RimWorld
Kit's Gunpowder Weapons
160 comentarii
Wild colonial boy 22 nov. 2022 la 1:07 
1.4 please?
☭ Covre  [autor] 14 nov. 2022 la 10:44 
não >:(
Pronóxius de Macaé 14 nov. 2022 la 3:07 
dá update no mod caceta
Macropod 27 oct. 2021 la 12:58 
I was looking for ancient artillery compatible with CE, and did not find it. And that's where they are!
Get points!
Drakuba 25 sept. 2021 la 3:56 
shame its discontinued, because it needs some tweaking imho. Why should i invest 640 research for shitty arquebuse and 960 to get some usable guns (1600 research total needed) when i can research machining for 1000 and start making grenades and ammo for captured guns, then gunsmithing for 500 (1500!!! research total !!!) and make pump action shotguns, revolvers and bolt action rifles?
i say merge "blackpowder" into "smithing" and make "line infantry" cost around 300 research or its not worth it. I love the idea but its just not worth it
MinuteFat 15 sept. 2021 la 10:35 
I kind of wish there was some form of Coehorn mortar - maybe it would launch chunks like the Bombard.

Such variety of "gunstones" were frequently used in early mortars as they were cheaper than attempting to cast larger roundshot and still carried significant enough mass to cause great damage.

I suppose it could be implemented as two weapons - a larger, clunkier, less expensive chunk-launching 24'' siege mortar (Better for offence as it is quite devastating to structures) and a lighter, somewhat faster 18-pounder (better for defense as it can return fire quickly) reloaded with steel after four shots.
IceMaverick 1 sept. 2021 la 14:06 
I really like the design of everything, ended up having to shave off about 1.1 seconds from the various infantry weapons' cooldown times to get their DPS competitive with other medieval-tier gunpowder weapon mods I have installed (Including VWE).

Solid mod, security structures are a great early addition.
Calvinhood 18 aug. 2021 la 21:46 
Heads up for CE users,

Guns should've been usable for a while now.

I just patched the turrets and am in process of having it merged.

Give it a week or 2, Soon™
Scorpio 6 aug. 2021 la 12:30 
It's fixed
iSc00t 29 iul. 2021 la 7:24 
Yeah, the security structures were invisible, but they did work for me.
Sterl-GC 28 iul. 2021 la 20:24 
I can also confirm that the security structure appear invisible.
Spiky38 28 iul. 2021 la 9:46 
Sadly the weapons doesn't work at, they just aim and then they stay aimed forever without shooting, also it doesn't work with CE the ammo doesn't exist :(
☭ Covre  [autor] 23 iul. 2021 la 15:04 
ill take a look
Regent 23 iul. 2021 la 7:24 
Does this can be used by tribals or medieval factions ?
FarmerJoe 23 iul. 2021 la 6:23 
can confirm that security structures are invisible, I can only see shadow in 1.3
McLenwe 22 iul. 2021 la 14:44 
For me the security structures are invisible (only the shadow) in 1.3. Is it just my modlist or can anybody confirm this?
McDuff 18 iul. 2021 la 12:24 
Getting this error on 1.3, seems to be related to your mod.

https://pastebin.com/QUgFsysL
Skullywag 12 iul. 2021 la 14:13 
There seems to be an issue in 1.3 with the 3 projectile defs in the turrets file, getting xml errors on startup mentioning they cannot be found.
Deon 31 mai 2021 la 19:03 
i absolutly love this mod, just a small problem. when using it with CE the ammo for the bombrad and 12Pounder Cannon can only be crafted at the maching tabel, which (atleast in my opion) defeats the purpose of an early game weapon.
Fossil.21 9 mai 2021 la 17:40 
would love to see this patched to show up on Medieval factions
T/5 Marchbank [29thID] 24 apr. 2021 la 4:06 
CE patch is now integrated on Github lads
Bung Bung 23 apr. 2021 la 22:42 
does the ce patch work yet? been dying to do a medievalish playthrough with muskets and cannons
Nut Torquer 21 apr. 2021 la 23:54 
Own a musket for home defense, since that's what Randy Random intended. Four ruffians break into my colony. "What the devil?" As I grab my powdered wig and Kentucky rifle. Blow a golf ball sized hole through the first man, he's dead on the spot. Draw my pistol on the second man, miss him entirely because it's smoothbore and nails the muffalo. I have to resort to the cannon mounted at the top of the killbox loaded with grape shot, "Tally ho lads" the grape shot shreds two men in the blast, the sound and extra shrapnel set off ancient dangers. Fix bayonet and charge the last terrified rapscallion. He Bleeds out waiting on the renforcements to arrive since triangular bayonet wounds are impossible to stitch up. Just as Randy Random intended.

