RimWorld

RimWorld

[HRK] Gun Nut - M5 SPEAR, M250 & MG 338
61 Comments
Harkon  [author] 21 Jun @ 1:23am 
@LifeIsAbxtch yes
LifeIsAbxtch 20 Jun @ 9:11am 
will you update your mods to 1.6 bro?
Rzabat 24 Sep, 2024 @ 8:38pm 
The bug with it only have 6 rounds and 7.62 is an issue with the CE patch. I've seen that same bug happen with different mods
Amateur 11 Aug, 2024 @ 10:20pm 
Your discord link is broken, so I'll report here. There is a bug with CE and SIG MG250 and SIG 338, both normal and SAW versions. They only have 6 ammo in magazine and no option for burst fire or full auto. Also you got calibers wrong, MG250 is .277 Fury and MG338 is 338 Norma Magnum (not 7.62)
Octography 2 Jul, 2024 @ 9:46am 
There's a bug with the MG338, when it's deployed it wouldn't fire and the gun itself become invisible. I'm playing on 1.5
Peers 11 Apr, 2024 @ 1:32pm 
Will this be updated to 1.5?
Gender Bender 3 Dec, 2023 @ 12:31am 
Hey man i think i found a small bug. for some reason pawns refuse to pick up a higher quality M250. I tested with guns from this mod, ur different gun nut mod and others gun mods but it only happen to the M250
Gator105 25 Oct, 2023 @ 7:48pm 
Hey @ Harkon love your work but I'm new to this and am having trouble getting the weapon color change via ideology styles can you help? please and thanks
Harkon  [author] 18 Dec, 2022 @ 12:17pm 
Cleaning your CE folder and subbing only to the 1.4 CE release should fix those kind of problem. Not caused by this mod or CE is just Steam download corrupt folders sometimes.
Nehtiyalyr 18 Dec, 2022 @ 12:13pm 
It's working with CE 1.4 for me, but I had to uninstall everything and install again...
Dewa 12 Nov, 2022 @ 7:23pm 
Ah i see, noted
Harkon  [author] 12 Nov, 2022 @ 10:05am 
unofficial 1.4 CE from the workshop is not supported, if he changed the mod ID or the name the patches won't work, download the official beta from the CE discord
Gamiseus 12 Nov, 2022 @ 9:56am 
Dewa, the same thing is happening to me, I'm messing around with the XML files now attempting to figure out the issue.
Dewa 12 Nov, 2022 @ 1:21am 
(this happens to all of your current 1.4 gun mods for me)
Dewa 12 Nov, 2022 @ 1:20am 
I'm not sure what i'm doing wrong but for some reason it doesn't work with CE. I'm using the unofficial 1.4 CE patch (which just forks the 1.4 version from github)
Yuulwasad 10 Nov, 2022 @ 7:24pm 
Sad to see the nerf on the vanilla M5 spear. It lost its high AP rating characteristic and became a normal rifle with a longer range.
Harkon  [author] 9 Nov, 2022 @ 11:46am 
1.4 UPDATE
- Balance pass for both in vanilla and CE.
- New settings for camo selection.
- New camo selection using Ideology styles.
- Updated mod page infoGFX to reflect the changes.
Fantasy System 8 Nov, 2022 @ 11:55am 
I CANNOT wait for more info on the NGSW sight, and commission the SHIT out of you to implement that properly in rimworld
Bam man. 22 Oct, 2022 @ 1:58am 
does this work for 1.4?
Harkon  [author] 16 Oct, 2022 @ 9:10am 
Also no the same art just the same guns
Harkon  [author] 16 Oct, 2022 @ 9:10am 
.277 is base CE now and is working fine for me
ROBOCOP GAY 22 Sep, 2022 @ 3:26pm 
.277 doesnt show in loading bench
Dootslayer 25 Aug, 2022 @ 10:48am 
It really does, could it be the same models as the ones harkon created?
Parabellum9095 14 Jul, 2022 @ 10:49am 
Love the mod, but I have 2 minor critiques. The real M5 uses 20 round mags, and I think the range on the guns should be higher. At least in CE, which is what I use. .277 is supposed to be specifically for better armor pen at range, as I understand it, and .338 Norma Magnum is a freight train of a round. I changed the M5 to 62 tiles, the M250 to 65, and the MG 338 to 70.

