RimWorld

RimWorld

Kit's Gunpowder Weapons
160 Comments
Wild colonial boy Nov 22, 2022 @ 1:07am 
1.4 please?
☭ Covre  [author] Nov 14, 2022 @ 10:44am 
não >:(
Pronóxius de Macaé Nov 14, 2022 @ 3:07am 
dá update no mod caceta
Macropod Oct 27, 2021 @ 12:58pm 
I was looking for ancient artillery compatible with CE, and did not find it. And that's where they are!
Get points!
Drakuba Sep 25, 2021 @ 3:56am 
shame its discontinued, because it needs some tweaking imho. Why should i invest 640 research for shitty arquebuse and 960 to get some usable guns (1600 research total needed) when i can research machining for 1000 and start making grenades and ammo for captured guns, then gunsmithing for 500 (1500!!! research total !!!) and make pump action shotguns, revolvers and bolt action rifles?
i say merge "blackpowder" into "smithing" and make "line infantry" cost around 300 research or its not worth it. I love the idea but its just not worth it
MinuteFat Sep 15, 2021 @ 10:35am 
I kind of wish there was some form of Coehorn mortar - maybe it would launch chunks like the Bombard.

Such variety of "gunstones" were frequently used in early mortars as they were cheaper than attempting to cast larger roundshot and still carried significant enough mass to cause great damage.

I suppose it could be implemented as two weapons - a larger, clunkier, less expensive chunk-launching 24'' siege mortar (Better for offence as it is quite devastating to structures) and a lighter, somewhat faster 18-pounder (better for defense as it can return fire quickly) reloaded with steel after four shots.
IceMaverick Sep 1, 2021 @ 2:06pm 
I really like the design of everything, ended up having to shave off about 1.1 seconds from the various infantry weapons' cooldown times to get their DPS competitive with other medieval-tier gunpowder weapon mods I have installed (Including VWE).

Solid mod, security structures are a great early addition.
Calvinhood Aug 18, 2021 @ 9:46pm 
Heads up for CE users,

Guns should've been usable for a while now.

I just patched the turrets and am in process of having it merged.

Give it a week or 2, Soon™
Scorpio Aug 6, 2021 @ 12:30pm 
It's fixed
iSc00t Jul 29, 2021 @ 7:24am 
Yeah, the security structures were invisible, but they did work for me.
Sterl-GC Jul 28, 2021 @ 8:24pm 
I can also confirm that the security structure appear invisible.
Spiky38 Jul 28, 2021 @ 9:46am 
Sadly the weapons doesn't work at, they just aim and then they stay aimed forever without shooting, also it doesn't work with CE the ammo doesn't exist :(
☭ Covre  [author] Jul 23, 2021 @ 3:04pm 
ill take a look
Regent Jul 23, 2021 @ 7:24am 
Does this can be used by tribals or medieval factions ?
FarmerJoe Jul 23, 2021 @ 6:23am 
can confirm that security structures are invisible, I can only see shadow in 1.3
McLenwe Jul 22, 2021 @ 2:44pm 
For me the security structures are invisible (only the shadow) in 1.3. Is it just my modlist or can anybody confirm this?
McDuff Jul 18, 2021 @ 12:24pm 
Getting this error on 1.3, seems to be related to your mod.

https://pastebin.com/QUgFsysL
Skullywag Jul 12, 2021 @ 2:13pm 
There seems to be an issue in 1.3 with the 3 projectile defs in the turrets file, getting xml errors on startup mentioning they cannot be found.
Deon May 31, 2021 @ 7:03pm 
i absolutly love this mod, just a small problem. when using it with CE the ammo for the bombrad and 12Pounder Cannon can only be crafted at the maching tabel, which (atleast in my opion) defeats the purpose of an early game weapon.
Fossil.21 May 9, 2021 @ 5:40pm 
would love to see this patched to show up on Medieval factions
Cpl. Marchbank [29thID] Apr 24, 2021 @ 4:06am 
CE patch is now integrated on Github lads
Bung Bung Apr 23, 2021 @ 10:42pm 
does the ce patch work yet? been dying to do a medievalish playthrough with muskets and cannons
Nut Torquer Apr 21, 2021 @ 11:54pm 
Own a musket for home defense, since that's what Randy Random intended. Four ruffians break into my colony. "What the devil?" As I grab my powdered wig and Kentucky rifle. Blow a golf ball sized hole through the first man, he's dead on the spot. Draw my pistol on the second man, miss him entirely because it's smoothbore and nails the muffalo. I have to resort to the cannon mounted at the top of the killbox loaded with grape shot, "Tally ho lads" the grape shot shreds two men in the blast, the sound and extra shrapnel set off ancient dangers. Fix bayonet and charge the last terrified rapscallion. He Bleeds out waiting on the renforcements to arrive since triangular bayonet wounds are impossible to stitch up. Just as Randy Random intended.

