RimWorld

RimWorld

Warhammer 40.000 - Imperium Weaponry
211 Comments
Oligarch Daniel 21 Jun @ 1:19pm 
is this ce compatible
flango  [author] 4 Jun @ 9:32pm 
Deathstroke 4 Jun @ 12:44pm 
Hello, it seems the discord link is not valid unfortunately
Realm Imp 6 Apr @ 7:52pm 
anyone here can tell me if some of the weapons here are overpowered for vanilla gameplay?
Anjals93 23 Feb @ 12:38pm 
Is compatible with Grimworld?
Nitsah 17 Feb @ 6:29am 
Cherry picker doesn't really work. I hear the port to 1.5 is ymmv
Velvet 30 Jan @ 3:44am 
You can also use resource dictionary and cherry picker. Resource dictionary would be able to merge the duplicate materials, and *probably* ammo types (I've never actually tried this before, it may only work with materials used in recipes) while picking a specific one to use, and with cherry picker you could remove any duplicate weapons while picking which ones you prefer.

This is the standard approach to dealing with mods with duplicate content, and is what most mod authors will suggest because not only does it afford the end user more control over which content they want, it also means they don't have to maintain patches for other mods, meaning they can spend more time working on their mod's actual content.
Todbringer 24 Jan @ 1:19am 
@Prophet Of Merci

Thank you, i will try it ;D
Prophet Of Merci 18 Jan @ 12:35pm 
@Todbringer

This link is a new mod that integrated both of them together, without duplicates

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3405493810&searchtext=
Todbringer 17 Jan @ 1:33am 
The last time i played this mod with Grimworld Hammer of the Imperium and Angels of Death, some Ammunitions were doubled like for the lasgun, bolter, plasma gun. Also i had two time a chainsword or two times a lasgun from GW or Warhammer 40k. This was pretty annoying and the reason i quit this mod.

Do you have any intentions to fix this, or is it already fixed?
Because your weapons that Grimworld not yet have are awesome:BalkanCross:
Umasouu 17 Dec, 2024 @ 10:27am 
my laser weapon firing a blue laser bullet is this normal?
Doggocide 12 Sep, 2024 @ 1:41pm 
VENGENCE
Ogam  [author] 12 Sep, 2024 @ 12:32pm 
@4NGRY_K1TT3N ofc they are, you need a squad equiped with Plasma + lasgun to take down any VOID raid
Doggocide 12 Sep, 2024 @ 12:15pm 
I love how VOID was used for the advertisement videos... but I must ask... will these weapons really be that effective against them?
win-trojan 5 Sep, 2024 @ 9:13am 
@Ogam Thanks you. I'll look forward for new mod updates.
Ogam  [author] 5 Sep, 2024 @ 8:14am 
@win-trojan we probably missed MA update, I will look into it
win-trojan 5 Sep, 2024 @ 7:27am 
It doesn't seem to be fully compatible with Melee Animations. At least features like execution or friendly duels won't work with the melee weapons from this mod. Or maybe the problem was caused by my mod load order - because as suggested by mod manager I've load this mod after Melee Animations...
Prester 3 Sep, 2024 @ 1:13am 
its a bit sad your team and grimworld are competitors and dont work together. would have double the manpower ~
yes0rpg 18 Jul, 2024 @ 7:03pm 
Good to know, I appreciate your notification. However, I want to ask you about the weapon's performance in CE. I tested the Grimhammer mod weapons and the result is somewhat...disappointing. I mean it is reasonable to nerf some weapons for balance issues, but come on these are 40k weapons, at least they can cut down xenos and heretics with relative ease right?
Ogam  [author] 18 Jul, 2024 @ 10:54am 
@yes0rpg still in development, cant promise when it will be done but you will see it some day on main page
yes0rpg 18 Jul, 2024 @ 8:43am 
I plan to start a new playthrough. I wonder if you made imperial guard cloth mod pack? thanks
whenwrašk 16 Jul, 2024 @ 1:48pm 
so, are other weapons planned for the future? this collection is good on it's own, but a Darkfire Cannon would be pretty neat.
Church1941 6 Jul, 2024 @ 3:17pm 
hey, the mod seems to be not compatable with the recently updated combat extended. It just came out so its just an FYI
Ogam  [author] 30 Jun, 2024 @ 3:35am 
@Danny_MB62 this mod doesnt add any materials