Again, love Gun Nut mods. Best gun mods for this game, IMO.
Rzabat 4 Jun, 2022 @ 3:31pm 
How do you select the camo to use for these guns?
SovietCheeze 28 Oct, 2021 @ 12:46am 
Works fine with 1.3. FYI these weapons perform slightly better than vanilla ones and are comparable with other Gun Nut weapons, with the exception of a chonky 35% AP rating making them better against mechanoids.
=) 2 Oct, 2021 @ 12:12am 
Thanks for the update. I see that it's been "silently" updated. =)

However, I do find it curious that all of my colony's SIG rifles disappeared in one night, and there's a letter, addressed to one of my... kind of a leader pawn, which only has one word and numbers that reads "Update 1.3". Thankfully, I still have enough rifles of other brand, so we didn't have any problems.

Is what I would like to write off, since I kinda don't want to use the dev tools.
Anyway, I'm glad that my last save was couple of days after a raid, otherwise I would have problems with guns disappeared in the middle of a fight.
么 ELEMENT 么 20 Sep, 2021 @ 7:35am 
1.3 plz
Red Hawkfield 26 Aug, 2021 @ 12:55am 
Fellas, it works for 1.3, it's only a gun mod, not a core file like Vanilla Framework or whatever
Timou 2 Aug, 2021 @ 3:55am 
Update please 1.3
MedoeDD 28 Jul, 2021 @ 11:25am 
1.3 ?)
turkler 10 Jul, 2021 @ 2:34pm 
when 1.3
Ghost993514 12 May, 2021 @ 12:22pm 
I changed the Combat Extended ID but yeah, sure I'll do that.
Harkon  [author] 12 May, 2021 @ 12:18pm 
If everything CE releated breaks is because you did something really wrong.

Do not use a local copy made by the mod manager with CE that is the only thing you need to do.

If you want more help join the discord and send the logs and modlist there I cant help you any further without that.
Ghost993514 12 May, 2021 @ 11:28am 
Could I adjust the ID that your patch is looking for?

Retaining all of my old mods while adding yours? I really wanted to use this.
Ghost993514 12 May, 2021 @ 7:55am 
Well, that broke everything CE related...
Ghost993514 11 May, 2021 @ 8:55am 
Ah, nevermind. It must be because I use Fluffy's Mod Manager.

I'll check it out, I'm sorry to waste your time.
Ghost993514 11 May, 2021 @ 8:53am 
Nope, I'm personally having issues and I've tried a number of things to fix it.

Are there any incompatibilities with any TMC or RH Faction mods?

For instance, the TMC 'all in one' patch?
Harkon  [author] 11 May, 2021 @ 3:00am 
@Wolski yes that is vanilla AP

@Ghost993514 should be CE compatible out of the box, just as all other gun nut mods.

@Mercenary planned
Wolski 10 May, 2021 @ 3:21pm 
Am I understanding it correctly that the numer in brackets next to the damage value on the infographics is the armor piercing damage?
Ghost993514 10 May, 2021 @ 8:43am 
Well I guess it's not CE compatible out of the box, do I have to mess around a bit to get it working?
Ghost993514 9 May, 2021 @ 6:35pm 
I'm pitchin' a tent.

CE Compatible out of the box... and ArmA vibes, even if it's the 'new' one.
Mousenary 6 May, 2021 @ 10:00am 
now i need general dynamic's and textron's one
Cerevox 30 Apr, 2021 @ 3:50pm 
Ah, cool. It was just really confusing for a bit when I noticed some raiders had gone down due to 7.62 wounds but I wasn't even using 7.62 at the time. Spent some time searching my pawns for random weapons they might have somehow picked up before I figured out what was going on.
Harkon  [author] 29 Apr, 2021 @ 9:20pm 
@Cerevox I used 7.62 file as a template and some labels for the wounds were not porperly changed. Should be fixed now.
Cerevox 29 Apr, 2021 @ 9:07pm 
So, wounds caused by the .277 ammo are showing up as 7.62 nato in the logs and wounds on the victim. Is my game bugged or is this working as intended?
=) 26 Apr, 2021 @ 1:26pm 
I thought MG 338 just gone in my game, turns out it's here.
Mr.Madcap 25 Apr, 2021 @ 6:17pm 
Excellent sprites and mod work.
Firestorm🗿 25 Apr, 2021 @ 3:34pm 
pog
Harkon  [author] 25 Apr, 2021 @ 1:19pm 
@Pnoth that is the plan yes!