RimWorld

RimWorld

[Pratt] Rimworld At War : Vietnam War Weapons Pack (CE)
93 Comments
Miha_metan 6 Apr, 2024 @ 3:43am 
Wild colonial boy 24 Aug, 2023 @ 2:53am 
1.4 please
Yunusoglu 1 Nov, 2022 @ 9:57am 
@Pratt Hi, are you planning to update this mod ? Also are you still planning to update your other mods with your new mechanics used in this mod ? Thank you
tsipras nlexis 25 Sep, 2022 @ 6:06pm 
Is this mod possibly going to get an update? Or other mods of yours?
cowboycomando54 18 Jul, 2022 @ 10:37am 
I am running into a problem where the work bunches are not usable.
Wild colonial boy 28 Apr, 2022 @ 8:14am 
Сan you please update textures and make them HD? Mod is great, but weapons look really bad
Auggster 26 Jan, 2022 @ 11:19pm 
It's no problem, but the gun itself is still craftable, it just has no use currently
Pratt  [author] 26 Jan, 2022 @ 3:11pm 
@Auggster Hi ! I'm really happy that you like my mod !

Yeah balancing this kind of weapon system is quite hard, I try to not make them too OP but at the end of the day a .50 with the rate of fire of around 850rpm will still be deadly, so as long as it's not game breaking... :')

I didn't added the .30 AN/M2 because as far as I rember it wasn't around in US service anymore during the Vietnam War, and that made me realise that I didn't removed it from the files, sorry for the inconvenience. :/
Auggster 26 Jan, 2022 @ 1:18pm 
I love this mod! The .50 AN/M2 sentry is slightly overpowered, but I'm not complaining, they ended up being the main line of my defenses. Is there any reason why you didn’t include the .30 AN/M2 stuff?
Pratt  [author] 26 Jan, 2022 @ 5:45am 
@SIR BANK Not specifically a West and East German mod but I have more Cold War stuff in reserve.
SIR BANK 25 Jan, 2022 @ 5:25pm 
will there ever be a east and west german weapon mod from you this is just a question
Pratt  [author] 23 Jan, 2022 @ 3:02pm 
@Yunusoglu Hi ! Thanks a lot for your kind message ! I'm definitely still planning on updating my other mods, and I'm actually sharing your opinion on a smaller update.
Unfortunately I wasn't able to work as much as I'd like on my mods for a while now (not that much free time and personal life being kind of a mess until not too long ago) but things are coming back together now.
Again, thank you so much for your kind message, it really helps me when motivation isn't there !
Yunusoglu 23 Jan, 2022 @ 5:08am 
@Pratt Hi thank you for your time and dedication on these weapon packs. It has been a while since you shared any information about your other mods update schedule and i was wondering if you are still planning to update them. Also if i may, i believe pushing a simple update for all your mods before the planned rework would make many users grateful, myself included. I prefer to be able to use everything while we are waiting for the big updates. Of course i have no right to dictate your work schedule nor i have any information about your real life situtation. I just wanted to make a petition and thank you for your work.
Caserbob 2 Nov, 2021 @ 7:48am 
That's great news!!
Pratt  [author] 1 Nov, 2021 @ 10:17am 
@Enjoy Acid btw, are you still running Rimworld 1.2 ?
Pratt  [author] 1 Nov, 2021 @ 10:17am 
@Caserbob The error has been fixed !
Pratt  [author] 1 Nov, 2021 @ 10:16am 
Update on 11/1/2021 6:10:06 PM.

Fixes :
- The grammatical error warnings regarding labels.
- Some weapon mods that were not intended to be in this mod.
- The inconsistency in research pre-requisits, label nomenclature and description format (more info in description)
ChudMaxxing 30 Oct, 2021 @ 12:20pm 
I am still experiencing the issues, I will check out the log and see if I can find anything relevant :)
Pratt  [author] 30 Oct, 2021 @ 12:30am 
@Enjoy Acid No problem ! Are you still experiencing this issues today ? (there will be error popup due to a recent Rimworld update that I didn't have time to fix yet, it's an error regarding wrong characer use, so ignore this one, but if ou see anything else tell me).
ChudMaxxing 29 Oct, 2021 @ 11:56pm 
@Pratt I apologize for the long delay. That issue is that the weapons wont be able to change their fire mode, aim type, or ammo type. None of these things will be displayed.
Pratt  [author] 27 Oct, 2021 @ 9:15am 
@Caserbob Oh, weird... would it be possible for you to post the full error message ?
Caserbob 27 Oct, 2021 @ 7:46am 
Since the last update I'm getting an error on loading now with you mod. Something about invalid character.
Pratt  [author] 21 Sep, 2021 @ 11:32pm 
@Caserbob most of the M14 didn't have a select fire switch, but I should add a version with it and a bipod and / or the M14A1 indeed, I'm adding it to my list.
Caserbob 21 Sep, 2021 @ 3:03pm 
The M14 has two receivers a semi auto one and a select fire one. The bill for the M14 only allows the semi auto. I think that the M14 should use the select fire one. There should be a clone rifle like the M1A or with a scope the M21 that uses the semi auto.
Pratt  [author] 16 Sep, 2021 @ 3:01am 
Update on 9/16/2021

