RimWorld

RimWorld

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[HRK] Gun Nut - Chapter #1
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Mod, 1.4, 1.5
File Size
Posted
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13.150 MB
Aug 24, 2020 @ 8:53pm
Apr 12 @ 2:44am
40 Change Notes ( view )

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[HRK] Gun Nut - Chapter #1

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


[ko-fi.com]



WELCOME TO GUN NUT - CHAPTER 1!

This was going to be a small personal weapon pack that I was going to make to learn a bit of modding and Combat Extended patching since I play with that mod almost all the time, and now here we are.

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.





CURRENTLY WORKING ON A BIG UPDATE FOR THIS MOD! THIS IS WHY THE INFO CARDS ARE NOT PRESENT ANYMORE! THE MOD IS SAFE TO USE, THE UPDATE WILL BRING NEW TEXTURES, SOUNDS, GUNS, BALANCE CHANGES AND MORE TO THE MOD! THANK YOU!

The AK-103 improves on the Service Rifle (VWE)/AK-47 (CE) almost in every way with the exception of the damage since both are the same caliber.

The SA-58 improves on the Battle Rifle (VWE)/FAL (CE) almost in every way with the exception of the damage since both are the same caliber.

The R700 improves on the Sniper Rifle/M24 (CE) almost every way, including damage since the caliber is bigger.

The AK-105 improves on the Carbine (VWE)/AKSU (CE) almost in every way with the exception of the damage since both are the same/similar caliber.

The M4A1 improves on the Assault Rifle/M16A4 (CE) almost in every way when in low and mid range while falling of a little bit in long range because of its shorter cannon.

The MP7A1 was designed to be better than .45 weapons so is one of the biggest improvements on this list in this case on the Heavy SMG/UMP .45 (CE).

The M1A improves on the Marksman Rifle (VWE)/SVD (CE) in almost every way with the exception of the damage since both are the same/similar caliber.

The Saiga 12K improves on the Chain shotgun/ USAS-12 (CE) in almost every way with the exception of the damage since both are the same caliber.

The Bullpup PKP improves on the HMG (VWE)/ LMG/ PKM (CE) in almost every way with the exception of the damage since all are the same/similar caliber.

The Glock 17 improves on the Autopistol/ M1911 (CE) in almost every way with the exception of the damage which is lower since it is a smaller caliber.



- 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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328 Comments
Scelous May 24 @ 12:27pm 
It feels like such a shame to have the art and sound for these guns, but I'm unable to use the mod due to balance issues. Harkon, could you please please rebalance the guns? I really want to use this mod.
hardbrocklife Apr 21 @ 10:58am 
If fuds played video games, they would leave negative comments on this mod
Pyat Apr 17 @ 8:18pm 
I added it to my game after mod updated to 1.5. Pawns complete crafting but when the progress bar reaches the end, no product is made and the pawn re-grabs the ingredients and starts crafting again and the process repeats. Theyll do it infinitely and never produces anything
ryangoslinglover306 Mar 24 @ 5:11am 
how balanced is this for CE? just asking some of the people who have actually used the mod
Frog Nov 4, 2023 @ 10:13pm 
Will there ever be a integration with modularisation? It would fit, and allow you to upgrade existing weapons.
60threin Oct 25, 2023 @ 7:01pm 
Can you get these gun other ways or only crafting? Ex: spawn with them from the start, buy them, take them off hostile pawns, etc
ChaMp0304 bandit.camp Sep 6, 2023 @ 3:54pm 
which of your mods do you recommend based on balanced weapons? Want to use most of you gun nut mods, but only if balanced well. should i avoid using this one?
Harkon  [author] Aug 30, 2023 @ 2:11pm 
@Withy the 3 main gun nut chapters are due for a rebalance for some time now, no secret about that. Better balance was applied to all the other small gun nut packs and I've been recommending to not use cummunity chapter 2 or chapter 1 for some time now until the update is out.
Withy Aug 30, 2023 @ 12:40pm 
the community pack and gun nut #2 pack are the unbalanced ones I should say. this pack is balanced though.
Withy Aug 30, 2023 @ 11:44am 
"while trying to keep a vanilla feel in balance"

like most modded weapon packs, none of these guns in this gun nut mod are balanced or behave like their real world counterpart. The gm6 lynx one shot kills everything in game with assault rifle speed, but only has 30 range despite being a 50 bmg sniper rifle made for disabling helicopters and vehicles. it weighs 12 kg irl but only 7kg in game. It behaves like an assault rifle that shoots 50 bmg rounds in the game and my colonist got one shot by it with marine armor on without them being able to react.

Most of these guns are just blatantly op, theres no reason to craft the vanilla weapons at all if you have this pack enabled, and most of the guns cost the same amount to make as the vanilla weapons too. Also the market value of the weapons arent balanced either, so some raids are just easy raids with vanilla weapons, and other raids are extremely difficult, especially if you dont use the most powerful modded gun.