RimWorld

RimWorld

RT's Weapon Pack Reloaded
67 Comments
盗我号找死啊 May 20 @ 5:05am 
喜欢! 你是我义父
ColOddball27  [author] May 19 @ 5:41pm 
Updated to Version 1.5, no errors on my end when loaded by itself.
盗我号找死啊 May 15 @ 5:04am 
期待1.5
ColOddball27  [author] May 12 @ 9:31am 
Have some time off work coming up in the next week, will hopefully have the mod updated for 1.5 by the end of the month.
想和艾达王姓艾 May 12 @ 7:05am 
Thanks for your mod! Love u forever!
BrainOverflow Apr 13 @ 12:08am 
Best Weapon Mod for me, use it since 1.0. Will be happy if you update for 1.5 :-)
GonoszPogacsa Apr 12 @ 8:13am 
@ColOddball27 thanks for the answer mate, enjoy the new PC
ColOddball27  [author] Apr 12 @ 5:57am 
@GonoszPogcsa Eventually, got a new PC recently and havent installed RimWorld on it yet
GonoszPogacsa Apr 12 @ 4:11am 
@ColOddball27 are you planning to update this fantastic mod?
ColOddball27  [author] Oct 6, 2023 @ 11:29am 
@Velociraptus Melee weapons should be available at traders and bases since Ive corrected its market value calculations but range weapons likely will not be unless its higher end bases/pawns
Velociraptus Oct 4, 2023 @ 10:32pm 
@ColOddball27, you mean to say that the weapons from this mod wont be sellable and won't ever appear in bases' and traders' inventories for us to buy?
ColOddball27  [author] Apr 8, 2023 @ 1:12am 
Are you able to trade ranged weapons from other mods?

With how the previous author coded the mod originally all the weapons were hard given a hard market value that invalidated how the game calculates market value. I was able to correct the issue for melee weapons but haven't had the time to sit down an rewrite the code for the Ranged Weapons so I had to set there market value to like double the cost of the vanilla equivalent, it prevents raiders from having nothing but weapons from this mod but might also break them spawning for traders
나는 초보입니다. Apr 8, 2023 @ 12:09am 
In previous versions, you could buy and sell ranged weapons created by mods. Is it patched to not work now?
ColOddball27  [author] Jan 13, 2023 @ 10:15am 
@Shayle Thorne It does one point of damage more...

Here how I balanced everything, the M1 Garand slots into a Rifle/Battle Rifle Subclass it has a 40 tile range and does 16 damage with a single shot going out. Its accuracy is balanced for a 40 tile Long and the 25 Tile Medium range so its better at the long end and worse at the close end.

The Charge Rifle has a 26 tile range and does 15 damage with a 3 burst shot count and its accuracy higher at the Medium and Short distance bracket and also has 35% armor pen.

Sure the M1 has higher damage on paper but a charge rifle at optimal range will be putting out more DPS and then pushing that damage through the armor then the M1
Thrice Jan 13, 2023 @ 2:19am 
Not complaining, but I think it needs balanced. A WW1 Garand has more accuracy and power than a futuristic charge rifle doesnt sound right?

