RimWorld

RimWorld

Rust: Handmade Weapons
53 Comments
Mad Marl 19 Jul @ 4:42am 
man id love more Rust mods. factions like a naked zerg or toxic clan. events like the attack heli coming through periodically or an airdrop on the world map you have to fight for. maybe some monuments as lootable locations. could you imagine using vehicle framework to get to one of the oil rigs? or fighting bradley at the launch site? fighting for the chinook drop at airfield? that shit would be sick
esev  [author] 5 Jul @ 6:14pm 
updated for 1.5 and 1.6 and added nailgun
Dr. Freak 1 Mar @ 12:12am 
it was a great mod dang
cityzen38 24 Jul, 2024 @ 12:01am 
Could we get 1.5?
realestrosita 12 Apr, 2024 @ 12:39pm 
1.5?
Blyatman 9 Apr, 2024 @ 7:58am 
recomendation, add the nailgun, makeshift lmg, and the pump shotgun
TALE 11 Nov, 2023 @ 6:15am 
1.4 pls
ttzhang 3 Aug, 2023 @ 1:00am 
works in 1.4
g3 24 Apr, 2023 @ 11:40am 
does this work with 1.4
y00gi 20 Feb, 2023 @ 8:16am 
1.4 pls
(≡◉‿‿◉≡) 5 Nov, 2022 @ 5:12pm 
1.4 1.4 1.4 1.4 1.4 1.4 1.4 1.4 1.4
Bigmanshaq 3 Nov, 2022 @ 6:09am 
1.4?
MRE Milkshake 26 Nov, 2021 @ 2:59pm 
Does this mod use vanilla sounds or sounds from Rust? Just curious, either way I'll use this mod.
zombie_mimic 19 Jul, 2021 @ 6:46pm 
aight, thanks, my guy
esev  [author] 19 Jul, 2021 @ 5:30pm 
@zombie_mimic I dont think i have to change anything about the mod for it to work for 1.3, so yea
zombie_mimic 19 Jul, 2021 @ 12:36pm 
any plans on 1.3?
Luviam 28 Jun, 2021 @ 5:33pm 
Who doesn't love doorcamping the void with eoka's?
esev  [author] 12 May, 2021 @ 10:21am 
@Sicarius I wasnt planning on it, but i think i will add it as an actually good shotgun
Istis 12 May, 2021 @ 4:22am 
Awesome mod, is there any chance the pump will be added? Or is it just too similar to the vanilla pump shotgun?
esev  [author] 26 Mar, 2021 @ 9:52pm 
Rocket launcher fixed, more updated textures
esev  [author] 22 Mar, 2021 @ 1:14am 
@can't man yea i saw it. will try to implement it as an optional pre requisite, thanks for the idea
Lex 21 Mar, 2021 @ 9:21pm 
Did you see the vanilla weapons expanded makeshift weapons have a randomized number of shots per burst/reliability? Might be something in the framework that enables what you're looking for with the Eoka pistol.
esev  [author] 21 Mar, 2021 @ 12:30am 
i added an update with updated textures for a few guns, i forgot i had the rocket launcher in it as well, It is not finished, it errors out when shooting. Harmless but annoying, working on it.
Fitzkrieg 1 Feb, 2021 @ 6:49am 
Awesome work
76561198354297182 18 Jan, 2021 @ 8:19pm 
Hopefully there is a Zerg faction!
esev  [author] 15 Jan, 2021 @ 5:30pm 
feedback noted. probably will remove some weapon tags to stop them from spawning. Though i think the Eoka should be as probable as bows, as its about as basic as a firearm can get
Xyllisa Meem Paradox Station 15 Jan, 2021 @ 2:19pm 
these weapons seem waaay too common, i had full guns on my tribal colony year 1 purely from tribal raids equiped with these guns
xTRACKERx 31 Dec, 2020 @ 2:23am 
cool :) i hope for the compatibility with VWE <3
Restless 26 Dec, 2020 @ 9:35pm 
Understandable, its a great add regardless :)
esev  [author] 26 Dec, 2020 @ 9:17pm 
it just fires regularly unfortunately, theres no other weapon that really acts like the eoka for me to emulate for this mod.
Restless 26 Dec, 2020 @ 9:12pm 
Sweeeeeet! Im actually curious on how the eoka works, like is it randomly shot like you would think it would be or is it just like a waterpipe but with a longer delay? (also hope you dont mind i lurk the comments, i just really like this mod.)
esev  [author] 26 Dec, 2020 @ 8:34pm 
updated with eoka. rest of weapons hopefully coming soon. CE patch updated also.
supersonic 20 Dec, 2020 @ 9:05am 
TBH I think its fine being in one research project (the SAR is really the most meta option anyway so if you were gonna research just one, that would be the one to do). Ofc it's a super easy to change the variable on my own local copy so if you think the research cost is appropriate, it is your mod and I am no one to tell you what to do with it, I'll be using it regardless! Thanks again for the cool mod!
esev  [author] 18 Dec, 2020 @ 9:39pm 
i did change it to individual research projects it worked by itself but when i add CE patch and my regular modist it does not work. Not sure why.
supersonic 18 Dec, 2020 @ 11:13am 
I have to second the opinion about the research cost. I think it should be pretty low-cost personally. I made a local copy for myself where it only costs 300 because I think it should be at or around the cost of regular gunsmithing
supersonic 18 Dec, 2020 @ 11:12am 
Awesome mod! Love that you brought the sounds and everything over
Restless 24 Nov, 2020 @ 2:58pm 
Thanks for responding my dude! And yeah of course, your mod your time, i look forward to any updates in the future of this mod, no rush. Awesome of you to share that RUST magic in Rimworld :) peace.
esev  [author] 24 Nov, 2020 @ 1:33pm 
yea probably a good idea, i made it a high cost originally because they are guns in the medieval era. But splitting them up into different projects is also a good idea. You'll have to give me some time however. I am finishing my semester of school rn and will only have time mid december. I will also probably add eoka and whatever else i missed. Probably update some values after playing with this mod for a few play throughs now
Restless 24 Nov, 2020 @ 2:29am 
Im adding this mod cuz of my love for RUST, but personally speaking, i think 2500 research is a bit much for a medieval to industrial level tech, alot of weapon mods out there are higher tech for less cost. (IMO the other weapon mods out there go to low on tech cost.)

