RimWorld

RimWorld

Paramount Combat Armaments
173 Comments
Gamesense0 6 Jul @ 5:22am 
I just discovered this mod yesterday and now just thinking of it makes me smile :lunar2019piginablanket:
Samael Gray  [author] 4 Jul @ 1:38pm 
1.6 compatibility is here, have fun!
Barteg 14 Jun @ 7:07am 
Good call on the 30mm handheld
Still the best weapons mod on the workshop
Ryanisunique107 12 May @ 4:24am 
FUCK YEAAAAHAH
Samael Gray  [author] 12 May @ 1:59am 
@Ryanisunique107 All of the previously unavailable weapons for the non-CE players are now craftable and buildable.
Samael Gray  [author] 5 May @ 10:56pm 
@eugh They are all craftable, check whether you have the required research projects unlocked or not. There are usually multiple for each weapon.
Ryanisunique107 5 May @ 9:36pm 
if i had to guess its in a different work bench
eugh 5 May @ 5:14pm 
Sorry if I'm blind and this has been stated, but are all the weapons craftable? I only see the charge weapons, and I haven't seen any research for the rest
Ryanisunique107 29 Apr @ 8:55am 
thank you
Samael Gray  [author] 29 Apr @ 3:23am 
It's not locking behind a certain mod, it's the limitations of the vanilla game that is unable to replicate what the weapon does with CE. Without CE it'd just be a gun that shoots a big boolet or explosion, not both.

But I've given some thought to the weapons that are CE-only and will do something about them.
Ryanisunique107 28 Apr @ 8:05pm 
why would you lock the coolest gun behind a mod i cant have :steamsad:
Samael Gray  [author] 28 Apr @ 10:17am 
It's the RX-40 charge RARC, only available with CE.
Ryanisunique107 28 Apr @ 4:13am 
what the name of that cool huge ass fucking rail gun looking gun in the 3rd picture
cybrex 25 Apr @ 2:54am 
Love this mod, but can you add H-12 charge HMG back, GX-12 is too heavy.
Samael Gray  [author] 18 Apr @ 10:31pm 
I'm aware of that issue and have implemented the solutions I could think of, and it still occurs for some people. Worst/Best part is that it doesn't happen with minimal mods so it might just be another mod messing things up.
Multi 18 Apr @ 6:27pm 
Hi! I'm sorry if someone else already asked this, but for some reason the ammunition is not craft-able in any work station and it caused a ton of other random ammunition to not show up either in work stations, even with all research done. It still exists and can be spawned in and viewed, just not manufactured. I have CE (1.4) and various other armament mods, but it seems to just be this one causing it, I'm a huge fan of the content and just hoping to figure out a fix, thanks!!!
Samael Gray  [author] 16 Apr @ 4:18am 
Small trivia: The GM6 Lynx is an anti-materiel rifle through and through and there are enough AMR style Lynx's out there so I decided to swap the high magnification scope on it with a holo sight, remove its bipods and give it an angled foregrip and you suddenly have a rifle that more resembles a battle rifle than an AMR. All for fun and having something high caliber and fun.
Max Havoc 16 Apr @ 2:25am 
I love the fact the Lynx is considered a battle rifle by this mod, I for one %100 agree with this designation
Sverd 28 Mar @ 9:53am 
Understandable, thanks for your work
Samael Gray  [author] 27 Mar @ 10:29pm 
The list of weapons is as condensed as it can be considering each caliber only has less than a handful of options to keep things light, so there isn't much room for removal while keeping the mod cohesive.
The real world names can only be to vanilla-style names for only so many weapons since after a certain point I'd run out of options.

Cherry Picker should still work decently well tho.
Sverd 27 Mar @ 3:53pm 
Any chance of a 'lite' version with a condensed, vanilla-style list (magnum, charge magnum, charge battle rifle etc) and no/condensed turrets? Your sprites are absolutely awesome and the Immortal armor is sick but the CE style massive list of weapons from individual manufacturers can be a real headache just to figure out what to use. Cherry picker is pretty buggy so it's hard to filter as a user.
Omega Epsilon 27 Mar @ 3:05am 
Alright thank you, appreciate the help
Samael Gray  [author] 26 Mar @ 11:49pm 
There is also the Advanced Optics requirement if you're using CE.
Omega Epsilon 26 Mar @ 5:07pm 
Is there research pre-requisite for the Sword International MK-18 Mjolnir? Researched Precision Rifling, and I don't see the crafting recipe in the machining table.
LetTheMossReclaimYou 26 Mar @ 3:56pm 
Damn. That thing looks nice, but retooling a whole list for CE...
Samael Gray  [author] 26 Mar @ 12:21pm 
Of the three big guns in the first weapon preview image, the one on the left.
LetTheMossReclaimYou 26 Mar @ 1:30am 
Is the CE-only sniper the one that looks like a railgun?
Samael Gray  [author] 25 Mar @ 10:57am 
I've made the really advanced and sniper turret as accurate as possible considering the balance implications, can't get around the accuracy penalties at long ranges after some point without making the turret horribly op.
An Unlikely Order 25 Mar @ 9:56am 
Ah, damn, guess I gotta wait then. Cheers for the responsive replies! :D

