RimWorld

RimWorld

Anti Material Rifle +
46 Comments
Neosuduno 18 Jan, 2023 @ 4:20am 
@Stellar If you have Anti material rifle explosive rounds equipped, it counts more as a grenade launcher
Stellar ❤️💙💛 11 Nov, 2022 @ 9:54am 
Hunter lacks weapon "error"
Mr Whiskas  [author] 2 Nov, 2022 @ 11:53am 
@veeOt_Dragon, looking into updating it now
VeeOt_Dragon 2 Nov, 2022 @ 11:38am 
any news on this getting updated for 1.4?
Supercoach 18 Apr, 2022 @ 6:37am 
I know I'm late to the party, but I believe the word you're looking for is "materiel".
Touhoufanatic 5 Aug, 2021 @ 8:38pm 
is this combat extended Compatible?
Smrots 16 Feb, 2021 @ 1:04pm 
This needs an update
Hermes 8 Sep, 2020 @ 6:53am 
what a awesome mod! This is just what i want!
Deth 14 Apr, 2020 @ 4:22pm 
plos
Deth 14 Apr, 2020 @ 4:21pm 
1.1!!
Dr. Necromantic 1 21 Feb, 2019 @ 3:13pm 
Hey, I'm just giving a little feed back. I think its a little smaller than what it should be.

https://proxy.duckduckgo.com/iu/?u=http%3A%2F%2Flivedoor.blogimg.jp%2Fbiz09haru%2Fimgs%2Fe%2F0%2Fe0bd7438.png&f=1

Just my opinion.
"The" SeanMacLeod 30 Jan, 2019 @ 9:55pm 
Well, yeah; twenty millimeters is almost an inch, of course it would inflict obscene damage lol
Neosuduno 30 Jan, 2019 @ 4:12pm 
Just got a headshot with the 20mm Anti material rifle. There was no head left.
Mr Whiskas  [author] 6 Jan, 2019 @ 6:15am 
@ζ Noxilie ζ sure thing, should be up in the next hour or so
Noxilie 6 Jan, 2019 @ 2:47am 
>>Streaming of 'mp3' on this platform is not supported
>>Could not load UnityEngine.AudioClip at Things/AntiMat20A_Sound in any active mod or in base resources.
>>Grain couldn't resolve: Clip not found at Things/AntiMat20A_Sound
>>Could not load UnityEngine.AudioClip at Things/AntiMatAi_Sound in any active mod or in base resources.
>>Grain couldn't resolve: Clip not found at Things/AntiMatAi_Sound

