RimWorld

RimWorld

[HRK] Gun Nut - CORE
65 Comments
Gregervich 7 hours ago 
Hey, I'm not sure if you have started working on any of your mods at this point, but I wanted to let you know one of the issues I had in case it helps. I was running a collection of mods that included gun nut core, the m5 spear mod, and the rim at war ww2 German mod.

With these, installing a machining table broke the ui of every bench in the enclosed room it was placed in (but placing it outside or deleting a wall segment fixed this issue). Removing the ww2 German mod seems to have solved this issue.
oscarmdsh69 11 Jul @ 2:12pm 
1.6 update coming?
pacman0701 11 Jul @ 9:38am 
Thx for the update. No rush tho. Thankfully your mods can be added mid playthrough so we can just add them later on ^^
Betrayedleaf 11 Jul @ 7:52am 
Glad to see you're taking steps to make sure you know the DLC before updating the mods!

Looking forward to the updates! Great mod, and I love to have the guns as flavor in my game:cozyspaceengineersb:
I'm waiting for you, boss.:steamhappy:
Harkon  [author] 10 Jul @ 4:47pm 
@pacman0701 I'm waiting for the DLC to actually release so I can check out the unique weapons and how they’re put together. Once I understand the new system, I’ll start updating my mods. Most updates should be straightforward, but I’d like to see if I can integrate my weapons into the new system at least for users who own the DLC.
pacman0701 10 Jul @ 10:12am 
Love and use all your gun mods. Any estimates on when you'll be able to update some or all to 1.6?
MY135c 1 Jun @ 11:46pm 
a mod collection like this but for armour and military uniforms would be very good
These mods are awesome! I like it. These guns look and sound great! Thank you so much for them:steamhappy:
Snopios, shade of the gotye 21 May @ 9:52pm 
Hi! I was wondering if you could consider adding weapon name support for rimsenal augmented vanilla? Thank you.
thibaut3000 1 Apr @ 3:16am 
Any spot we can request / commission weapons ?
tide{S}haper industries 7 Feb @ 1:04am 
Add.: In addition, there's not even a loadAfter rule set for XMLExtensions. Even if you just have optional compatibility to it, you still might want to set that rule for loadorder-reasons. Not 100% sure this would cause an actual issue - but just in case - it wouldn't hurt either.
tide{S}haper industries 7 Feb @ 1:01am 
No wonder there's 'a bug' with the CE patches - that's because someone fucked up.
@Author - you left XML Extensions mod-settings references in the CE-Patches folder - so the patches are erroring whenever someone doesn't use XMLExt.

The very same thing seems to be happening with other Gun Nut mods as well - at the very least some of your shotgun-mods.

You either forgot to move them over into the XMLExt. loadFolder when updating, or just forgot to remove them from the regular CE patches.
Lekoda 25 Nov, 2024 @ 7:27pm 
I think there is a bug with Standalone CE patches
Martenzo 30 Oct, 2024 @ 3:33am 
After some fiddling, I did have some load order problems I fixed, but could not get Gun Nut to work right regardless. All the weapons added by Gun Nut consistently have the wrong calibers when autopatched.

Also, the [+] box next to mod settings that's supposed to be the place to access GN settings just isn't there. Am I missing some required UI mod that GN is designed to work with? Is GN not compatible with VEF?
Martenzo 30 Oct, 2024 @ 2:25am 
Getting the same issue as EpicEcho: Nearly all NATO weaponsadded by GN use Soviet calibers, or just completely nonsensical calibers altogether. This happens the Autopatcher is enabled in CE mod settings, and weapons don't get patched for CE at all if it's disabled. The weirdest part is that I'm pretty sure I recall everything worked fine when CE first updated to 1.5

Could it be a load order issue?
EpicEcho 30 Sep, 2024 @ 3:40pm 
(This was originally on the collection comments, but moved here)

Not sure if this is the right place to ask this, but I'm getting issues where seemingly all of the weapons are using the wrong caliber.

They seem to default to either of the following,
7.62 NATO - 6 round cap
5.56 NATO - 30 round cap
7.62 Soviet - 30 round cap
.45 ACP - 8 round cap