I wanna ask for a small change if you would so kindly, instead of making it all in one research box, can you make it into 3 that follow each other up? Like Waterpipe and Revi can be like 300 together, then you can follow up with Semi, Custom, thompson and P250 with another 500-700, and finally Blotie and AK with another 500-700. It would feel alot more like RUST if we could do that order unable to skip straight to AK.

Just some food for thought, from reading the comments ik your not playing Rimworld atm, it would just be really cool if you considered it, thanks for the mod my guy!
Luviam 2 Nov, 2020 @ 4:56pm 
Buying RSev base coords.
esev  [author] 13 Sep, 2020 @ 11:02pm 
i will at some point i am not actively playing this game as of now
pineapple pizza 12 Sep, 2020 @ 4:31am 
hey um rsev when you adding my eoka man



come on i need it they dont call me the eoka kid for nothing
esev  [author] 29 Aug, 2020 @ 1:18pm 
it should be fixed, it may or may not work with the combat extended patch. if not, i have to update that one too
esev  [author] 29 Aug, 2020 @ 1:06pm 
that was the intention hmm, ill look into it
Medic Olkie 29 Aug, 2020 @ 11:33am 
Could you make the weapons themselves medieval items? The mod "Medieval - Vanilla" deletes anything that is above medieval tech.
esev  [author] 21 Aug, 2020 @ 11:18pm 
i dont use the mod, so im not familiar with it. you can patch it if you want to tho.
THE_m00n 21 Aug, 2020 @ 8:13pm 
hey! would you like to use my Modularization Weapon API to make your weapons use attachment?
esev  [author] 11 Aug, 2020 @ 1:23pm 
updated for 1.2 let me know if it doesnt work
esev  [author] 5 Aug, 2020 @ 9:29pm 
yup, i use techblock as well. probably significantly increases usefullness of this mod
DOK 5 Aug, 2020 @ 12:05pm 
For best experience use with
Techblock https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1970774610
Looting Manager https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2002001082
my favorite. Rsev thanks for CE patch! Great mod.