RimWorld

RimWorld

[HRK] Gun Nut - Chapter #2
220 Comments
Zodiac Killer 28 Jul @ 11:14am 
Saw authors response on #1. cant wait
Zodiac Killer 28 Jul @ 11:13am 
Will this be updated to 1.6? assuming it doesnt work with 1.6, i havent tried.
Daemon Trooper 3 Jul @ 10:47am 
Hi, I have an issue with Neopup. Every other weapons you've proposed in this mod as well as other mods too (or for the very least, every weapons I've tested from your mods) are compatible with "Avoid Friendly Fire", somehow this one, not. I didn't pay attention it didn't have the option and proceed to successfully remove the head of one of my pawn and the torso of another. Great success but not asked or demanded. I needed them xD
Lucky-Nr13 12 Jun @ 10:17am 
A shame not to use the Tarkov gun and brass hitting the floor sound for the ASH-12, it sounds like a bb gun right now. The rest is really nice and the graphics are incredible.
200 10 Jun @ 10:39pm 
hey. love tihs mod. just wanted to say that ammo for 84x246mmR cartidge (HEAT) and (HE) has no textures when using combat extended. i don't know if that's CEs faul. i did ask in their discord. have a good day king
Cayajinge 28 Jan @ 10:43pm 
Collection cannot init: No textures found at path Ammo/M3E1/HEAT
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Graphic_Collection:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_StackCount> (Verse.GraphicRequest)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.GraphicDatabase.Get_Patch0 (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (System.Type,string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color,Verse.GraphicData,System.Collections.Generic.List`1<Verse.ShaderParameter>,string)
Verse.GraphicData:Init ()
Verse.GraphicData:get_Graphic ()
Verse.ThingDef:<PostLoad>b__379_0 ()
BetterLoading.ToExecuteWhenFinishedHandler/<ExecuteToExecuteWhenFinishedTheGoodVersion>d__3:MoveNext ()
UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
シスコン使徒 24 Aug, 2024 @ 11:09am 
12.7x55mm and ASH12 is underpower, I think this ammo should have similar damage to .50bmg (around 40),
and ASH12 should not have high recoil, its recoil is normal level. its problem is gun and ammo is too heavy and low accuracy in not close.
Pen4a 4 Aug, 2024 @ 11:33am 
to remove texture issue just delete this file in CE patch folder of this mod: "M3E1_Ammo_Textures". It's literally redundant, because CE has it's own textures for that type of ammunition.
Dealer Mangan 30 Jul, 2024 @ 1:21pm 
No textures found for M3E1 HEAT and HE ammo types with CE.
Senilia 30 Jul, 2024 @ 12:38pm 
[HRK] Gun Nut - Chapter #2 is missing the texture for 84x246mmR (HE) in CE.
Octography 3 May, 2024 @ 11:26pm 
Im playing on 1.4 with CE
Octography 3 May, 2024 @ 11:25pm 
Hello i found a bug with the standalone M320 GL. For some reason it uses 7.62x51mm Nato round instead of the 40mm?
whenwrašk 29 Nov, 2023 @ 4:01am 
description mentions that the GM6 is broken, that was my favourite gun last i used this mod. what does it mean by "broken", then? why does it no longer appear on raiders? did it ever?
LetTheMossReclaimYou 12 Nov, 2023 @ 11:16pm 
So when is that update coming
Gator105 10 Nov, 2023 @ 3:34pm 
@Harkon love your your work is there a chance for there to be weapon attachments like under-barrel GLs to be added to your mods list?
Harkon  [author] 8 Jul, 2023 @ 8:23am 
Muzzle flash support added for current weapons thanks to @Spürgelwürg
Harkon  [author] 7 Jul, 2023 @ 4:11pm 
@Skynert the dicord was closed, to much work to matain.
@mEdiC bAg prob steam acting up I pushed the update again, see if it fixes itself
Skynert 7 Jul, 2023 @ 12:21pm 
Discord link not working
Harkon  [author] 7 Jul, 2023 @ 5:18am 
Kaj0110 3 Jul, 2023 @ 12:24pm 
that worked, thank you
Harkon  [author] 3 Jul, 2023 @ 8:26am 
@Kaj0110 they all work for me just fine, do you have a start up error that is making patches fail, if not, do a clean install of gun nut and CE since is probably some corrupted file.
Kaj0110 3 Jul, 2023 @ 7:11am 
idk if its only for me but every gun under the "Attatchments and modifications" research (from your other mods aswell) aren't properly patched for CE, and have stuff like "AS VAL Bullet" set as their calliber
veil 3 Jul, 2023 @ 4:07am 
What did you do to make the astronaut meme look like that?
mEdiC bAg 28 Jun, 2023 @ 3:27am 
Thank you for the updates. Cheers!
Harkon  [author] 28 Jun, 2023 @ 2:59am 
@mEdiC bAg this is fixed as of yesterdays update
OniiSean 15 Feb, 2023 @ 1:45am 
Is the NG5 removed from the modpack? Because I do not currently see it.
Astronomer 29 Nov, 2022 @ 2:26pm 
"Downloaded this for Carl Gustaf. Whoever says that it is op clearly does not understand the power behind 84mm projectiles"

