RimWorld

RimWorld

TMC Armory - Community Pack
46 Comments
枯れたバラは 12 Dec, 2022 @ 12:29pm 
Update please 1,4
magic_boi 11 Dec, 2021 @ 9:06pm 
Oww didn't noticed haha, thank you author and great mod
Tittymcswaggy  [author] 4 Dec, 2021 @ 2:34am 
@magic_boi - most of the weapons here have already been moved to my more recent mod pack if you havent checked it out.
magic_boi 3 Dec, 2021 @ 8:19pm 
Gonna wait for the update on this. Real good mod packs thank you having real fun with ce with this
Gaz 14 Sep, 2021 @ 10:19pm 
Update plzz
Hans 6 Sep, 2021 @ 11:00am 
You need to update all your mods :D
Timou 2 Aug, 2021 @ 3:50am 
Update please 1.3
Healthy Life 23 Jul, 2021 @ 10:26am 
After CE update to 1.2.3.8, this mod is not compatible with it ;(
三个SG 30 Jun, 2021 @ 3:01am 
Why my weapon was disappeared when I crafted a new one? and the red word says can not load
items id.
yes0rpg 10 Mar, 2021 @ 3:14pm 
Hello
I would like to update a problem.
I order my pawn to craft a M249 LMG, but when it completed the gun didn't spawn in. I had this problem after I installed modular weapon mod. do you know how to fix it? thanks.
Generic Username 15 Feb, 2021 @ 5:10pm 
an issue I have run into. While crafting the MP133 shotgun, upon finishing crafting it the item just doesnt spawn in. It uses the resources and crafting costs, but wont give the gun itself.
Atomik Doctor 9 Feb, 2021 @ 2:20pm 
Instant updoot and sub anytime I see your work. Love it!
Tittymcswaggy  [author] 30 Jan, 2021 @ 4:11pm 
@Ghost993514 - Sure, you can adjust the stats for your own use.
Ghost993514 30 Jan, 2021 @ 7:16am 
Yeah, sure!

Would you mind if I were to mess with the CE portion of things on my end and sharing it with my buddies, do you?

I understand why you'd want to keep things simple, but I personally think that different guns should be a bit more unique, with attachments being the more cosmetic piece.

For instance, the Mk. 18 is more of a CQB rifle than an M4A1, but this isn't represented within your mod.

I just want to rebalance things a bit for us so it's a bit more viable, at least within CE.

I could take a look at the M4+GL in your AR pack if you'd like, see if I could get it working within CE.

Oh, and Girls' Frontline is great. I'd still have it on my phone if it didn't take up so much goddamn space. And as much as I hated SAO... the Hecate is a pretty slick rifle.
Tittymcswaggy  [author] 30 Jan, 2021 @ 1:47am 
@Ghost993514 - Thanks for the suggestion, currently all of the attachments have their value set just what you said with the exception of Suppressor and Muzzle brakes having different stats.
I do plan on simplified the stats on scopes a bit further along with stocks while still keep some exception on certain family series (for example , the AK series or attachments that are restricted to a specific gun/family).
As for the GL in my AR#1 pack , they dont use the same codes as modular so the thing wont work in CE nor I plan to try make it work in CE due the limitation of CE ( this is the main reason why I have to use Tinker`s Construct).
I will just keep balancing guns when feedbacks show it is required but overall I would try come up with a "Default" stats for each rifle type when the number of firearms get too large.
Ghost993514 28 Jan, 2021 @ 5:41pm 
Oh! And I'm not sure if you knew this, but your custom weapons have working grenade launchers. I didn't test your GL in your 'Assault Pack' of guns, so I'm not sure if that one works or not, though.
Ghost993514 28 Jan, 2021 @ 5:40pm 
I could help with testing and offer my thoughts on things like balance, if you'd like, at least on the Combat Extended front.

To make it easiest on yourself, I'd recommend making each most items 'cosmetic' in the sense that all sights of X type do the same thing.

Micro Dot Sights do something, Regular Dot Sights do this, Medium Range sights do that, Long Range Sights another thing.

That way, most of it's just copy+paste, but ultimately ends up being different versions of the same sights.

Again, I'd be glad to help when it comes down to crunching the numbers, helping with balance and the like.

Great mod overall btw, the only real issue I see is that the guns in your other packs look OP in comparison.
Tittymcswaggy  [author] 28 Jan, 2021 @ 5:21pm 
@Ghost993514 -The weapon modding feature will be put into other weapons packs once I got time , I added some in here to see if the base stats are balanced enough yet before replacing the original guns with new textures and stats. As for balancing the attachments themselves, because the fact that alot of different stats are being applied on I just can`t balance everything out which right now I`m considering making all attachments just cosmetics with some exceptions.
Ghost993514 28 Jan, 2021 @ 4:36pm 
I love the idea of custom weapons, and I understand why your TMC Armory weapons aren't compatible, but why did you add in rifles here that aren't compatible?