Fixe :
- Fixed the issue where the M60 on a Heavy Mount was using a M1919A4 as a building ingredient instead of a M60.
Pratt  [author] 16 Sep, 2021 @ 2:58am 
@Sorel_Kainz well idk how this one went unoticed for so long but it was indeed the case, I just corrected it and updated the mod, thanks a lot for the feedback !
Sorel_Kainz 15 Sep, 2021 @ 1:30pm 
Hmm.... I noticed it a long time ago, but I only remembered now. M60 on a heavy mount uses M1919 as a weapon, not M60.
Pratt  [author] 9 Sep, 2021 @ 7:01am 
@Sorel_Kainz Ahahah I see, I see. Well I have wanted to include flamthrowers to my mods almost since the beginning, but I need to find a proper way to include the backpack tank for them so it doesn't look too silly. I will see what I can do but I can't guarantee you a release date.

And for the SKS it's supposed to be the soviet one. Granted, the main difference being the bayonet and giving that it's literally 3 pixels wide it's not that obvious. I will probably take the time to implement both the Type 56 carbine and Type 56 Assault Rifle, it will easily add a bit of diversity to curent weapons.
Sorel_Kainz 9 Sep, 2021 @ 6:23am 
By the way. Is this the Chinese version of SKS?....
Sorel_Kainz 9 Sep, 2021 @ 6:20am 
There is still a small question. You see, my sapper-assault brigade is a little discouraged, they have rifles, two machine guns and even a rocket-propelled grenade launcher is planned. But their fighters are veterans of the old school and without a backpack flamethrower they are like without hands. Are there any American or German flamethrowers in the plans of this kind?
Pratt  [author] 7 Sep, 2021 @ 11:59pm 
@Sorel_Kainz ok thanks I'm better understanding the situation now.

Indeed I don't think it has something to do with my mod because after some testing on my part I awsn't able to recreate your situation, it's more likely an issue with CE and its inventory system or an other mod you're may be using that touch to colonist inventory, giving that CE has been updated just recently. If it is it will most certanly be patched as soon as possible.

If you encounter other issues that may be coming from my mods, feel free to ask me !
Sorel_Kainz 7 Sep, 2021 @ 1:07pm 
It seems that my translator has distorted my words a little. The point is that I usually give out 100-120 rounds per fighter. But instead of taking this amount of ammunition, they either took it too much or did not take it at all. Yes, if they were manually forced to take their ammunition, then they reloaded their weapons. No, there are no additional 7x62x39 ammunition, except for those in CE. Yes, I am aware that there are FMJ cartridges according to the standard, but on the same Garands, cartridges with FMJ were automatically changed to AP. Although, I can assume that this is just a mistake on my part, and not a mod error.
Pratt  [author] 7 Sep, 2021 @ 11:42am 
@Sorel_Kainz Ah and weapons in CE are usually set to use FMJ ammo by default, I noticed that sometime if you don't give them FMJ the first time you assign them a new weapon, they will only load it with other type of round in their inventory when they fire it for the first time. To test that draft one of them with this issue and make it fire at a wild animal for exemple, if everything works as inteded they will first reload their gun by themselve and then shoot. Or you can just force the reload in the drafted menu.

I will do some test on my side too just in case.
Pratt  [author] 7 Sep, 2021 @ 11:41am 
@Sorel_Kainz I'm sorry with all this questions but, what do you mean exactly by normalized ammunition ?
And are you able to make your colonist reload their gun manualy, when they are drafted ?
Are you using other mods that introduce their own ammo variants, especially for 7.62x39mm ?

