RimWorld
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[HRK] Gun Nut - Community Pack
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Mod, 1.4, 1.5
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6.372 MB
25 OCT 2020 a las 11:00 p. m.
12 ABR 2024 a las 2:45 a. m.
40 notas sobre cambios ( ver )

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[HRK] Gun Nut - Community Pack

En 1 colección creada por Harkon
HARKON'S GUN NUT COLLECTION
11 artículos
Descripción


[ko-fi.com]



WELCOME TO GUN NUT - COMMUNITY PACK!

This pack is created by the community, I can't thank enough all the people that have commissioned a weapon. Thank you.

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 SR-25 behaves like a semi-automatic sniper rifle, not quite as powerful as the vanilla sniper in single shots.

The Galil ACE is a small Battle Rifle(VWE) / FAL(CE), which means is lighter and has less range.

The AT-4 is only available for CE users and is a single shot launcher like the LAW from CE but better (Unlocked by Advanced Launchers research). Comes with a custom projectile.

The mg3 placeholder (Unlocked by Precision Rifling research)

The M16A4 placeholder

The GreyHawk placeholder

The M2 placeholder (you need power armor or bionics to use this weapon in CE because of weight)

The M202 placeholder

The AA12 placeholder

The Pulse Rifle placeholder

M240B / M4 carbine / Aliens Smart Gun



- 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.


[ko-fi.com]
[www.paypal.com]
159 comentarios
Gunt Fuchmann 6 AGO 2024 a las 2:27 p. m. 
if that big update is still coming, any chance of giving the pulse rifle an underbarrel grenade launcher with CE's underbarrel system?
FailPail 1 MAY 2024 a las 10:32 a. m. 
on 1.5 no CE i find the mg3 to outshine too many other weapons due to it's range of 42 with 10 shot burst count, personally, i would lower to maybe 29 or 30. it may just be a combo of yayo's combat and VCR thats making it feel so much better but just the range stat makes me tilt my head compared to rimsenal charge weapons or VE charge weapons.
Delta7777777 28 FEB 2024 a las 9:44 p. m. 
I'm just now updating to 1.4, and find out the StG 44 has been removed. That was one of my favorite guns, and it would be nice if it were returned here with a separate [def] for compatibility.

I see it's in another mod, but getting over a dozen weapons from that mod just for the sake of one seems wrong to me.
I would not appreciate them, but I like all the guns in this pack.
It is what it is, and maybe I will try to mod that gun back in myself.
Harkon  [autor] 14 JUL 2023 a las 9:36 a. m. 
The StG 44 has been moved here https://steamcommunity.com/sharedfiles/filedetails/?id=3004231100 with new textures, balance and sounds.
Lekoda 8 JUL 2023 a las 10:01 a. m. 
Hey Harkon. thats alright. Just wanted confirmation if it was in or not. Thank you @Harkon
Harkon  [autor] 7 JUL 2023 a las 4:11 p. m. 
the G-98 is not available at the moment, it will come back at a later date
Lekoda 7 JUL 2023 a las 9:03 a. m. 
I cannot find the G-98 SMG in the game at all. Can yo tell me where to look?
Jan2607 10 FEB 2023 a las 2:56 p. m. 
With CE there seems to be no G-98 to craft. I researched charged shot, but can't find the recipe at either bench. I looked in the CE patches and there seems to be no patch for the G-98. Could you add it please? I really like the G-98.
Ditkapinya 28 ENE 2023 a las 6:46 p. m. 
@Sturm Pionier check out big and small genes, they made it so the big gene holders can carry heavy weapons like their in a war casket.
Sturm Pionier 4 DIC 2022 a las 6:24 p. m. 
Anyone know if a xenotype can be made that could say wield heavy weapons like the M2 unassisted? IE: could I make an Ogryn?