They're cool and all, but aren't really balanced with the customization, at least in Combat Extended. This also goes for your other TMC Armory weapons.
BestToasterNA 24 Jan, 2021 @ 3:48pm 
AA12 should be in this pack
Ted 23 Jan, 2021 @ 5:16am 
TMC does not seem to work on these weapons
oxycodone 11 Jan, 2021 @ 3:36am 
love if u could add a black aac honey badger to the mod
Aus 26 Dec, 2020 @ 12:51pm 
Any chance you could add the L-85 A1 and A2, and a SUSAT, and an FN Minimi (AKA the L110A2)?
Barry 25 Dec, 2020 @ 11:32pm 
Me, looking at one of your m4s: this dude has to play tarkov
Also me after reading the whole mod's description: CALLED IT!
yes0rpg 21 Dec, 2020 @ 3:07pm 
This is a nice mod, love it!
But compare to guns from Rimmu Nation, I don't know if I should call your guns "guns of mercy" LOL. I mean the 50 cal from your mods usually end up destroying enemies' limb before a kill shot, instead, the 50 cal from Rimmu Nation almost always one-shot enemy, including mechanoids.
Tittymcswaggy  [author] 15 Dec, 2020 @ 4:16pm 
@The Unbidden One - I think now you can use the customization because apparently this whole time I didnt realized the patch that enable it wasnt working.
The Unbidden One 15 Dec, 2020 @ 12:36pm 
@Tittymcswaggy hey i see you took on my suggestion to put some tacticool accessories on some of the default weapons without needing tinkers construct that is much appreciated thank you for the awesome mod.
Tittymcswaggy  [author] 13 Dec, 2020 @ 6:36am 
@Bufu69 - Is this about the report your made ? I have fixed the issue.
Bufu69 13 Dec, 2020 @ 6:06am 
where is the repo or changelog, i need to revert the last changes
Malikyte 5 Dec, 2020 @ 3:21pm 
Oh wow, a KS-23. Don't see many of those in weapon mods. Well done.
Dat cat 3 Dec, 2020 @ 4:13am 
@Tittymcswaggy Oh okay, cool, also I think it would be cool if you made the Kalashnikov bluetooth shotgun output power somehow or maybe use power to get some extra features. Like somehow using it as a coms thing.
Tittymcswaggy  [author] 2 Dec, 2020 @ 4:04pm 
@Dat cat - I don`t think there is a competition here.
Dat cat 2 Dec, 2020 @ 3:24pm 
Nice Kalashnikov bluetooth shotgun
Dat cat 2 Dec, 2020 @ 3:22pm 
Hey mc, I feel like there's an arms race going on between TMC and Gun Nut, is this true.
Tittymcswaggy  [author] 29 Nov, 2020 @ 4:56pm 
@Daai - This mod is a collection of suggested weapons , not an All in one pack .
E-ON 29 Nov, 2020 @ 4:40pm 
is this mods like all the TMC gun in just 1 mod fodder?
RedDrake704 27 Nov, 2020 @ 10:29am 
Please add PPSH-41 & SVT-40
Max Havoc 26 Nov, 2020 @ 4:03pm 
@The Unbidden One Have you tried putting it in a stockpile? That works for me.
Moth 26 Nov, 2020 @ 9:08am 
mp compatible?
Tittymcswaggy  [author] 25 Nov, 2020 @ 11:04pm 
@The Unbidden One - I have been hearing issue with weapons defs not working , this is probably issue with Tinker Construct. I really cant tell what mod this is not compatible and most likely will be hard for me to provide a patch.
The Unbidden One 25 Nov, 2020 @ 10:32pm 
@Tittymcswaggy i'm clearly doing something wrong, clicking on the empty icon just gives me a prompt that nothing is there, i have the AUG equipped ive also tried with it unequipped and in the pawns inventory nothing comes up maybe its a load order issue or a mod incompatibility.
Tittymcswaggy  [author] 25 Nov, 2020 @ 9:50pm 
@The Unbidden One - You need to click on the empty icon on the right of the assemble menu , ofc you need to have a gun before doing that inorder to start modding.I should make a better tutorial later on
And I might make a different textures for non-accessories weapons, current still figure how I should handle this
The Unbidden One 25 Nov, 2020 @ 9:01pm 
Trying to use the TMC accessories with these weapons but no joy, is it that the modular system doesnt work with CE? i right click on the machining table and select assemble weapon but there're no options in the menu beyond the default, longsword, pilum, crossbow and knife, am i missing something? also is it possible just to make default tacticool versions of the weapons that cant be changed for folks who don't want to mess around with tinker's construct?
Ayameru 25 Nov, 2020 @ 5:52pm 
MY MAN mass releasing mods, God bless you :steamhappy:
Floodedolive1 25 Nov, 2020 @ 3:05pm 
fallout new vegas sniper NICE
Motho 25 Nov, 2020 @ 1:42pm 
love all your shit man. wonderful sprites and you work incredibly quickly