Anyway, cool mod, just maybe check some of the stats against their tech period?
xTRACKERx Oct 23, 2022 @ 12:42pm 
thx :-)
ColOddball27  [author] Aug 3, 2022 @ 11:14pm 
@Abrikos75 Sadly no all of the textures were made by the Original Author RT, Ive only been keeping the mod up to date in a background sense and have really no art ability.
Abrikos75 Aug 3, 2022 @ 9:48pm 
Wow, balanced version, thank you so much for the work done, will you add new weapons over time?
ColOddball27  [author] May 15, 2022 @ 4:37am 
@Sheppard No
Sheppard May 15, 2022 @ 2:20am 
does it work with CE ?
Daetrax Mar 8, 2022 @ 10:13am 
Thanks.
ColOddball27  [author] Mar 8, 2022 @ 9:31am 
@Daetrax Hopefully fixed the issue
Daetrax Mar 7, 2022 @ 7:44am 
Getting an error about grenades being smeltable=false, while having smelt products.
Ferret With A Cat Hat Dec 25, 2021 @ 3:23pm 
I try to check excel
steam flags
manually searches
sees M1 Garand
clicks subscribe
John Wick Nov 2, 2021 @ 4:14am 
Author u god:steamthumbsup:
aliths Aug 28, 2021 @ 7:26am 
THX
fransouain Jul 24, 2021 @ 2:11am 
Awesome !
ColOddball27  [author] Jul 24, 2021 @ 1:27am 
Updated to work with no Errors with 1.3
ColOddball27  [author] Jul 21, 2021 @ 8:32pm 
I'll try pushing the this weekend but no promises
Derp88_ Jul 21, 2021 @ 1:19pm 
Seems like this mostly works with 1.3 in the limited testing I did. Besides an error about the smoke grenade, things seemed fine.
Zwackelmann173 Jul 21, 2021 @ 4:19am 
Just updated to 1.3 and saw that this mod is not compatible with 1.3. When is the update going to be ready :D
Pirate of AE Jul 21, 2021 @ 4:09am 
Wondering status for 1.3, used this intermittently
Lilien Jul 1, 2021 @ 9:37am 
Works well. Any chance a future version could include the re-installable property for the Weapon Assembly Bench? Tried looking at the Defs but can't seem to find how this is defined.
ColOddball27  [author] Mar 27, 2021 @ 5:40am 
@ShatterDrive me harder If you want to remove this from a save I recommend before you do back up your save file and delete every item from this mod on your map before doing so. As for CE to my knowledge no there is not a patch for CE or ever will be one atleast from me. The majority of this code is from the Alpha 14-15 days and is held together out of shear spite and converting it to CE likely will require a full rewrite and since I personally dont use CE its not worth it
SovietAmerica Mar 26, 2021 @ 7:41pm 
A: can I remove this from Saves and B: is there a patch for CE?
Wiesl Aug 24, 2020 @ 12:38pm 
awesome
ColOddball27  [author] Aug 23, 2020 @ 7:35pm 
@Wiesl Updated so I should be compatible with 1.2
Wiesl Aug 23, 2020 @ 3:37pm 
1.2?
ColOddball27  [author] Jul 27, 2020 @ 1:33pm 
Updated to fix some of the hard coded cost values. Noticed early raid pirates carrying these weapons almost exclusively and when I checked most weapons classes were ranging from 50-200 silver cheaper then their vanilla counterparts. A major cost overhaul however would likely require a complete mod rewrite as most of this mod still retains formatting from Alpha and Beta stages of the game.
mimpey Apr 2, 2020 @ 7:14pm 
Okay good to know. Thank you for the response! I'll try contacting the person who made the original patch a while back. I know this mod is a mess and breaks a lot of things so if worse comes to worse I'll just take this out of my modlist until I get sick of CE :P
ColOddball27  [author] Apr 2, 2020 @ 7:08pm 
@mimpey From me probably not, I dont use CE myself. I've attempted in previous versions but the CE documentation is a mess and I dont have the time to do something of that scale anymore
mimpey Apr 2, 2020 @ 6:19pm 
Will there be an update to make the RT weapons compatible with the ammo component of Combat Extended? I remember there was a patch made for the 1.0 version but it doesn't seem to have been touched in a while...
Kaisec Mar 30, 2020 @ 9:26pm 
Oh i didnt read. thats actually very well thought, thanks!
ColOddball27  [author] Mar 30, 2020 @ 7:40pm 
@Kaisec Yes, while most weapons have their AP values calculated for them by the game, a few weapons they have specific ammo designed to defeat body armor. The P90 is one of them with its 5.7mm round so I have adjusted its AP value to try and reflect that
Kaisec Mar 30, 2020 @ 5:37pm 
p90 has 50% armor penetration?
Rolo Mar 24, 2020 @ 7:59pm 
It happens. :steamhappy:
ColOddball27  [author] Mar 24, 2020 @ 7:39pm 
@Rolo Warm up time was set to 11 on accident
Rolo Mar 24, 2020 @ 4:29pm 
I think FN F2000 is not shooting.
ColOddball27  [author] Mar 15, 2020 @ 11:03am 
Update!
Fixed some Weapons Balance
Vamp Mar 12, 2020 @ 10:01am 
real good mod for more variety