Tell me you don't know what OP means without telling me you don't know what OP means. :steamfacepalm:
Harkon  [author] 27 Nov, 2022 @ 11:18pm 
I pushed an update to fix errors in 1.4 so you guys can use it while I'm working on the proper update.
my bawlz itch 22 Oct, 2022 @ 12:08pm 
Will it take a while for the Gun Nut mods to be updated to 1.4?
Harkon  [author] 16 Oct, 2022 @ 9:23am 
yeah do a quick fix on your end or wait for the 1.4 update
Adadid 15 Oct, 2022 @ 3:08am 
The ash-12 is broken after the last CE update, 127x55mm ammo stopped existing, so it endlessly reloads and can't shoot
Scout Gaming 7 Oct, 2022 @ 1:53pm 
Downloaded this for Carl Gustaf. Whoever says that it is op clearly does not understand the power behind 84mm projectiles
combatant 20 Jul, 2022 @ 1:01am 
Is the M320 supposed to have a range of around 8 tiles?
Astronomer 29 May, 2022 @ 5:01pm 
To be clear - I think the Gun Nut series is excellent, and I love the quality of the work. It's just this one weapon I feel needs addressing :steamthumbsup:
Astronomer 29 May, 2022 @ 4:57pm 
Sadly the Carl Gustaf is just stupendously OP compared to other in-class / industrial tech weapons, and it's a showstopper. Which sucks, because I love the others.

40 range comfortably outranges autocannon turrets, and even outranges the marksman rifle from VWE. 200 damage *before* building modifiers, and a pawn with low shooting will hit almost every time thanks to the miss radius of 1. It's the same or better than any sniper rifle in *every* department, PLUS 300% armour pen, AoE, anti-building.

Equip all your pawns with this, and it makes the game trivial. If not, and a pirate raid spawn with a few of them, it makes an otherwise balanced raid suddenly ludicrously imbalanced.

I'd love it if you could see your way to rebalancing the CG, or publishing a version without it.

I suggest nerfing the range and damage significantly, and perhaps increasing the miss radius. Most weapons this powerful are one-shot for good reason.
Maco 9 Mar, 2022 @ 1:47pm 
ash 12 dissapeard my pawn
Harkon  [author] 4 Mar, 2022 @ 9:51am 
@Dogey why not? Also not really true have you seen all the gun nut mods.
Harkon  [author] 4 Mar, 2022 @ 9:49am 
Also the glich with the ASh-12 should be fixed as of the last update.
Animal 7 4 Mar, 2022 @ 8:12am 
Why are most of the guns in these mods russian?
Videogameplayer 13 Feb, 2022 @ 6:12am 
I keep waking up because of night terrors about the visual glitch on your Ash-12 subsonic russian battle rifle and haven't slept now for about 2 weeks. Please fix it so my life can return to normal :steamthumbsup:
Endymion 11 Nov, 2021 @ 6:12pm 
Love your gun mods, got loads of my favorites here. Just like to say I'd kill for the duplex rounds on the ash-12.
MECHARAUSER 6 Nov, 2021 @ 1:54pm 
Not sure if the information on the card is just not up to date anymore and I missed some update or something, but a raid spawned from the shattered empire, sporting a Lynx, and well, seeing as my colony still doesn't have anymore than a couple basic weapons and an mp7 graciously provided by a defecting pawn from aforementioned empire, the end result of that was many pawns getting one-shot yeeted out of existence.
Of course, no sweat, Rimworld happens and in all honesty I probably shouldn't have taken in the traitor to begin with, so that is a lesson for the future.
But regardless of that, still thought of mentioning this just in case they really weren't supposed to spawn with that piece of hardware.

Great mod regardless!

Cheers :slimetabby:
OniiSean 5 Nov, 2021 @ 5:19pm 
Hello! I was wondering if we were able to edit the weapon stats? If it requires modding it myself I can just look up a guide but if there is just an editable value we can find, where can I look for it?
Eqz 24 Oct, 2021 @ 11:16pm 
ASh-12 wired placement reproduces when UI scaling in Windows is set to notable multiplier, I have 175%. Just in case.
SomeCasualGuy 21 Oct, 2021 @ 7:09am 
Does ASh-12 has something to do with the offset?
Harkon  [author] 3 Oct, 2021 @ 5:05am 
@ArisenSolution2 I'll check
ArisenSolution2 3 Oct, 2021 @ 2:51am 
I've noticed with the Ash-12, when my pawns are looking towards the left or right, the gun seems to be "floating" infront of them,as if they were holding it by the stock with their arm extended. any clues to the visual effect?
Harkon  [author] 3 Oct, 2021 @ 12:41am 
Because the way they were draw, some sprites end up being very small which is something I tried to avoid on later releases.

Also because the old Oversized weapons was quite bad performance wise this new mod works much better.
CookieDragon 3 Oct, 2021 @ 12:24am 
just a curiosity why do i need enlarged weapons for the chapter mods but not the individual ones?
Harkon  [author] 1 Oct, 2021 @ 3:03am 
@Supanoob fixed