RimWorld

RimWorld

Royal Arsenal
93 Comments
FungalFish Jun 13 @ 10:34pm 
Same here
SalmonToastie Jul 13, 2024 @ 9:05am 
Same last update killed ranseur armor cloak
Mad Catter Apr 18, 2024 @ 11:09am 
I'm having issue with Ranseur Armors being unable to use the cloak ability after 1.5 update. I'm still in 1.4 btw so not sure if its a 1.4 issue.
CTH2004 Oct 2, 2023 @ 3:51am 
quick question: any plans for in-built Vanilla Factions Expanded: empires compat? Or is it already there? Thanks!
L1-GH7//S33-K-3R Sep 9, 2023 @ 11:16pm 
Maybe the Phalanx Helmet can be someting more than "An armored gas mask".Perhaps it can have a personal shield that allows ranged attack(fits the protecton-focused theme)or something similar.
Bucko  [author] Sep 9, 2023 @ 10:50pm 
Finally got around to updating this. I switched to supporting the 1.4 version of Persona Bond Forge, and added in an EMP grenade ability for guardian armor, since getting the new gas system to create the same effect as the 1/3 chaff was too difficult / could have required another mod dependency. I'll work on a variant of my aerodrones mod for Vehicle Framework sometime soon.
thailyn Sep 8, 2023 @ 2:48pm 
Hi, I noticed your patches for RimWorld 1.4 includes looking for the "Persona Bond Forge[1.3]" mod, which, as its name suggests, does not support 1.4. Could you switch to supporting StatistNo1's version of the mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2881724503) , which supports 1.4?

Note that StatistNo1's version changes BondingCore and BondingBench to PersonaBondForge_ThingDef_BondingCore and PersonaBondForge_ThingDef_BondingBench, respectively.

Also note that your "Royal Arsenal: Specialty Weapons" mod can also be updated in the same way.

Thanks!
Lovecraft Aug 18, 2023 @ 3:23pm 
How's the compatibility between this and VFE - Royalty? Are these player exclusive items or do some empire pawns spawn with them? Also could you make the aerodrones use the new vehicles framework instead?
Tirith Amar Aug 1, 2023 @ 2:35am 
Would you consider adding a persona mace?
Frank May 21, 2023 @ 9:26pm 
Does anyone know if this mod works with Vanilla Factions Expanded Empire?
L1-GH7//S33-K-3R Apr 19, 2023 @ 8:51pm 
Really nice mod:steamthumbsup:
A little suggestion:Maybe making the P.C.chaff a type of RimWorld gas(new feature added in v1.4) can restore its functionality.(I don't know much about modding but I saw RW wiki said coding about smoke changed in v1.4)
Bucko  [author] Apr 10, 2023 @ 9:28am 
@silverskene
I'm not the author of SRTS expanded. The aerodrones mod only extends its code, so if you can't get SRTS expanded to work by itself, then my mod won't work either.

"CompOversizedWeapon" isn't from any of my mods either. I'm guessing you have some other mod conflict that is breaking things.
silverskene Apr 10, 2023 @ 2:55am 
Would you please look into this? The aerodrones don't work for me and now neither do the mods for SRTS. I have errors for west, north, east, and south. Cannot upload the errors for some reason but here's what I could copy/share on here.


XML error: <eastOffset>(0,0,-0.18)</eastOffset> doesn't correspond to any field in type CompProperties. Context: <li Class="CompOversizedWeapon.CompProperties_OversizedWeapon"><eastOffset>(0,0,-0.18)</eastOffset><westOffset>(0,0,-0.18)</westOffset><southOffset>(0,0,-0.18)</southOffset><northOffset>(0,0,-0.18)</northOffset></li>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlToObject:ObjectFromXml<Verse.CompProperties> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ListFromXml<Verse.CompProperties> (System.Xml.XmlNode)
Verse.DirectXmlToObject:ListFromXmlReflection<Verse.CompProperties> (System.Xml.XmlNode)
GVLT Mar 27, 2023 @ 11:27am 
CE patch please
Totsnuk Mar 3, 2023 @ 7:05pm 
Small criticism but the Mono/Plasma Greatswords shouldn't be usable with shields as they are 2-handed weapons.
FriendlyArchpriest Dec 2, 2022 @ 5:12pm 
Would it be possible to make Royal Arsenal compatible with this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2232096297&searchtext=craftable

It's like Craftable Royalty Weapons except it allows to craft almost everything.
Daddy Down Under Nov 21, 2022 @ 11:58pm 
we need an update for the CE compatibility mod!
Complete Casual Oct 23, 2022 @ 12:29pm 
ty for the 1.4 update, the monobow is probably my fav weapon from anything
Nameless Oct 12, 2022 @ 10:17am 
Hello @Bucko! Thank you for your kind reply and your work! These are great news for the community :)
Bucko  [author] Oct 12, 2022 @ 8:39am 
@Ryukotsei
You are right, not sure how I missed that when searching through the game files yesterday. I'll push a new update soon.
Ryukotsei Oct 11, 2022 @ 10:37pm 
ToxicSensitivity was replaced with ToxicResistance and ToxicEnvironmentResistance
Bucko  [author] Oct 11, 2022 @ 10:16pm 
@Nameless
I have an update for the 1.4 beta live now, and I will update again if there are more changes.

