RimWorld

RimWorld

[JDS] StarWars - Armory
194 Comments
N16H7M4RE 15 Jun @ 5:12am 
1.6?
Abu Bakr al-Baghdadi 14 Apr @ 1:32pm 
Has CE isues
LetTheMossReclaimYou 2 Apr @ 3:23pm 
All images are broken
Trumpini Gusini 2 Mar @ 8:28am 
pls, make guns a bit smaller :/
Clairdren 25 Feb @ 10:47am 
@phatkok more likely its an issue with imgur
phatkok 18 Jan @ 12:57am 
pictures arent loading, is mod broke?
OJ SHRIMPSON 11 Jan @ 7:39pm 
sadly mod dosent work anymore
Liam 5 Jul, 2024 @ 1:36pm 
im going to become a horror byond compershesion with these
Etiological Myth 27 Apr, 2024 @ 9:23am 
Huzzah!
FadingBrick 21 Apr, 2024 @ 3:40pm 
1.5 PLLLLLLLLLEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
John the Gamer 17 Apr, 2024 @ 1:06am 
@epicGamingA In case you are still wondering; you need to research "Charged Shot", have a level 7 crafting skill and a Fabrication Bench.

Most of the weapons need Plasteel, Components and Spacer Components.
thorman123456789 12 Apr, 2024 @ 6:36pm 
1.5?
Switchblade1337 27 Jan, 2024 @ 6:40am 
anyone else found the guns to look a bit too big
Gauchitooo 8 Jan, 2024 @ 8:21am 
no #Jörmungandr ;-;
McBeer89 17 Nov, 2023 @ 9:26pm 
the weapons in this mod feel a little over powered? was this mod meant to be over powered? or am i just finding these guns early off enemies so they feel powerful but arent later?
Gontex 10 Oct, 2023 @ 7:46pm 
Does this mod works with Combat Extended? :praisesun:
Timskywalker248 3 Sep, 2023 @ 8:12am 
where is my DC-17m :(
Skype 24 Jul, 2023 @ 5:49pm 
Please i need to know how to craft the weapons for my clone army
Skype 20 Jul, 2023 @ 7:15pm 
how do i craft the weapeons
Ros[É] 27 Jun, 2023 @ 7:37pm 
looks like the M-56 is using the wrong ingame sprite
Fhunter05 31 May, 2023 @ 4:19am 
Why I can't pickup any weapon with colonists
but if I gave them from start I can't move them
Kaiser Azura 14 May, 2023 @ 6:03pm 
Where is the ammo???
Gauchitooo 10 May, 2023 @ 4:24pm 
please put compatibility with CE mod
ChuckTaylor 12 Apr, 2023 @ 8:22am 
How do you build the weapons because I could only find it in shops?
ZS Maeklos 10 Mar, 2023 @ 4:33am 
Blaster bolts fired by weapons in this mod when using CE show up as transparent blue boxes.
Shepp 3 Mar, 2023 @ 12:32pm 
where can i find the ammo for the weapons??
Renkij 25 Feb, 2023 @ 3:03pm 
The last update has broken combat extended compatibility.
Renkij 23 Feb, 2023 @ 11:50am 
Time for a new playthrough
Renkij 23 Feb, 2023 @ 11:49am 
Sir, with this update you have deleted ALL my weapons, that I had stockpiled and distributed to probably more than 50 pawns
Jeb 20 Feb, 2023 @ 9:40am 
Hey, anyone knows what ammo the dc-15 uses for CE?
Trainwreck 7 Feb, 2023 @ 10:24am 
Is there no longer a DC-17 The clone commando version
Emperors Champion Dragos 6 Feb, 2023 @ 7:18pm 
Thanks
Emperors Champion Dragos 6 Feb, 2023 @ 7:18pm 
Love the new update.
Lord_Hazanko 11 Nov, 2022 @ 1:19pm 
I get the error that the colonist does not have a hunting weapon equiped whenever I use the DC-15A rifle
ZS Maeklos 2 Nov, 2022 @ 12:12am 
You're the man.
JangoD'soul  [author] 1 Nov, 2022 @ 4:02pm 
i updated the mod, if keep giving you error re-subscribe to the mod
ZS Maeklos 30 Oct, 2022 @ 9:32pm 
Same issues as those below.
Grims 26 Oct, 2022 @ 1:51pm 
same issue as below
Dannynur 24 Oct, 2022 @ 1:03pm 
too
Karchedon 24 Oct, 2022 @ 7:01am 
basically almost all weapons have this issue
Karchedon 24 Oct, 2022 @ 7:01am 
hello, update to 1.4 have some errors related to sounds:

DC-15A_Blaster_Rifle_Shot sound is missing resolved grains and will not work properly. Report about it to [JDS] Star Wars BlasTech Industries devs.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
VFECore.Startup:CheckXmlErrors ()
VFECore.Startup:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch2 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Azellari 11 Apr, 2022 @ 6:12am 
Does this work in multiplayer?
GURPS tamada 4 Jan, 2022 @ 4:14am 
Anyone know how can I make vanilla factions to use weapon from mods?
Meatshield 28 Dec, 2021 @ 12:49am 
Hey Jango just thought i would check, would it be alright if i used your Mando armor/weapons in my mods description pics?
Small Gooby 21 Dec, 2021 @ 12:23pm 
I will say, as hilarious as it looks it's a "bug". If you have oversized weapons active the heavy mando gun becomes so big it blocks out the wielder underneath. It renders over a space of tiles measured in double digits. I'd bring it down to 1.2 instead of 3.2.
AwesomeAlan1 16 Dec, 2021 @ 8:14am 
@Hakapik, from what I gathered, that may be intended as the blaster fire basically closes any wounds it hits anyway, searing them shut.
Hakapik 5 Nov, 2021 @ 1:28am 
Noticed that blasters don't cause any bleeding on targets, is this working as intended?
It's sorta fun to see how enemy pawns got blaster wounds all over them but not a drop of red, just lying there twitching until the infection of their wound finally got them LOL.
Comradebusman3 2 Nov, 2021 @ 11:06pm 
The weapons don't appear in the settings for the dual wield mod, which is a shame because who doesn't want to dual wield blaster pistols.
Akkadon 25 Oct, 2021 @ 12:13pm 
@Luke And here I thought it was just me, though it could also be something else since the last time I tested it nothing was doing any damage at all.
Luke 22 Oct, 2021 @ 9:22pm 
Not sure why, but I just put 300 shots into a centipede using a Z6 and none of the shots did any damage at all?