a weapon from another mod. What are the names of the weapons?
Obie 23 Nov, 2018 @ 9:27pm 
I see, I'm running this and chicken pluckers apparel mod, and under gas operated I've got a couple of mod firearms so I had assumed all my firearms were from this mod. I do have a research tree mod, so maybe I'll remove that and it'll clear things up. Thanks!
Wildfire628  [author] 23 Nov, 2018 @ 8:30pm 
Gas operated rifles is a vanilla research, so you probably haven't unlocked this mod's weapons yet. For this mod's weapons you'll want to switch to the RT's Weapons tab in the research menu assuming you aren't using a research menu mod. If the research for them is linked to the weapon assembly table then that's where they should show up, with the exception of the m82, unless I messed up
Obie 23 Nov, 2018 @ 7:04pm 
Hello! Just got to the point in my game where I've researched gas operated rifles, but I can't seem to find the recipe on any of my workbenches. Are they supposed to show up on weapon assembly bench or a different bench?
Wildfire628  [author] 10 Nov, 2018 @ 4:27am 
I wanted to wait until all melee weapons were done, but it's taking longer than expected. This update should better balance all melee weapons with vanilla with the primary focus being the deadly weapons. Next update will focus on the utility weapons.
Wildfire628  [author] 3 Nov, 2018 @ 9:44am 
If it's the section under the weapon information tab, it might look weird, but it's a harmless quirk of the system I had to use to get the two barrels shooting at once effect
养一只波斯猫 3 Nov, 2018 @ 9:22am 
DP-12 English version Bug "Infinity rpm"
Wildfire628  [author] 3 Nov, 2018 @ 9:06am 
Unfortunately I had to dump all the old translation files as a quick fix, but it should fix the issues for non-english speakers. I'll add updating the old translation files to my list of things to do
Wildfire628  [author] 3 Nov, 2018 @ 6:48am 
I'm not seeing any bugs with the DP12 in my game, but I'll look into it more when I have time later. There's a chance it could be an error from the translation files because they are still the original B18 version files, so I'll check into that too
养一只波斯猫 3 Nov, 2018 @ 3:52am 
DP_12 Blast Bug
Wildfire628  [author] 2 Nov, 2018 @ 2:35am 
The framework for the upcoming melee changes is done. Next update will balance melee around the concept of utility weapons(more of a tool than a weapon) and deadly weapons(primary purpose is for killing)