I wouldnt recommend using it with Grimworld because two mods have duplicate weapons and different balance
Danny_MB62 29 Jun, 2024 @ 2:14pm 
can i use grimworld with this mod since it adds the same materials?
Uriel Septim VII 26 Jun, 2024 @ 2:23pm 
Toster boys, girls, and of course the ones who's sexuality can not be comprehended outside of the binary code chants lifting praise to the Omnisiah and the Motive Force. Blessed are they who forsake the weakness of flesh and embrace the surety and strength of steel! Lifting up their voice modulators to the red skies of Mars forever producing the will of the Machine God!....you know them...red robed fellas....got one on your mod page thumbnail...good chaps love them.
Ogam  [author] 26 Jun, 2024 @ 2:03pm 
@Skinnygrunt85 if you play with any Research tree-like mod you have to force tree update whenever you add anything new
Ogam  [author] 26 Jun, 2024 @ 2:03pm 
@Uriel Septim VII toster who...
Uriel Septim VII 26 Jun, 2024 @ 4:45am 
My sweet sweet Imperial Citizen please add a robe for the toster bois Akatosh will love you 120%more if you do
Skinnygrunt85 21 Jun, 2024 @ 2:25am 
so i added it mid save and the weapons appear the research dosent however im fine with that. id just wanted to let you know about that:mpn_grunt:
flango  [author] 19 Jun, 2024 @ 11:16pm 
@Skinnygrunt85, yes it should be safe to add mid-game
Skinnygrunt85 19 Jun, 2024 @ 8:36pm 
can i add this mod mid game?
jimothy69billiams 14 Jun, 2024 @ 11:43pm 
bruh, you cant just give me the best looking mechanicus weapons and then no mechanicus armor, 10/10 mod
flango  [author] 6 Jun, 2024 @ 2:09am 
@Rex, the flamer is based on Vanilla Expanded Framework code, not Anomaly
Rex 3 Jun, 2024 @ 9:43am 
Yea I know this question may be weird but before i use this mod is the Flamer working or do I need the anomaly dlc so it works?
Latex Santa 23 May, 2024 @ 7:31am 
@Grushnak
If you have the Quarry mod and can settle more than one colony, you could go out to a biome with hills or mountains, put down a quarry, go into the Quarry mod's options, set only the materials that you want to be mineable, settle there, and just caravan the minerals you need back to home base whenever you want.
atomic0726 20 May, 2024 @ 6:38am 
are the Melee weapins actually not patched for CE? or do I have something wrong with my load order.
花园宝宝 28 Apr, 2024 @ 7:37am 
this error will show up when I shot with 0.75 caliber


Exception ticking GF40K_075BoltBullet594622 (at (122, 0, 111)): System.MissingMethodException: void Verse.Effecter.Trigger(Verse.TargetInfo,Verse.TargetInfo,int)
[Ref CD980A89] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
Verse.Root_Play:Update ()
Grushnak 27 Apr, 2024 @ 7:22pm 
Using 4 of these mods. DO NOT build on any tiles that don't have mineable materials. As such, I'm in the jungle biome & I am completely unable to gain access to Adamantium, which is also needed for the deep drill. Traders also appear unable to sell and of the mineable metals. Looks like I'm out of luck on this new game.
flango  [author] 27 Apr, 2024 @ 2:02am 
does that happen with CE? sounds more like a mod/version compatibility problem
花园宝宝 26 Apr, 2024 @ 10:29am 
If I use a 0.75 caliber explosive rifle to shoot, the bullet texture will persist on the map and cannot be cleared. It remains the same even after restarting the game. The more accumulated bullet textures, the worse the game performance becomes.
Ogam  [author] 24 Apr, 2024 @ 2:06am 
@Tirasangue take a proper look at mod content or at least discriprion infographics. There is whole Relic series with aquilas and seals on weapons
Tirasangue 23 Apr, 2024 @ 6:18pm 
It's not my place to comment on such things, but the team behind the mod should look into "Warcaskets: Adeptus Astartes", as the Bolter, Bolter Rifles designs have the Imperial Aquila and a few touches here and there that would have been nice to have in this mod as well.
NineBreaker 621 23 Apr, 2024 @ 5:51pm 
@Ogam ah i see understandable
xiragana 23 Apr, 2024 @ 5:24pm 
А будут ли моды на броню гвардии/десанта? А то все классно, все супер. Мод 10 из 10, но приходится юзать для брони гримдарк, а у вас очень крутая линейка :(
Как увидел что будут Эльдары в будущем, аж член встал(А я импотент).
Ogam  [author] 23 Apr, 2024 @ 1:05pm 
@Ghost Of Razgriz noone commissioned it sadly, this project been made solely on supporters funds
NineBreaker 621 23 Apr, 2024 @ 1:02pm 
no meltaguns or lascannon :O
Ogam  [author] 23 Apr, 2024 @ 11:43am 
Update on 4/23/2024 9:40:55 PM.
- 1.5 update
Damonvile 20 Apr, 2024 @ 9:54am 
For anyone wondering. This mod will load in 1.5 but as soon as you shoot a weapon, the bullet impacts will bug out the game and lock it at slow speed and throw tons of errors. So sadly we have to wait till they have time to update it.
Cte. Anubis 16 Apr, 2024 @ 11:46am 
1.5 not ready yet right?