RimWorld

RimWorld

Flintlocks Extended
45 Comments
Golkarath 11 Jul @ 9:59am 
@Khias I'll try that thank you very much, didn't think of that
WhiskersAndCookie 2 Jul @ 10:26pm 
the in-game mod name (in the mod menu) is misspelled as "Flintolcks"
Serina  [author] 2 Jul @ 9:40am 
hmm, can't seem to find where it's recipe says what crafting station it's on
Serina  [author] 2 Jul @ 9:35am 
I'm moderately sure it's using em from CE itself
Epsilon_Church 1 Jul @ 5:17pm 
I'm having a problem, I'm playing a medieval playthrough and the only place I can produce the mini sheels is from a eletric smithy
Khias 20 Jun @ 9:44am 
@Golkarath, that would probably mean that the World Tech mod doesn't recognize the research as medieval. Go to World Tech's settings and set the flintlocks/gunpowder research to medieval.
Golkarath 20 Jun @ 8:40am 
Very nice mod it really adds good to a low tech run, but if i set the world to medieval ( the next option would be industrial) with the world tech mod i can't resarch them. Would there be any way to fix this ?
Serina  [author] 11 Mar @ 2:27pm 
oh, shit, no offsets in vanilla, right...
if you wanna give me patches, sure!
eNoble-US 11 Mar @ 2:23pm 
Any chance you could use the "Enable Oversized Weapons" mod so that your pawns carry their muskets shouldered/pointed up? Excellent work irregardless
molo 20 Sep, 2024 @ 12:15am 
lmao long day i guess
Serina  [author] 18 Sep, 2024 @ 10:56am 
wrong mod...
molo 18 Sep, 2024 @ 5:39am 
<3 this.

Some boots (slight move offset?) and maybe a knapsack for more bulk would be even cooler for CE mechanics!
Battl3bee 2 Jun, 2024 @ 4:28pm 
@Sergentmarine yeah but that would suck so much and make flintlocks unusable, also rimworld combat isn't the most realistic to begin with. On top of this, muskets take more like 10 seconds rather than 30 seconds if you really wanna say that. so no.
Serina  [author] 12 May, 2024 @ 4:25am 
it adds the defs from CE when CE not present
Xyllisa Meem Paradox Station 12 May, 2024 @ 3:56am 
Does this include a research project for it such as in CE?
Serina  [author] 3 Mar, 2024 @ 12:05pm 
RW move speeds and engagemrent ranges are veeeeery much not the same as irl, even with current values can rarely get off two shots at approaching enemy before contact.
Serina  [author] 3 Mar, 2024 @ 11:56am 
I also love #realism that hyperfocuses on a detail ingoring it's context!
Sergentmarine 2 Mar, 2024 @ 4:27pm 
Just saying that muskets flintlock guns should have a 30 second reload instead of their 5 second I believe they have in the mod, yes its not great to have 30 seconds of wait after shooting, but thats the thing about muskets, they do a lot of dmg if they hit but had a long reload
ALE199 2 Jan, 2024 @ 9:18pm 
why are the flintlock research industrial?
As-Sayyid El Cid 28 Dec, 2023 @ 3:51pm 
ooff oh well, im playing it and it is cool, keep it updated sire :steamthumbsup:
Serina  [author] 28 Dec, 2023 @ 7:41am 
uuuh.... sieges are annoyingly hardcoded unfortunately
As-Sayyid El Cid 28 Dec, 2023 @ 3:27am 
Looks fun im looking forward to try this, does it work with rimedieval? Like could this be a replacement for mortar sieges events?
Serina  [author] 1 Dec, 2023 @ 3:38pm 
need more details
Rohland 1 Dec, 2023 @ 1:41pm 
How do i get the cannon to work it dohsnt fire, ewry other wepon works
Knaikki 2 Oct, 2023 @ 8:26pm 
🦜
Serina  [author] 2 Oct, 2023 @ 1:29pm 
is it marked as such?
Knaikki 2 Oct, 2023 @ 12:28pm 
obligatory "is CE a requirement?" comment
Serina  [author] 19 Sep, 2023 @ 11:59am 
did something break catastrophically?
HaloSpartanCats 18 Sep, 2023 @ 7:18pm 
is this compatible at all with CE?
Serina  [author] 9 Sep, 2023 @ 7:40am 
is it marked as such?
Earl of Bencaster 9 Sep, 2023 @ 7:05am 
Does this mod require CE?
KAITA 30 Jul, 2023 @ 2:42pm 
Does somebody know how to make sieges spawn with bombards? Trying Cherry Picker and Total Control, still no result. Some magic with files can help maybe?
opsuport 18 Jul, 2023 @ 1:54pm 
this shit kicks ass love the organ gun with canister rounds
Serina  [author] 16 Jul, 2023 @ 2:50pm 
Added rifle and wall gun
Earthy 25 Jun, 2023 @ 3:54pm 
Am I the only that thought 2 second about a gun that shoots organ instead of a Organ gun?
I think I played too much Rimworld
Mike12096 19 Jun, 2023 @ 4:29pm 
Fair enough
Serina  [author] 19 Jun, 2023 @ 1:50am 
Thing is, this was meant a s a generic pack, so I don't really want to add any not functionally distinct stuff. Guess I could add a rifled musket tho, fair.
Mike12096 18 Jun, 2023 @ 8:43am 
Prussian M1809 Infantry Musket,
Austrian M1798 Infantry Musket,
India Pattern Brown Bess Musket,
Baker Rifle,
Jaeger Rifle,
Kentucky Rifle
Serina  [author] 18 Jun, 2023 @ 4:15am 
@Mike12096 which you thinking of?
Mike12096 15 Jun, 2023 @ 4:00pm 
Any plans to add more muskets later on or is this it?
Serina  [author] 13 Jun, 2023 @ 1:16am 
Oh, so what does "required item" mean? Good question, here's fisrt search result:

Required := officially compulsory, or otherwise considered essential; indispensable.
Captain Nemo 12 Jun, 2023 @ 10:20pm 
Just to confirm, is this mod intended for those who are only using the base Combat Extended mod, or can they be used without CE because they are ripped from it? I am confused.
Whollyspokes 7 Jun, 2023 @ 8:02am 
i love you
Daisuke 6 Jun, 2023 @ 3:46am 
What's the tech level of these weapons?
Rea 5 Jun, 2023 @ 9:25pm 
I don't actually know of any factions that use these or similar weapons. A faction and colony type that uses flintlocks would be cool for such a run.