10/10, would use again.
Chocolate Pie Kitten 19 apr. 2021 la 13:49 
The organ gun saved my ass several times , as i began tribal
☭ Covre  [autor] 19 apr. 2021 la 12:26 
no :(
mightchat 19 apr. 2021 la 11:59 
no flintlock pistol?
☭ Covre  [autor] 19 apr. 2021 la 8:27 
i'm changing it :)
koston32 19 apr. 2021 la 7:11 
Cool :steamthumbsup: but Bayonet Musket needs more damage for melee, now it is = to the heavy smg's, no sense
☭ Covre  [autor] 7 apr. 2021 la 3:27 
:)
MisterIgor 7 apr. 2021 la 1:58 
faltou só a matraca e a garrucha, parabens
T/5 Marchbank [29thID] 5 apr. 2021 la 3:49 
thats a shame, hope one does soon. Still the mods of yours that do function with CE are fantastic and it seems non CE folks love them all so good work friend
☭ Covre  [autor] 5 apr. 2021 la 3:03 
the patch doesn't function :(
T/5 Marchbank [29thID] 5 apr. 2021 la 1:54 
Where can I find it, or does the patch no longer function?
☭ Covre  [autor] 4 apr. 2021 la 13:56 
no it's not :(
T/5 Marchbank [29thID] 4 apr. 2021 la 13:52 
Is the CE patch integrated? if not where can I find it? Love the mod but I'm a CE simp and I can't live without it
Shipidge 3 apr. 2021 la 12:09 
Thank you, Kitsune!! ❤️
Chocolate Pie Kitten 3 apr. 2021 la 7:27 
All fixed now with your last update
Thanks Kitsune
☭ Covre  [autor] 3 apr. 2021 la 6:59 
aaaaaaaaaaaaaaaaa
Chocolate Pie Kitten 3 apr. 2021 la 6:51 
Hello i am as Shipidge
I have errors about a conflict with Combat extented and i dont have it
I redowloaded the mod hopping the update would fix it but there is still errors
*Thanks

☭ Covre  [autor] 3 apr. 2021 la 3:54 
i think it's fixed :)
☭ Covre  [autor] 3 apr. 2021 la 3:47 
wait

i'll fix it
Shipidge 2 apr. 2021 la 18:41 
Hey, Kitsune. Did you update something? Because I am getting a whole bunch of start up errors coming from your mod. The logs keep mentioning a conflict with Combat Extended and your gun powder weapons, but the strangest thing from this is that I don't even HAVE Combat Extended :( All I use is Yayo's, but that hasn't given me any problems.
CrackaJack 23 mart. 2021 la 13:23 
last of the mohican style playthru, hand that man a kalumet
☭ Covre  [autor] 16 mart. 2021 la 16:07 
thanks :)
HungWhiteBull 16 mart. 2021 la 14:45 
cool mod:deadrat:
☭ Covre  [autor] 14 mart. 2021 la 9:59 
thanks :)

noted :)
Pyrrhus 14 mart. 2021 la 7:18 
I really like the mod, my only suggestions being maybe making the hand mortar have a brass barrel? It can be hard to tell when equipped between the hand mortar and the blunderbuss, which has led to me ignoring a raider with a "blunderbuss" only to regret my life choices, and perhaps buff the accuracy of the 12 pounder? I've played tic-tac-toe with a real 12 lber before, it's incredibly frustrating to see my artillerists miss shots so frequently.
Overall though, I absolutely love the mod, I just finished a Last of the Mohicans style playthru that was super fun, keep up the great work!
☭ Covre  [autor] 1 mart. 2021 la 1:25 
Uhmmn ok
Pronóxius de Macaé 28 febr. 2021 la 18:52 
Os canhões tão bugados; Não recarregam automaticamente e ficam com um símbolo de missing texture quando descarregados; Também não tem aquele menu pra se escolher que tipo de munição eles vão ter e tal, tanto que dizem que só aceitam Granite Chunks, mas recarregando manualmente eles aceitam qualquer chunk.