For the time being I switched to the Superheavy Charge Autocannon SD-ROWs. Kind of sad they're not pinpoint accurate like I hoped but they're still solid, I just gotta switch their fire mode to single fire cause oh my GOD the ammunition is a pain to make lmao
Samael Gray  [author] 25 Mar @ 9:08am 
Ah I know what's wrong here, the issue you're facing is because of the typo being in CE itself. I fixed it a couple months ago but it's not on steam yet.
An Unlikely Order 25 Mar @ 5:56am 
Thanks for the reply! Still having buttloads of fun with the mod. Unfortunately I tried to delete the mod folder altogether and let steam download it again, but it's still producing me 10x shells for the 57x438mm Bofors shells! :(

I dont think its any mod conflict because there's no mod I use that touches PCA. I looked into the ThingsDefs_Misc 1.4 folder because that's where the Bofors shells recipes are located and they still say to produce 10 instead of 25, but I'm not that smart on coding so I cant find the regular HE shells nor know how to change the recipe! Sorry for the inconvenience!
Samael Gray  [author] 25 Mar @ 12:31am 
Glad you're enjoying the mod. About that issue, I'd noticed that a while ago and fixed it in an update that might make steam a bit confused about it, best bet is to delete this mod's folder altogether and let steam download it again for the correct files to be loaded.
An Unlikely Order 24 Mar @ 7:16pm 
Hey there! Absolutely LOVE the mod, playing CE with this is a blast. One thing though, it looks like the recipe for the 57mm Bofors ammunitions are mismatched. The recipe states that it'll produce 25 shells, but when I made them, it only produces 10. I tried to manually change it so that it'll produce 25 shells instead of 10, to no avail. Maybe next update that can be adressed? Cheers!
Samael Gray  [author] 14 Mar @ 12:58pm 
AOBA patched some of my weapons to be usable a while back, not sure if the patches are still up to date or not.
C3EASD 14 Mar @ 7:57am 
Can mechanoids from AOBA's Dead Man's Switch Mod use your weapons?
Samael Gray  [author] 14 Mar @ 3:50am 
There won't be mod settings but you can always use mods to edit stats, like Latex Santa said.
CrazyIvan 13 Mar @ 4:43am 
The weapon looks great, but it's too powerful. Maybe add a mod setting with the ability to reduce firepower by 10-20-30%?
Latex Santa 6 Mar @ 2:53am 
@decoin
Rimmsqol. Anything you don't like, eliminate with Cherry Picker.
As always, mods are the solution. o7
Nitsah 17 Feb @ 5:40am 
Thank you for more high tech weapons.
Barteg 16 Feb @ 5:24am 
yeah I think that's the point
decoin 8 Feb @ 6:42am 
after playing some more I can safely say that this mod's weapons are OP as hell, most of the them have really good range, crazy damage,crazy accuracy, and on top of that most of the weapons (if not all) come with certain buffs like reduced aiming time or more accurate aiming. Too bad, I really liked the design of them, cool green color/
Nehtiyalyr 4 Feb @ 8:59am 
@decoin I guess you can try using the "Character Editor" mod, I know for sure you can edit and save things like mag size, range, bulk, don't know for sure if the same goes for damage...
decoin 1 Feb @ 11:56am 
great mod but some guns are kind of OP, I wish there was a menu to change their damage parameters :steamthumbsup:
Samael Gray  [author] 28 Jan @ 10:05pm 
Yepp.
Ghost 28 Jan @ 6:24pm 
Is this mod safe to add into a current save game?
Skiff 26 Jan @ 4:01am 
love when people who can't do shit complain about a mod about fictionnal gun in a fictionnal games
Samael Gray  [author] 21 Jan @ 11:06pm 
Who's to decide what is a gimmick when it comes to .50 BMG? The M2 Browning machine gun should be peak gimmick then, it's full-auto!

How's a bullpup going to have more recoil than a bolt-action with no moving parts to absorb the recoil? Even worse when it's semi-auto...
SamsWrath 21 Jan @ 7:44pm 
Semi-auto is kind of a gimmick when it comes to 50BMG rifle and bullpups have a lot more recoil than bolt guns. It a cool gun but, not practical which, I suppose makes it perfect for Rimworld. lol
Samael Gray  [author] 21 Jan @ 8:35am 
Simple, it's compact and semi-auto, and I like it.
SamsWrath 20 Jan @ 7:33pm 
Just curious but, how did you decide on the GM6 Lynx for the .50BMG instead of, let's say, the McMillan TAC-50C or another option?