RimWorld

RimWorld

[RH2] Rimmu-Nation² - Weapons
646 Comments
Killerkitty641 47 minutes ago 
This is by far my favourite weapons mod. I don't think there's a game I play without it active now.

Take your time; I'll be waiting eagerly for an update.
karma 4 hours ago 
Same here, I love this and the clothing mod
Buttbutt 11 Jul @ 10:13am 
Take your time boss, but rimworld without your mods is not the same to me.
Huei the Vietnamese 30 Jun @ 8:07pm 
1.6 please
williamb1995 29 Jun @ 10:38am 
1.6 ?
Jessie Whiteman 12 Jun @ 9:23pm 
Thanks, I've been using this for a long time. Let's get married bro :Gifting:
Koi 31 May @ 11:38am 
Could there be a mod setting where all weapons can be manufactured at the machining table instead of the dedicated rimmunation desks?
Chicken Plucker  [author] 28 May @ 6:42am 
@SaMaHaJoGu - Wakizashis are slightly shorter and easier to manoeuvre

@cody - Should have a UI you can interact with.

@Lelouch_vi_Britannia - Yes, the game allows modded weapons like here to be added for ideologies by default. No idea why it wouldn't let you see them on your end without an error log or any sort of help, because it could be any number of mods in your list affecting it. All I know is it works on my end when I test it.
Chicken Plucker  [author] 28 May @ 6:40am 
@Nanook - Hi. This is normal. Auger can fire through walls but your pawn can miss and still hit walls and things inside them.

@wingedhussar226 - They shouldn't have reloading by default. You probably have Combat Extended and you sent the comment when the mod wasn't CE patched.

@cody - Reserved for a USMC faction.

@Buddy - Can't tell mate, don't have the time to test unfortunately so if people find incompatibilities, I humbly ask for a full error log.

@SiaNKs - Hey, the pistols are already not 100% the original size. I don't want to make them too small since even the vanilla revolver and handgun can be out of whack compared to the vanilla bolt-action's body. I just did not take scaling too seriously because the base game doesn't either. If we did things 1:1 it'll be difficult to see the art anyway and I'm not down for that.
Chicken Plucker  [author] 28 May @ 6:36am 
@Friedrich von Luxemburg - All the weapons in this mod are already in specific workbenches. The clothes haven't gotten it's own workbenches yet, and the answer as to "why" is because it takes time to code and texture for a mod when I have other things to do outside of RimWorld modding, unfortunately I'm just not as available as I used to be for the hobby.

To have everything optimised and fixed with all the mods I have, will mean sacrificing free time I have spent on other things.

@imsleepy - I would say the Anti-Tank weapons for damage and accuracy, but everything has it's specialization. Your pawn with an RPG-7 can die to someone with an M60 because the rate of fire is higher, so stats aren't always the thing.
Chicken Plucker  [author] 28 May @ 6:32am 
@Narlindir - Hey thank you, will look into it. Maybe something was mis-named but it shouldn't be an issue.

@Astronomer - Thank you for the feedback. Unfortunately there's no reversing the extra weapons, but it has always been my intention to have variety even if they overlap. It's just how it is irl too, we have a lot of weapons that do the same thing, it's just a matter of variety. A lot of mods already do standardized stuff so I wanted to do something else.

@物理系魔法师 - The weapons in this mod are already in specialized benches.

@Timou - Will look into it thank you. Are you sure you went through the smithing table?

@Patient Zero - Hello, thanks for the suggestion. No plans for anything new at the moment unfortunately.
Chicken Plucker  [author] 28 May @ 6:28am 
@Malikyte - Hey mate thanks for telling me. He included the mod in the description. While a proper credit would've been ideal, it's good enough for me. Many thanks!

@joseph98611 - Yes, please see the pinned "Weapons list" thing because your stockpile will auto disable them. Just simply re-enable.

@Myxasese - You have a mod that seems to define one handed or two handed weapons, it's not a vanilla feature.
Chicken Plucker  [author] 28 May @ 6:28am 
@Kasumizake - Hello, thank you for the feedback. Unfortunately I don't have time to make another version with less features, especially because I have to maintain it too. I simply cannot please everyone and do what I like as well, which is have a large variety of weapons. It was always the intention for the mod.

@Kapten Eggis - You have a mod that adds ammo as Corpse Starch said, this mod doesn't do anything ammo related by default.

