RimWorld

RimWorld

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[HRK] Gun Nut - CORE
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Mod, 1.4, 1.5
File Size
Posted
Updated
26.190 MB
29 Sep, 2021 @ 3:42am
12 Apr, 2024 @ 2:38am
46 Change Notes ( view )

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[HRK] Gun Nut - CORE

In 1 collection by Harkon
HARKON'S GUN NUT COLLECTION
11 items
Description


[ko-fi.com]



WELCOME TO GUN NUT - CORE!

This mod adds acts as the framework/core for other Gun Nut mods and includes stuff shared by all of them, like research projects, sounds, defs, patches, etc.

With 1.4 this mod also includes a settings menu powered by XML Extensions that allows you to toggle tweaks to customize your experience with the firearms you'll be using in rimworld.

Gun Nut is a mod series that focuses on giving the player the ultimate upgrades for real life and fictional weapons while trying to keep a vanilla feel in balance and artwork. This mod can be played in vanilla or with combat extended.





Changes in settings require a restart to take effect.

Naming settings
Changes names of firearms in these mods to the real counterpart to fit better with other Gun Nut mods (Assault Rifle -> M16A3). Toggleable settings available for:

> Vanilla
> Combat Extended
> Vanilla Weapons Expanded
> Vanilla Weapons Expanded - Frontier
> Vanilla Weapons Expanded - Quickdraw
> Vanilla Factions Expanded - Settlers

Sounds settings
Replace the sounds of real firearms with more realistic and unique ones. Toggleable settings available for:

> Grenades
> Vanilla Expanded
> Combat Extended
> Combat Extended Guns

Texture settings
Replace the textures of other mods to make them fit more with gun nut. Toggleable settings available for:

> WORK IN PROGRESS, settings for replacers will be added at a later date. As I update more Gun Nut mods.

Research settings
Tweak the research cost of different Gun Nut research projects depending on the modules you have installed.

> With 1.4 Gun Nut will include more research projects to prevent unlocking 40+ firearms with a single project.

> As I have no other way to do it I leave balance to the users, If you are someone that only uses some of this modules you will be able to tweak the costs of this research projects or disable them if they are empty.

> At the moment of writing this only the original "Attachments and Modifications" is available but the research tree will expand as I update more Gun Nut mods.

Changes in settings require a restart to take effect.



- This mod is compatible with Combat Extended.



Q: Can the mod be added to existing saves?
A: Yes.

Q: Can the mod be removed from existing saves?
A: Is never a good practice to remove mods from ongoing saves. That said, this mod is quite simple and you should be able to fully remove it if you do it properly.

Q: Where do I craft these new weapons?
A: At the machining table or at the fabrication bench if they are tagged as spacer, charged or something of the sort.

Q: Why does the recipe for some of the weapons requires chemfuel/wood?
A: This may only be a CE thing but It is because most of this weapons have plastic, polymer or wooden parts and I like to reflect that in the crafting cost of the weapon.

Q: Are the weapons properly balanced? (Vanilla)
A: I try to balance my weapons as good as I can, this balance is mostly done comparing it to vanilla or vanilla expanded weapons, however, if you think a weapon should be tweaked let me know in the comments and I'll try to adjust it.

Q: Are the weapons properly balanced? (CE)
A: Same stuff as in the previous question but this time around weapons should feel much more balance in general thanks to the ballistic system from CE and the rules it follows to balance weapons.









Art and xml done by me, Harkon.

I do not claim any ownership of the sound files included in this mod.

Rimworld is owned by Tynan Sylvester.
CC BY-NC-ND 4.0 [creativecommons.org]

You may create patches or translation for this mod, as long as you do not re-upload artwork or code.

Do NOT upload this mod on other websites.


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64 Comments
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 ?