RimWorld

RimWorld

Zardoz Armory
32 Comments
Pimp Lucius Jun 16, 2024 @ 2:18pm 
already got it thanks
Nigel G. Ripper  [author] Jun 16, 2024 @ 1:51pm 
kind of abandoned this version of the mod for Zardoz Armory II, which I redid most the art, rebalanced things, @The Dude. @Raider1
Raider1 Jun 15, 2024 @ 3:17pm 
Can you make a compatibility patch for Guns Galore, Cursed Guns, and make sure it works with Muzzle Flash?
Pimp Lucius Jun 4, 2023 @ 10:18pm 
can i use these guns without having all bullets matter? i really enjoy not running out of ammo
Nigel G. Ripper  [author] Feb 2, 2023 @ 7:13pm 
@patton160
No, as any mod with sound defs is incompatible with 1.4 due to 1.4 rewritting how sound defs are supposed to be written. Minor change but I have not done it for this mod, you should check out Zardoz Armory II which is 1.4 compatible. The reason for II is because I'd rather start the mod over from scratch since I had things I didn't like about this one both gameplay and XML def wise.
Patton160 Jan 31, 2023 @ 6:07am 
Super dumb question if anyone is alive...is this compatible with the current version?
Nigel G. Ripper  [author] May 10, 2022 @ 6:20pm 
@Battle Cessna My second unreleased mod has it, it's unreleased for no particular reason except I wanted CE compatibility but with how I'm overwriting vanilla guns it's messes with CE's patches. There is a mounted and handheld Mk19 in it. You can find it here, infact since it's unlisted you can only find it with this link.
https://steamcommunity.com/sharedfiles/filedetails/?id=2778703069
The new mod is almost TOO vanilla balanced, but with Yayo Combat 3 (and a tweak to it's settings), and some mods for vanilla damage system makes a good alternative to CE.
Abrikos75 Mar 7, 2022 @ 10:45pm 
@Zardoz Actual, I hope you will make a vanilla balance Rimworld mod with many weapons, good textures of this vanilla style and your style (modern Kalashnikov assault rifle with optical sight or fn fal with bipods and an enlarged magazine in the form of a light machine gun, etc.) and various functions, good luck in your work, thanks in advance for the good Rimworld modifications
Nigel G. Ripper  [author] Mar 7, 2022 @ 2:20pm 
@Abrikos75
I'm working on it,and no not really since Vanilla has a very delicate balance that things in this mod trod all over, this version has turned into a beta test/proof of concept. https://imgur.com/a/0ucqTXS is a preview of the new more professional looking version
Abrikos75 Mar 7, 2022 @ 5:30am 
It would be a great set of weapons for vanilla, if you didn't have to install a bunch of necessary modifications for this
Billy Mar 3, 2022 @ 5:35pm 
Its in the description under Combat Extended Compatibility
Not_EviL Mar 3, 2022 @ 4:49pm 
Does it work with combat extended ?
✠ DFSpecter Feb 21, 2022 @ 8:25am 
I literally just got back from a Civvie11 video that had this as an easter egg. 10/10 perfect timing.

:steamthumbsup:
doc.valentine2014 Feb 14, 2022 @ 9:46am 
cool
Gooby King Feb 14, 2022 @ 4:13am 
THE GUN IS GOOD
Azedia 🍷🗿 Feb 6, 2022 @ 11:52pm 
We need Zardoz Faction with Ideo and naked soldiers with GUNS! ... ZARDOZ WAS SPOKEN.
Agent_Orange Jan 12, 2022 @ 7:01am 
Proper production model AK-12, neat
Nigel G. Ripper  [author] Jan 8, 2022 @ 5:24pm 
I've figured out a method where I can have multiple different damage profiles using the same "ammo" which means I can have many different assault rifles with different performance but they all accept the same ammo. CE having a billion ammo types is a bad design decision that's covered up with ammo being dirt cheap to produce, I always disliked how cheap it was, like what was the point of it then. I've made some changes like one pistol caliber which is used in many different pistols and smgs, one intermediate caliber which has different damages for FMJ but all share the same Sabot performance which fixes CE's retarded balancing where 5.45 sabot will penetrate a Centipede while 5.56 sabot won't, basically changes like this all around.
Nigel G. Ripper  [author] Jan 8, 2022 @ 5:24pm 
So I will be doing a CE version, but I don't think I can do it on this mod (workshop item) since this one has various ties to other mods that interfere. I also did it in a dirty fashion so it has to be released as a fork of CE because I've been editing the CE installation I have, so it will replace your CE installation. All the same patches are there so no trouble there.
Billy Jan 6, 2022 @ 5:47am 
THE GUN IS GOOD
Nigel G. Ripper  [author] Jan 5, 2022 @ 2:16pm 
There's no issue with the ammo damage, it's the ranges and weapon stats which the balance issues could be from, I've played with mods that had assault rifles outrange DMRs of over mods. On those files I've reenabled the range weapon cool down which in vanilla CE is 0.36, I've made them more like vanilla, it slows down fire rate a bit but if it's all around then it's okay.