Sometime colonist won't reload immediatly their weapons for some reason, but it has more to do with Cobat Extended in general, in addition they may not reload their gun or pick up ammo if they are over encumbered.
Sorel_Kainz 7 Sep, 2021 @ 6:21am 
I don't know, I gave the soldiers weapons and ammunition through the equipment menu. They took the primary weapon, actually these same SKS, took the secondary weapon, but they did not take the normalized ammunition. They took several thousand rounds of ammunition and did not reload.
Pratt  [author] 6 Sep, 2021 @ 11:47pm 
@Sorel_Kainz I just did some quick testing and I didn't noticed any problem with reloading the SKS.
Can you describe me in detail what happenned for yours ?
In the meantime, here is what you can try to fix it :
- Unsubscribe an re-subscribe to the mod, sometime updates un mods in general are not well downloaded on your computer by Steam.
- This one may sounds dumb but you never know, make sure you're using the correct 7.62 cartridge. Giving that there is 4 vastly different rounds but all starting by 7.62x... used in that mod, an error is easily made.
Pratt  [author] 6 Sep, 2021 @ 11:31pm 
@Sorel_Kainz Weird ... I'm taking a look at it and I'm coming back to you.
Sorel_Kainz 6 Sep, 2021 @ 12:10pm 
Hm... For some reason, Simonov's self-loading carbine does not accept cartridges. I didn't notice this for the rest of the weapons.
logos411 24 Aug, 2021 @ 12:09am 
Quite alright, there's certainly enough to make do lol
Pratt  [author] 23 Aug, 2021 @ 11:40pm 
@logos411 thank you so much ! I'm really happy that you like my artstyle !
And for a Makarov PM, unfortunately I don't have one in any of my mods for now, sorry :/
logos411 23 Aug, 2021 @ 11:25pm 
This is everything a mod should be my man, you drew the sprites very aesthetically and crisply and the whole thing has a very professional feel to it. Great work. I was wondering, do you have a Makarov PM in any of your weapon packs?
Pratt  [author] 9 Aug, 2021 @ 1:15am 
Sorry for the delayed responses, I was in vacation.

@Dr_octopuss thanks you so much! I'm happy that you liked it!

@SylarOne90 thank you very much! I'm really glad that you like my work!

@LeonYourBro Not yet unfortunately but it's planned, there is a lot of work before getting there tho :/
LocalYourBoxBro 8 Aug, 2021 @ 7:57pm 
is there a non CE version?
Shelby 8 Aug, 2021 @ 9:46am 
I dunno why this mod is so underground. glad I found. Good CE balancing and the sounds are blasting. Exactly what I wanted. Thank you.
Pratt  [author] 25 Jul, 2021 @ 11:59am 
Update 25/07/2021 :

- Fixed missing textures for turrets
- Fixed crafting, now build weapons part create an "unfinished weapon part" until the part is done, crafting parts now gives crafting experience.
- LSA Weapon Oil craft is now cheaper but give less LSA.
- LSA can now also be crafted from the Weapon Assembly Workbench
- The compatibility with the Workshop version of Combat Extended has been verified, no need to stick with the CE 1.3 beta now and you can swith to the release version with no problem (regarding my mod)
Pratt  [author] 16 Jul, 2021 @ 1:57pm 
@Caserbob Thank you so much !! I don't really know what to say but I'm really happy that you enjoy my mods that much !! I'm working hard to bring all my mods up to date now that I have more free time, so hopefully you won't have to wait for too long if everything goes well !
Caserbob 16 Jul, 2021 @ 7:49am 
Now I'm going to have to start a new game.

Thanks for quickly updating this mod! I love all your mods and am looking forward to all of them being updated. (I need my 30-40 Krags and M1903s) Your mods just make Rimworld more fun for me. Thanks Pratt.
Pratt  [author] 9 May, 2021 @ 11:40am 
@seaurchinhead good to see you back ! And the Western mod will be updated for sure, unfortunately I have way less free time that i use too, among other stuff, so updates will definitely take a while, but none of them will be abandoned, I can assure you that !
seaurchinhead 9 May, 2021 @ 6:47am 
I came back to Rimworld after leaving for different games for some times and I was glad to know that your mod was updated to the recent version! I really hope the western mod get updated as well... :steamthumbsup:
Pratt  [author] 7 May, 2021 @ 4:06am 
@Abrikos75 thanks a lot, really appreciate it ! Glad that you like the modification part ! And yes it's planned to be added to my other weapons pack !