RimWorld

RimWorld

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2035 Armories - Arma 3 Weapons
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Mod, 1.4, 1.5, 1.6
File Size
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Updated
6.219 MB
Dec 30, 2024 @ 2:16pm
Jul 6 @ 11:12am
14 Change Notes ( view )

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2035 Armories - Arma 3 Weapons

In 1 collection by GrahammerTek
GrahammerTek's Mods
14 items
Description


After about 2 years of development, I present the entire roster of weapons from Arma 3, with additional color variants exclusive to raiders/traders. See the preview images for the full list of what's added.

The calibers being listed in the screenshots is for CE users, but it also shows a good idea of how much damage they do.

Known Issues:
For Combat Extended users: Due to the way that Rimworld detects mod files, having multiple versions of CE installed at the same time can lead to the CE patches not loading, causing guns to behave weirdly. If you have both the Steam version and the GitHub version of CE installed, you will have to delete one of them.



Q: Combat Extended Compatible?
A: Hell yeah it is.

Q: Why can I only craft one weapon's color variant?
A: To cut down on crafting menu clutter, I've limited players to only being able to craft one color variant per weapon, usually the one used most often used by its associated faction in Arma 3. The other color variants can be found in raids or bought from traders. If there is enough demand for a mod setting to allow crafting each variant, I will consider it, just be warned it would basically triple the crafting menu size.

Q: Why is X gun called Y when it's clearly a Z?
A: Some guns in Arma 3 use fictional names despite being largely identical to real guns. If you prefer to use the real-world names, or are used to the ACE3 names, enable "Use real-life equivalent weapon names:" in the Vanilla Framework Expanded mod settings if you have that mod loaded.

Q: X gun is in the wrong caliber!
A: Ain't no way I'm adding a Chiappa Rhino in .45 ACP. As for the ASP-1 Kir using 12.7x55 instead of 12.7x54, the two calibers are basically exactly the same, no point making an entirely separate caliber for it.

Q: Some launchers aren't implemented, will you add those?
A: Yes, I'm currently waiting for CE to finish work on their guided missiles system first. As a consequence of this however, the new launchers will be a CE exclusive.



Combat Extended
Muzzle Flash [Only with CE]
Vanilla Expanded Framework [For extra optional settings]


[ko-fi.com]

If you want to talk to me personally, contact grahammertek on Discord.
124 Comments
Svenska-räv Jul 19 @ 12:23pm 
Do you plan on doing any of the CDLC Weapons? its fine if you aren't i'm just curious. it's cool either way.
MarcelineMaeEye Jul 17 @ 1:24pm 
THERE'S AN ENEMY, MAN 100 METERS BEARING 2-4-5
Ronin Jul 17 @ 1:09pm 
I love the look of this. I was looking at another mod that added modern military stuff but it seemed like it added every possible gun available. The amount of weapons in this mod is perfect, plenty to choose with variety from but not overwhelming amounts at all. I can also justify these weapons existing a bit more with my headcanon that humanity might send well send out cryosleep expeditions in 2035 with this sort of futuristic but not fully scifi weaponry.
VALT13L Jul 17 @ 9:02am 
subbed, liked and faved. THE DAKKA SHALL BE MINE
GrahammerTek  [author] Jul 15 @ 9:07pm 
Because Arma 3
gnar Jul 15 @ 8:14pm 
why not use the real names
GrahammerTek  [author] Jul 15 @ 12:40pm 
They work fine together.
Raymund Jul 15 @ 9:18am 
i know this sounds like a dumb question but is it fully compatible with your 2.0 armory, or are there issues due to certain guns sharing the same names? im just curious
Delta29 Jul 11 @ 5:26am 
finally Cpl. Kerry is lore accurate to the colony (he will be rushed down by a viking with a waraxe and killed)
GrahammerTek  [author] Jul 3 @ 7:41pm 
Thank you