10/10, would use again.
Chocolate Pie Kitten Apr 19, 2021 @ 1:49pm 
The organ gun saved my ass several times , as i began tribal
☭ Covre  [author] Apr 19, 2021 @ 12:26pm 
no :(
mightchat Apr 19, 2021 @ 11:59am 
no flintlock pistol?
☭ Covre  [author] Apr 19, 2021 @ 8:27am 
i'm changing it :)
koston32 Apr 19, 2021 @ 7:11am 
Cool :steamthumbsup: but Bayonet Musket needs more damage for melee, now it is = to the heavy smg's, no sense
☭ Covre  [author] Apr 7, 2021 @ 3:27am 
:)
MisterIgor Apr 7, 2021 @ 1:58am 
faltou só a matraca e a garrucha, parabens
Cpl. Marchbank [29thID] Apr 5, 2021 @ 3:49am 
thats a shame, hope one does soon. Still the mods of yours that do function with CE are fantastic and it seems non CE folks love them all so good work friend
☭ Covre  [author] Apr 5, 2021 @ 3:03am 
the patch doesn't function :(
Cpl. Marchbank [29thID] Apr 5, 2021 @ 1:54am 
Where can I find it, or does the patch no longer function?
☭ Covre  [author] Apr 4, 2021 @ 1:56pm 
no it's not :(
Cpl. Marchbank [29thID] Apr 4, 2021 @ 1:52pm 
Is the CE patch integrated? if not where can I find it? Love the mod but I'm a CE simp and I can't live without it
✚ Shipidge Apr 3, 2021 @ 12:09pm 
Thank you, Kitsune!! ❤️
Chocolate Pie Kitten Apr 3, 2021 @ 7:27am 
All fixed now with your last update
Thanks Kitsune
☭ Covre  [author] Apr 3, 2021 @ 6:59am 
aaaaaaaaaaaaaaaaa
Chocolate Pie Kitten Apr 3, 2021 @ 6:51am 
Hello i am as Shipidge
I have errors about a conflict with Combat extented and i dont have it
I redowloaded the mod hopping the update would fix it but there is still errors
*Thanks

☭ Covre  [author] Apr 3, 2021 @ 3:54am 
i think it's fixed :)
☭ Covre  [author] Apr 3, 2021 @ 3:47am 
wait

i'll fix it
✚ Shipidge Apr 2, 2021 @ 6:41pm 
Hey, Kitsune. Did you update something? Because I am getting a whole bunch of start up errors coming from your mod. The logs keep mentioning a conflict with Combat Extended and your gun powder weapons, but the strangest thing from this is that I don't even HAVE Combat Extended :( All I use is Yayo's, but that hasn't given me any problems.
CrackaJack Mar 23, 2021 @ 1:23pm 
last of the mohican style playthru, hand that man a kalumet
☭ Covre  [author] Mar 16, 2021 @ 4:07pm 
thanks :)
HungWhiteBull Mar 16, 2021 @ 2:45pm 
cool mod:deadrat:
☭ Covre  [author] Mar 14, 2021 @ 9:59am 
thanks :)

noted :)
Pyrrhus Mar 14, 2021 @ 7:18am 
I really like the mod, my only suggestions being maybe making the hand mortar have a brass barrel? It can be hard to tell when equipped between the hand mortar and the blunderbuss, which has led to me ignoring a raider with a "blunderbuss" only to regret my life choices, and perhaps buff the accuracy of the 12 pounder? I've played tic-tac-toe with a real 12 lber before, it's incredibly frustrating to see my artillerists miss shots so frequently.
Overall though, I absolutely love the mod, I just finished a Last of the Mohicans style playthru that was super fun, keep up the great work!
☭ Covre  [author] Mar 1, 2021 @ 1:25am 
Uhmmn ok
Pronóxius de Macaé Feb 28, 2021 @ 6:52pm 
Os canhões tão bugados; Não recarregam automaticamente e ficam com um símbolo de missing texture quando descarregados; Também não tem aquele menu pra se escolher que tipo de munição eles vão ter e tal, tanto que dizem que só aceitam Granite Chunks, mas recarregando manualmente eles aceitam qualquer chunk.