There is a weird problem in Unity.AudioGrain_Clip under Linux. It's ok with ogg (and that is why your original mod "Anti Material Rifle" where you are using ogg as sound file format is working fine), but mp3s are just not loading. So could you convert "AntiMatAi_Sound" and "AntiMat20A_Sound" to ogg please?
allelujah酱 20 Oct, 2018 @ 12:15am 
There are Chinese?
WASP103 19 Oct, 2018 @ 2:16am 
for 1.0 maybe? <3
TheMugiMonster 3 Oct, 2018 @ 1:29am 
Will this be updated for B19?
Not a Happy Bunny 2 Dec, 2017 @ 4:31pm 
Thank you very much! :)
Mr Whiskas  [author] 2 Dec, 2017 @ 10:39am 
@Not a Happy Bunny, Sorry didn't see it until now. It'll be updated by the end of the day!
Not a Happy Bunny 1 Dec, 2017 @ 4:47pm 
B18 is officially released! See: https://www.youtube.com/watch?v=IPI2vUqdZFY
Mr Whiskas  [author] 1 Dec, 2017 @ 2:23pm 
@Not a Happy Bunny I'll be updating all my mods to the latest version when it's offically released. For adding to this one I've got a few plans for it but not the time.
Not a Happy Bunny 1 Dec, 2017 @ 9:47am 
Hi, just checking if you are still planning to update these and how they're going?
MaxTillentine 6 Jun, 2017 @ 12:09am 
Textures. Right now, they bit messy, i'd be honest. Lot of little details, drawed by the thin black line, monotone texture color - all this makes weapon almost unreadable at minification. Worse of all is a thin white line around texture, making all blurry.
May i suggest to pay some attention to the assault rifle and sniper rifle vanilla textures, as an example, how to handle minification problems? Barrels are black, by the way. (becouse that way texture is more readable).
No offence! ))))) Still enjoying the mod!)
MaxTillentine 5 Jun, 2017 @ 8:59am 
One-shotted centipede. Crazy))))))))))))))
MaxTillentine 5 Jun, 2017 @ 7:07am 
5 was too little anyway. )
Mr Whiskas  [author] 5 Jun, 2017 @ 6:56am 
@MaxTillentine Just fixed it now, the recipe that should have used 5 uranium is imposible to have it do that so I've bumped the amount needed to craft it to 10.
MaxTillentine 5 Jun, 2017 @ 6:43am 
I hope. Without fix, i cannot craft it)) Even with that crazy Vegetable garden mod)
Mr Whiskas  [author] 5 Jun, 2017 @ 6:40am 
@MaxTillentine Yes I knew I'd forgotten to check something! The uranium cost is supposed to be what it says in the description, I wasn't sure if the game divided the number you code in or it made it so it needs 1000. But I will just fix that right now!
Mr Whiskas  [author] 5 Jun, 2017 @ 6:37am 
@Stormo Nah it's cool man, another guy said on the other mod too that it's wrong and I'd go and change the grammatical error but I'm too lazy to do that
MaxTillentine 5 Jun, 2017 @ 6:37am 
When setting rifle price cost to the 100, did you mind, that it will be multiplied by x10, with that in-game mechanics? 1000 uranium for a rifle is a bit too much, even for a good one... )
Stormo 5 Jun, 2017 @ 5:57am 
Hey Mr. Whiskas, nice that you made this mod, but if you don't mind, I'd like to let you know that the correct spelling is "anti-materiel rifle". I don't mean to be 'that guy', but you know :)
Mr Whiskas  [author] 5 Jun, 2017 @ 5:05am 
@MaxTillentine Not to worry, everyone who has suggested things that need to be tweaked have helped massively!
MaxTillentine 5 Jun, 2017 @ 5:01am 
If there is one, i could use it as well. ) sorry, for i am not a coder myself, or designer, to help you with mod. You could see me as story writer, that could fit. And not much of help here. (Sigh)
Mr Whiskas  [author] 5 Jun, 2017 @ 4:55am 
@MaxTillentine I do like the idea of different tactics however I don't know how I would pull it off as I'm not the best at coding. There could well be a mod that already adds different shooting positions.
MaxTillentine 5 Jun, 2017 @ 4:52am 
Second, about rifles itself. Rifle is not only material, it is made of, caliber and bullett-tipping. It is also, how do you use it.
So, here some challenge for you. ) How about implementing something, not about weapons itself? Some tactics? Pawns, to shoot the AM-rifle should lay down, setup a rifle and then start shooting. In lay-down position, they are more accurate and have some good cover. (Just remember all those freaking caribou and elks, when they are sleeping, your hunters can never hit them) If they have to move, there is some time for un-setup, or in case of emergency run, they can just drop the gun. (What is sucks, but sometimes life-saving)
If this tactics coding could interest you, there could be more coming later. About comouflaging, sniper nests building (what makes pawns unseen to hostiles at large ranges) and so on.
MaxTillentine 5 Jun, 2017 @ 4:52am 
Hav'nt tested it yet, but here some thoughts, that came on mynd in the gym.
First, about AI-enhanced rifle. This seems really neat idea. Good use for those cores. But is it Ok, that AI-advanced rifle worse in range then 20-mm one?
You could implement installing AI core like upgrade to any rifle of the mod. This could do the trick. )
MaxTillentine 5 Jun, 2017 @ 3:06am 
I did. And i am gonna run it and do some testing just right after the gym (GTG). Maybe some bluish color on the 20mm rifle disgn? It is full of plasteel...
Short type of rifles could be replaced with huge caliber pistols, shrapnel rifles or bullpup rifles, of survival purposes.
Damn, hot ride)))) Now we talking)
Parasite 5 Jun, 2017 @ 2:19am 
i think normal work ammount should end up arround 1,5k-1,7k work ingame
Teneombre 5 Jun, 2017 @ 1:35am 
Can we have the round/sec stats ? it's a important stat to know it a weapon is worth using (and therefore, installing)
Mr Whiskas  [author] 4 Jun, 2017 @ 6:02pm 
@Prophet Of Merci @Parasite Had a quick look before I do anything to the code and those numbers aren't the actual numbers that appear in game. The work needed on a machining bench for the 20mm is 3334 (outside conditions) which I do agree is over the top bearing in mind a normal sniper is 917.
Mr Whiskas  [author] 4 Jun, 2017 @ 5:54pm 
@Prophet Of Merci @Parasite Thanks for the feedback, the original was about 170000 so I bumped them up a bit to what seemed fitting but I'll have a go at rebalancing tomorrow.
Prophet Of Merci 4 Jun, 2017 @ 5:30pm 
Jesus christ. Do you know how many art and construction projects can be finished instead of making one of these rifles? No offense to you, but @Parasite is right. It takes waaaaaay too long to make one of these rifles. Your colonists could easily mass produce a few other weapons or build some other gun thats special from other mods that does comparitively more or similar damage with decent range and a bunch less work.

Change the work cost and this may entice people into using the rifles.
Parasite 4 Jun, 2017 @ 2:59pm 
still will give it a go
Parasite 4 Jun, 2017 @ 2:59pm 
the ammount of works seems way to high for it to be useabel 220k is alot
Mr Whiskas  [author] 4 Jun, 2017 @ 12:59pm 
@MaxTillentine Here is the first version of the mod, if you decide to download it please let me know how you like it!