The ones in that patch are copy pastes of CE's default guns stats, the Assault Rifles are all based off the range of 55 (from the M16A4), which other mods like CE guns I've seen them at 40 or so.

I've changed my mind a little bit on the vanilla CE thing but I'm still forking it so I can make ammo more expensive (not purely steel based).
Neitronus Jan 5, 2022 @ 1:49pm 
And thank you of course for the mod and the directions.
Neitronus Jan 5, 2022 @ 1:49pm 
This is quite comprehensive directions you gave. I'll sure use them. But since damage and penetration values are taken from CE ammo stats, which are balanced around vanilla armor items, why balance could be an issue for me if I simply use authentic ammo for your weapons? And yes, my plans is to use only this weapon mod. AFAIK Metro weapons are balanced this bad exactly because author decided for some reason to use his own ammo instead of pre-existing in CE. I like the art from Metro mod, but it's impossible to play with it. So my point is that noone should balance his mod around other mods but rather around vanilla stats.
Nigel G. Ripper  [author] Jan 5, 2022 @ 12:41am 
Another thing about my patch and why I don't want to do vanilla CE balancing is that if I were going to do it I'd have to make sure it fits with other CE mods, it's really annoying when one mod simply just out performs another mod's weapons. I heard something about the CE patch for the Metro weapons or some other mod has them have like 100mm of RHA penetration or something. There won't be a problem if you only use this weapon mod which is how I'm designing it because it's the only weapon mod I use.
Nigel G. Ripper  [author] Jan 4, 2022 @ 11:56pm 
@Vega To be very real with you, I'm not super interested in making a vanilla CE patch since it's something I can't play test or use myself but I'll provide to you or anyone else my current files for my own patch which you can modify to whatever you want. https://github.com/zodraz0/CE_Patch_Zardoz_Armory_incomplete This patch won't work off the bat since it's directed towards several custom ammo types I created in CE which have similar recipes as my bullet matters mod, you'll have to link these weapons to whatever ammo types you want to use. For instance you can make the Lee Enfield use 7.62x51mm NATO removing .303 british from the game (CE works by loading only ammo types weapon defs use) by changing the <ammoset> and <defaultProjectile>. You place these in the CE patch folder inside your CE installation, I had trouble with CE's default patches overwriting my patch since they share the same defnames, placing the patch inside the CE folder fixed that.
Neitronus Jan 4, 2022 @ 9:25pm 
Any chance for vanilla CE compat? I mean, personal prefs here.
Lord Maelstrom Jan 3, 2022 @ 11:44am 
rick and morty head
CrackaJack Jan 3, 2022 @ 2:45am 
this is the 4th mod i checked out with the aliens machine gun^^
Chicken Plucker Jan 2, 2022 @ 6:49pm 
This is epic work bro, good effort on all of the art and that man. It's hard work
Nigel G. Ripper  [author] Jan 2, 2022 @ 10:21am 
@CopsBrokeMyBong I'm currently working on a CE version, I've decided that I'm going to make my own CE fork because soon they're going to be implementing some sort of ill thought out attachment system and I'm making a ton of changes to CE to suit my own playstyle. I'm pretty much removing the reloading mechanic and making magazine sizes like 3 to 5 times as large so Pawns pretty much carry a decent combat load in the gun so you don't have to fiddle around with making sure they carry enough ammo. I've always had trouble with the loadout system actually working. I'm nerfing the bulk of weapons so it's less likely your pawns would be over encumbered and I'm gentrifying all ammo types.
Max Havoc Jan 2, 2022 @ 3:05am 
Holy hell this looks cool, might have to ditch my CE only rule for this one.
blackkanye Dec 28, 2021 @ 4:22pm 
When I finally get around to a new playthrough, I gotta figure out what I'm gonna do with the guns added by the race mods I use. Anywho, this mod makes me want to actually use an ammo system. Nice work friend.