@blackrave - Tell your hamster I said thank you for your service

@DigitalCam - Thanks for flagging, I'll give it a test this week but as far as I'm aware that bug isn't on my end
Malikyte 28 May @ 2:18am 
Hey CP, just letting you know this guy is using your textures. Not sure if you were aware or gave him permission to use them in his mod.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3393769951
joseph98611 10 May @ 8:01pm 
safe to add on an existing save?
Myxasese 29 Apr @ 11:53pm 
I found a MP 412 Rex error is not a one-handed weapon
Corpse Starch 24 Apr @ 10:25pm 
@Kapten Eggis if you have the option for ammo it means you've probably got combat extended downloaded which adds ammo
Kasumizake 13 Apr @ 2:53am 
I really like the RH2 series, including realistic firearms and equipment. However, it has become bloated with the addition of numerous weapons. I would be happy if there were a simplified version of this mod.
Kapten Eggis 6 Apr @ 5:10am 
is there a way to not need to use ammo?
SaMaHaJoGu 23 Feb @ 12:20am 
Why does the wakizashi have better melee DPS than the katanas?
blackrave 18 Feb @ 11:26am 
This mod saved my pet hamster from megaspiders
11/10- best piece of code ever created.
DigitalCam 15 Feb @ 3:47pm 
Some weapons have issue with gunshot sound being cannot be played.
Desert Tech SRS (RNShot_SRSSD) , Desert Tech HTI (RNShot_Generic50Bolt) are among several others which also have the same issue.
They all display the same error: "No resolved grains"

"Cannot play RNShot_GenericAR_II (subSound UnnamedSubSoundDef_: No resolved grains."
"Cannot play RNShot_Generic50Bolt (subSound UnnamedSubSoundDef_: No resolved grains." etc.
cody 4 Feb @ 3:58pm 
How do you use SOFLAM
Rat Alchemist 4 Feb @ 12:05am 
I just gave my child a javelin! 10/10
Lelouch_vi_Britannia 21 Jan @ 3:14am 
Can guns from this mod be relics for fluid ideologies? I see different blades, but no guns in list when create/redact ideology.
SiaNKs 19 Jan @ 7:06pm 
Lee Enfield is already in the game, vanilla... Anyway great job guys! I only have one issue with mod, Pistols are bigger than AR's and rifles, is this intentional or making them smaller just didnt worked and looked bad?
Hero 6 Jan @ 4:51am 
Уже какой раз подряд ставлю моды на оружее и турели,
Щас как раз тестирую мод на волны врагов, и как не странно, даже топовое оружее с легендой качеством, не может убить голого дикоря) Что то тут не так в циферках
Buddy 29 Dec, 2024 @ 3:16am 
doesnt work with (misc. training) or is it just me?
cody 28 Dec, 2024 @ 12:05am 
Will the m27 make a return
Mr. Gooner 9 Dec, 2024 @ 7:09pm 
I cant get the weapons to reload what do i do?
Nanook 29 Nov, 2024 @ 10:58am 
auger's auto aim setting causes the bullet to shoots my buildings and walls when hunting
D. Sauter 10 Nov, 2024 @ 7:58pm 
as a veteran and gun owner, FUCKING THANK YOU for the gun safety bit towards the end. much appreciated.
imsleepy 17 Oct, 2024 @ 7:42am 
which weapon is, stats wise, the best?
Friedrich von Luxemburg 20 Sep, 2024 @ 7:56pm 
Why not restrict weapons and clothing to a specific workbench? While the mod is nice, the current amount of items is way too much.
Narlindir 27 Aug, 2024 @ 12:58pm 
there are two guns called "AK 47" in the RN LBW desk but they have differing stats, maybe one was left in on accident?
Astronomer 23 Aug, 2024 @ 5:31pm 
Cherrypicker mod is your friend here (and for the clothing mod) - pick out a selection of a few guns from different categories (pistols, shotguns, SMGs, DMRs, ARs, etc) and disable the rest

There's a lot of great stuff in this mod, but the sheer variety of weapons all overlapping each other in roles and stats makes it quite a bloaty a mod that serves aesthetic variety at the expense of dizzyingly cluttered crafting menus and in my experience some extra lag when generating lots of pawns for raids and trade caravans

I also don't personally love the enormously overpowered buffs to crop harvesting/mining yield and speed on many of the melee weapons, so I've knocked all of those off too, depends what you want out of your game