I've used your mods with my mod list (Including CE) and never had this issue before the 1.5 update. I haven't fully ruled out your mods so I just want to know if this is something anyone has experienced before? Maybe it's CE doing something wrong?
Wolfking 27 Sep, 2024 @ 10:27pm 
Can you consider creating an additional workbench please?As all these weapons are visually quite poor when placed on one workbench interface.
Mx. Canada 3 Sep, 2024 @ 9:32am 
Hey noticed that Gun Nut mod settings don't seem to be there along with the fact that it hasn't "renamed" other guns to their proper names. I assume it's just because the mod settings U.I changed?
LungeVilkas 12 Aug, 2024 @ 6:13am 
Having an odd time, all the HRK guns cause a ton of red error logs when I try to view their description in game. CE is on if that makes a difference.
Marcus 7 Aug, 2024 @ 8:54pm 
Nevermind ignore the previous option, even the current setting doesn't work with vanilla expanded guns of all things. Only like half the guns get renamed, the rest stay as things like "HMG" or "sawed off shotgun". Theres even duplicate AKMs
Marcus 6 Aug, 2024 @ 9:20pm 
Hey, are you planning to add more mods for renaming like rimsenal or vanilla weapons expanded laser?
Lazy-User 30 Jul, 2024 @ 9:33am 
There is no "+" near the mod option button, what can it be?
von_schtirlitz 12 Jul, 2024 @ 9:37pm 
@line do you happen to have a local copy of CE? If you have both local and workshop sub of CE (even if only one is enabled) then it will fail to load patches. You will need to move or remove the other copy
Damon_Vi 28 Apr, 2024 @ 6:18pm 
would really love to see a re-approach to separating the gun nut mods into different research options. would really add more immersion, as well as allowing for focusing on favored guns, versus the description mentioned "all guns unlocked all at once" dilemma.

not sure what's on the current docket, but that would be a neato QoL feature
hardbrocklife 21 Apr, 2024 @ 10:56am 
Hmm. I smell an FFL somewhere around here...
line 14 Apr, 2024 @ 8:03am 
for some reason gun nut guns are acting as vanilla guns when combat extended is on
EveeKai 12 Apr, 2024 @ 11:40am 
The only gun mod i use other than CE's, simply the best. Thanks for the update!
Endymion 12 Apr, 2024 @ 5:14am 
Only gun mods I use thanks to their quality and cohesiveness. Thanks for the quick updates.
Zajian 11 Apr, 2024 @ 11:25pm 
Love you Harkon. Thanks!
LittleRed Does 11 Apr, 2024 @ 6:34pm 
We would all love an update to work in 1.5 and beyond
Comton 9 Apr, 2024 @ 12:06am 
No panic and no torches... but what about forks and tomatoes ?
Harkon  [author] 5 Apr, 2024 @ 5:52am 
Just to clarify, I'm updating all my mods to version 1.5. There's no need to panic or carry on the torch.
Apollo 30 Mar, 2024 @ 11:01am 
Plz 1.5
:(
iShade 19 Mar, 2024 @ 7:25pm 
1.5?
Onyx_The_Brave 15 Feb, 2024 @ 9:04am 
Hey I'm currently having a problem with all of your Gun Nut weapon packs with CE enabled. The info box for all the guns in your various packs are completely blank and throws a ton of errors in the log file. I only have the DLC's, CE, and your mods enabled.
Sunlight88 26 Jan, 2024 @ 10:20am 
Hey Harkon, I just want to say thank you for your gun mods! The weapons look so awesome that I do not care, if some of them may be unbalanced ;-} Looking forward to updates :-}
Maxumus2001 22 Nov, 2023 @ 2:17am 
I am having some problems with CE compatibility. All of the "Gun Nut" Weapons are saying "Not patched for CE" in-game. My first thought was that it was a mod load order, but Ive tried a few different orders with no luck. Any insight?
Lord 23 Sep, 2023 @ 8:56am 
1.3?
MoonGrrl 5 Sep, 2023 @ 11:51pm 
Still taking commissions? The Discord server you linked on one of the mods' pages isn't working.
ATarkovsky 17 Aug, 2023 @ 8:07am 
Im a bit lost, does this just add new weapons, or does it do anything else?
ZeroPhoenix 2 Aug, 2023 @ 6:31pm 
The sounds patches for CE and CE Guns appear to be completely missing?
Windy 21 Jul, 2023 @ 5:14am 
May I ask what happened with your Colt Anaconda mod? I was enjoying it a lot, but it looks like it was taken down from the workshop. Is this intentional? Is it temporary? Will it return, or perhaps be integrated into one of your gun nut mods?
Sacheverell 20 Jul, 2023 @ 7:57pm 
Thanks for making it 1.4 specific, now my save is -current-. :D
Molly V2 13 Jul, 2023 @ 11:09am 
thanks for making it 1.4 specific, now my save ruined
Rex Regis 3 Dec, 2022 @ 5:14am 
@harkon thanks man that was it. was driving me crazy as im usually able to track it down to what mod was causing it but i was completely lost
Harkon  [author] 3 Dec, 2022 @ 4:42am 
you have a corrupted version of CE because of all the versions that were running around and is making patches fail. I had some other people with this problem and this solution worked for them.
Harkon  [author] 3 Dec, 2022 @ 4:40am 
@Rex Regis clean you CE folders un sub from them and ther resub only to the 1.4 version of the mod.
Rex Regis 3 Dec, 2022 @ 4:25am 
not sure if im missing a setting somewhere or if its a bug but none of the gun-nut weapons when CE is loaded have ammo types for me (just says "gun name" bullet). and if i mouse over the ammo type while in dev mode i get this error msg

"CE tried getting projectile readout with null props"

anyone else hear of anything like this?
Et3rnus 20 Nov, 2022 @ 2:51am 
Awesome! Thanks. =D