As for the new DLC, the most I may change about this mod is something to do with the new rotgas / potential toxicity system that may be added in Biotech.

Currently, the 1.4 beta broke the Phoenix armor helmet (previously worked as a gas mask by reducing toxic sensitivity for the wearer, but now the toxic sensitivity modifier for equipment has been removed entirely). However, maybe Biotech or some future update will give a better framework for toxic resistant gear so I can add back that function for the Phoenix helmet.
Nameless Oct 8, 2022 @ 4:44pm 
Hi @Bucko, many thanks to you for your amazing mods! Do you have any plans updating for 1.4 and the new DLC?
Rince Sep 21, 2022 @ 9:20am 
yo, i like zeusrifle, it solved my lack of skill situation. Jist 6 pawns with them can eleminate any treat, it feels pretty endgame and not completly overpowered. Nice mod
lawjax Sep 20, 2022 @ 7:25pm 
Rolhn, read the mod description. Your question is answered in the first 130 or so words of this page.
Rolhn Sep 20, 2022 @ 9:14am 
What I need to know is if this mod is Combat Extended compatible
Ravings1 Jul 31, 2022 @ 6:56pm 
Will this get a mod integration with psycasts expanded so that the Prestige Armors require eltex to make?
Realm Imp Jul 18, 2022 @ 11:17am 
this needs a complete texture overhaul. lines kind of a bit wonky
Bucko  [author] Jun 21, 2022 @ 8:42am 
@chunkylord
They should be able to use some of the weapons, and I remember seeing empire soldiers with royal charge weapons in past playthroughs. The royal charge weapons all have the spacer gun tag in their XML, which should make empire soldiers and even some mercenary pawn types consider them for equipment.

Still, they may not commonly spawn if not enough empire pawns spawn on your map with a high enough 'budget' to afford them. Also, if any mod / update changes what tags empire pawns choose weapons from, that may also interfere with it.
chunkylord2 Jun 20, 2022 @ 9:40pm 
ever*
chunkylord2 Jun 20, 2022 @ 9:40pm 
Will the equipment every spawn on the Empire? I haven't seen anyone using it at all. Is there another mod that adds it to them?
Pill Dickle Jun 19, 2022 @ 11:07pm 
Are the helmets compatible with prepare carefully? I noticed that they didn't show up while I was messing around with both mods enabled.
Bucko  [author] May 27, 2022 @ 2:36pm 
@IcyCheeseCake
Go for it! I know there was another author, Scorpio, who released his retexture of this mod about a month ago, but I don't have any problem if you want to make one yourself.
IcyCheeseCake May 27, 2022 @ 12:52pm 
Hey, Can I make a retexture for this mod?
SunRod Feb 21, 2022 @ 10:56am 
Awesome Buck! Thanks as always! I really appreciate it!
Raven35 Jan 19, 2022 @ 6:00am 
Prestige power Armors data not support at CE.
Bucko  [author] Jan 12, 2022 @ 11:15pm 
@SunRod
Thanks for letting me know. As part of the last update, I tried to add a new visual effect and Hediff specific to the ranseur armor cloak, and it looks like I didn't cover everything the game needs to treat pawns as invisible. I just updated the mod again, and the cloaking seems to work in a save I tested, so that issue should be fixed now.
SunRod Jan 12, 2022 @ 8:07pm 
The cloaking stopped working. It cloaks but the AI pawns still fire at the "invisible" pawn. It worked well before the latest update.
SunRod Jan 12, 2022 @ 8:07pm 
The cloaking stopped working. It cloaks but the AI pawns still fire at the "invisible" pawn. It worked well before the latest update.
有事烧纸 Jan 8, 2022 @ 1:30am 
不错的扩展,如果可以的话请找个画师帮忙换个图形
Vatheron Jan 1, 2022 @ 2:39pm 
@Bucko
Thank you. I really want to try this mod out, but I don't really want to use the vanilla unstuffed variant
Bucko  [author] Jan 1, 2022 @ 10:37am 
@Vatheron
I had been thinking the author of the stuffable armors mod was going to do it, but maybe I was mistaken. I'll look into adding compatibility for that over the next few days.
Vatheron Jan 1, 2022 @ 5:42am 
Still not stuffable patch?
Shokaku Nov 12, 2021 @ 6:40am 
Awesome mod, I have recommend the mod to my friends.
SunRod Oct 28, 2021 @ 6:03pm 
awesome man! thanks for the quick fix! much appreciated
Bucko  [author] Oct 27, 2021 @ 1:50pm 
@SunRod
I just fixed the issue with the visual glitch. Turns out it was from the new dll file I used to hide the body under the armor (another mod author wanted me to add it to help them out). For now, I temporarily disabled that so the armors look decent when cloaked.
SunRod Oct 24, 2021 @ 3:09pm 
I checked and the belt version is good
Bucko  [author] Oct 24, 2021 @ 2:26pm 
@SunRod
I just tested it out myself and got the same visual glitch. From I can tell, this is a royal arsenal thing I need to look into fixing. I think some update made the invisibility effect apply to worn apparel, so I probably need to add some kind of visual mask to the armors to make them look correct.
SunRod Oct 24, 2021 @ 1:41pm 
Perhaps one mod is causing the weird texture around it?
SunRod Oct 24, 2021 @ 1:41pm 
yes, same thing happens with the psycast. thats why im sure its not any mod