The art is beautifully done and apart from the melee stuff the stats and crafting seem well balanced, a lot of love and hard work went in and it shows, it's the best modern military weapon mod on the workshop imo
物理系魔法师 16 Aug, 2024 @ 9:21pm 
Could we potentially move the crafting of these weapons to a specialized workbench in the future? There are simply too many of them, and having them in the vanilla workbench greatly hinders the crafting of original items. (The same goes for clothing mods.) Alternatively, how about adding a toggle in the settings so that these weapons and clothing cannot be crafted by oneself and must be purchased from the corresponding faction (like the 141) bases or caravans?
Timou 13 Aug, 2024 @ 2:47am 
Cant build catana.
Ingredients not showing in recipe and the pawn stands and does nothing when I give him the task to make a katana and other Japanise sabres.
Gas Town War Boy 8 Aug, 2024 @ 3:40am 
Since you got the modern Galil the Ace. What would it take for you to add the Old one that uses wood and such into you next update?
Baconflakes with da chez 7 Aug, 2024 @ 1:44pm 
nvrm its coz the guy was holding incomplete crafted things


you should add in ar-18
Baconflakes with da chez 2 Aug, 2024 @ 6:03pm 
For some reason, my LBW and HW bench doesnt work, but my CQB and sidearm benches do, can you help me with this?
Chicken Plucker  [author] 29 Jul, 2024 @ 1:04pm 
@Wayfaring - Doesn't happen under normal circumstances. You likely have Combat Extended which has a patch that disables a lot of the weapons in this mod automatically, cause CE adds a lot of duplicates.

If you have any issues with this, go to their Combat Extended Discord, because I didn't release my mod with missing weapons that appear in the preview.
Wayfaring 29 Jul, 2024 @ 4:02am 
Some of the guns are missing, like most of the long guns and all of the sniper rifles
Chicken Plucker  [author] 28 Jul, 2024 @ 4:14pm 
@Zilenan - Hi, I've just booted 1.4, the version you said this is happening in.

Mods enabled:
- Harmony
- All DLCs
- This mod

this is the result:
https://www.youtube.com/watch?v=I_Q7oVlOxeQ

The projectile isn't going in random directions like you described. There is nothing out of the ordinary.

I stress this again, you have a mod conflict. It's hard enough to identify what mod would be causing this issue with your game, but without a full error log it would be impossible. I've tested my mod, and as you can see in the video, the Auger is working normally.
Chicken Plucker  [author] 28 Jul, 2024 @ 4:07pm 
@yes0rpg - Depends on the coder and how much they charge, the difficulty of the job and how long they will take to do it if they charge hourly. I'd suggest being careful around who you approach too since some shady people charge before delivering, then you never hear from them again.

This may be a new 1.5 feature that's done in .xml but I'll only be able to explore when I'm back in modding.
yes0rpg 25 Jul, 2024 @ 10:04pm 
Thx for letting me know. for the extra, can you give me an estimate that how much will it cost to commission a coder? there are other mods with under-barrel launcher but I am not really satisfied in different ways, so I want ask if you can make it possible:)
Zilenan 24 Jul, 2024 @ 7:32pm 
@Chicken Plucker Sorry if I wasn't clear with my previous comment, but the Auger Mk. 2 was doing this even without a combat rebalance mod. It seems to be bugged even in completely vanilla combat.
Chicken Plucker  [author] 24 Jul, 2024 @ 3:56pm 
@Zilenan - Hi, I would like to stress that I am not responsible for what other mods do to your game. My mods behave properly through vanilla the way I intended, for me to have to fix my mod because someone made another one that affects balance in RimWorld would be a problem I'd endlessly have to deal with for every new mod doing it. I would direct you to raising the issue with whoever is maintaining Yayo's Combat, because what their mod does is ultimately their responsibility.

This mod adds guns, it doesn't reshape the mechanics of combat. For me to have to fix the mod that is outside the scope of what this mod adds, is gonna eat up my time when I didn't even create the issue it causes.
Chicken Plucker  [author] 24 Jul, 2024 @ 3:56pm 
@yes0rpg - Hello, would love to but unfortunately this kind of coding needs C#, which means I need to commission a coder. I am aware other mods have this feature, but I can't just grab other people's code. Sadly, the answer is no unless RimWorld adds its own mechanic that gives secondary attachments to weapons
Chicken Plucker  [author] 24 Jul, 2024 @ 3:52pm 
@Oddie_Jackal - Hi, I'm not responsible for Combat Extended patches, their patchers are because it is their mod. I would redirect you to their discord for any questions

@Queen or Else - Thank you

@Akihirothunder - Hi. I understand I'm over a month late in replying, but what you described is caused by another mod. I know my grenade launchers here can't do that on it's own, so I'm not responsible for what other mods in what could be a huge modlist can do to your game.

As for a solution? I can't help you without a full error log that could possibly indicate what the issue is. Maybe you have Combat Extended, maybe you have something else, it could be the world at this point unless I have a full error log.