RimWorld

RimWorld

Specialist Weapons
31 Comments
Hades the King 28 Jan, 2021 @ 6:28pm 
Ah, thanks for the heads up
The Great Glumbini  [author] 28 Jan, 2021 @ 3:09pm 
Honestly, not in the near future. I haven't been drawn to Rimworld recently, I spent a lot of time playing it when the outbreak started and kinda burnt myself out on it. If there's another update or expansion drops, I'll probably come back to the game as I have before and update my mods then, but right now I have no plans for it. Sorry.

If anyone wishes to adopt my mods to do whatever they please with them, I'm perfectly fine with that. Power to you, modders.
Hades the King 27 Jan, 2021 @ 10:58pm 
hi. Do you have any plans on updating your mods to 1.2?
Sunlight88 10 Dec, 2020 @ 11:32am 
Can you please update to 1.2? :-)
test 12 Aug, 2020 @ 10:42am 
12
DF 14 Jun, 2020 @ 2:25pm 
and with my programmer skills (whats dont exists)can i modifiy the weapon ?
DF 14 Jun, 2020 @ 2:21pm 
hey,whats localisation is of this mod i folders?(sorry for my english)
Sunlight88 14 May, 2020 @ 8:44am 
Ooh nice, subscribed!
An Author 6 May, 2020 @ 11:08am 
Thanks :) would be greatly appreciated.
The Great Glumbini  [author] 6 May, 2020 @ 10:25am 
In this current state, no, However, I can look into making a compatibility patch for that mod since it seems pretty straight forward. I probably won't start work on that today, but I'll put that one near the front of the shelf.
An Author 6 May, 2020 @ 9:31am 
Sorry if this has been asked. Will these work with the ammunition mod?
The Great Glumbini  [author] 4 May, 2020 @ 12:12pm 
That's definitely not right... By regular standards, Neolithic traders wont stock any weapons better than Neolithic, and all of these weapons have been tagged as either Industrial or Spacer. Under normal circumstances these should never show up in a neolithic trader's stock, unless the player sells the weapons to them, and even then they will only carry it until they restock.

By any chance, do you have any mods that might be changing the stock of traders? Perhaps it is also removing the tech limit on neolithic traders, or allowing them to carry weapons up to Spacer tech. If I had to guess at a culprit for this, it would be that.
weregamer 4 May, 2020 @ 10:26am 
My current gripe with Rimworld is that the instant you add a mod, things show up on traders. No matter how special it ought to be, the local neolithic tribe has found a half dozen.

I don't know how tagging works in Rimworld, but is it possible for things like this to only show up when crafted, used by raiders, or as special treasures in "treasure trove" events and such?
Lance Pinciotti 30 Apr, 2020 @ 8:43pm 
what war crimes? how would you even know that, I leave no survivors!
The Great Glumbini  [author] 30 Apr, 2020 @ 8:41pm 
You're welcome, just make sure you keep your war crimes on the less charted parts of the Rim :P
Cross Eyed 30 Apr, 2020 @ 8:23pm 
I think i'll chuck this one on my messed up plate of mods, thanks for the flamethower!
Lance Pinciotti 30 Apr, 2020 @ 5:03pm 
@BeoDankles I`ll gladly do so, thanks for the explanation
The Great Glumbini  [author] 30 Apr, 2020 @ 2:50pm 
@Lance Pinciotti I'm not so sure at the moment, I'm pretty novice to coding and modding, I've just been playing Rimworld for a very long time.

If you're talking about the Modularization Weapon Mod, I looked at it and it seems like I would either have to include a bunch of that mod's code into this one and then create modifiable versions of each weapon in order to make it compatible. Alternatively, the authour of that mod could take my guns and create modifiable versions of them to include in his mod. Considering my lack of talent in C# and the fact that it would be much easier to do on the other mod's side, I would suggest asking that authour if they're willing to take a look at my weapons.
Lance Pinciotti 30 Apr, 2020 @ 6:24am 
could this be made compatable with modular weapons?
The Great Glumbini  [author] 28 Apr, 2020 @ 1:23pm 
@chakatfirepaw that was actually the original name of the gun (its def names and textures still use name cryoblower as well) but I decided to change it to "Crypto" to try and better fit the game's lore.

To be honest, I'm not precisely sure how Cryptosleep works precisely so I could be totally wrong about all this. But the way I understood Cryptosleep, is that the user is put into a sort of sedative nutrient gel that also protects them from the freezing process which keeps them in a state of suspended animation. And when they are awoken the gel thaws so they can be removed, hence the slime that tends to spawn.

My idea for the weapon however, was to use the same tech used to rapidly freeze people in cryptosleep, without any concern for their protection thus making the freezing process a deadly one.

All that being said, I am actually thinking of another name change for the weapon..
chakatfirepaw 28 Apr, 2020 @ 12:23pm 
A small correction: "Crypto" means "hidden", (e.g. cryptography=hidden writing). What you want to call your cold weapon is "Cryo-Blower".
The Great Glumbini  [author] 27 Apr, 2020 @ 2:35pm 
@test I just framed that on my wall :)

As for a 1.0 version, I still gotta look into this.. I'm not sure if I understand exactly how to make it work yet, it seems pretty straight forward but I also gotta figure out how to test it
pgames-food 27 Apr, 2020 @ 12:40pm 
indeed :)
test 27 Apr, 2020 @ 12:32pm 
it wouldn't be untrue to say that the proper way of describing reality is the assertion of being in regards to the intrinsic nature of my relation with this mod as a result of a rather trivial causal chain, or, if you were to dismiss the concept of causality, a necessary property of the structurally described world, that is the description of the said relation, stating that a property of an agent whom I label precisely as myself is the one of being subscribed to this mod
Kepler 27 Apr, 2020 @ 11:32am 
@boedankles ok thx
The Great Glumbini  [author] 27 Apr, 2020 @ 10:26am 
@KeplerLPyt I just edited some vanilla textures in Paint 3D. I don't have more specialized software, so I just zoomed in and edited it like pixel art.
Kepler 27 Apr, 2020 @ 3:59am 
how you make your guns (textures)
pgames-food 26 Apr, 2020 @ 9:08pm 
ah ok, thanks a lot :)

cool for the bit of toxic buildup - another 2 mods have some antitox medicine tablets which can reduce it,, but i never got the toxic fallout event yet (but have a bunch of those pills, and scarves just in case) :)

(that reminds me i need to update more of mine to 1.1 lol)

The Great Glumbini  [author] 26 Apr, 2020 @ 5:24pm 
@pgames-food I might be able to get this mod working for 1.0 as well, I don't really see why not.. I would just have to copy the files and transfer them into a 1.0 folder with the respective changes for the version. Let me look into it.

Other than that I just rolled out an update that adds toxic build-up on top of the acid sprayer's chemical burns, changes the flame explosion sound to a more realistic one, changed a few research requirements, and lastly, the cryo-blower has been changed to the crypto-blower to fit in better with Rimworld's lore.
pgames-food 26 Apr, 2020 @ 4:51pm 
very interesting mod :)

im still trying to get my 1.0 savegame and all the mods into 1.1 but will be cool to try this one once ready :)