RimWorld

RimWorld

Paramount Combat Armaments
190 Comments
Samael Gray  [author] Aug 24 @ 2:35pm 
@onemorecup Unsub and resub to the mod, I see a lot of other xml errors in your logs which can mean a bunch of corrupted mods in your list.
Winetoo Aug 24 @ 12:48pm 
THIS is what i wanted from every weapon mod i ever installed. The guns just FEEL good.
Thank you!
vanillaification Aug 1 @ 5:39pm 
no gau-19 turret :broken_heart:
Samael Gray  [author] Jul 30 @ 11:48pm 
The CX-12 fires in 2 round bursts...
Nick Jul 26 @ 7:45pm 
This is BY FAR my favorite armory content mod right now.

Having my bionically-enhanced super-soldiers carrying weapons that are 3x their size and fire 57x438mm AP-HE/Sabot rounds is so fun.

Also, in my opinion, THE best mod for outfitting Warcaskets.
Samael Gray  [author] Jul 26 @ 12:28pm 
It's all included and commented about in the weapon XML file. Character Editor should also display them, as an ingame method.
NUGGET Jul 26 @ 3:39am 
@Samael Gray how can i tell which weapon has which tag?
WhereTheChew Jul 19 @ 2:23am 
awesome, thank ye kindly
Samael Gray  [author] Jul 18 @ 11:29am 
It's already added in the last update.
WhereTheChew Jul 18 @ 9:07am 
have you added vac resistance to the armor or will you be adding it?
Samael Gray  [author] Jul 17 @ 11:24pm 
@-=Ice=- Consider using the Spacer Shields mod.

@Caustic Sarcasm Each weapon type/category in the mod has its own unique weaponTag you can use, that's how I distribute the weapons across the pawnKinds.
Caustic Sarcasm Jul 17 @ 4:39pm 
So Ive found a mod called total control that allows me to give factions access to modded weapons, having a bit of trouble though because I'd like to give access to all of PCAs armory, but PCA doesn't define its entire library of weapons under a definition, so I have to select weapons by their type (i.e. smgs, snipers) which is a lot of clicking to do for each faction. Anyone have similar issues?
Caustic Sarcasm Jul 17 @ 3:31pm 
How can I make enemies use these weapons, I haven't seen enemies use anything outside vanilla arsenal
-=Ice=- Jul 16 @ 3:28pm 
Great mod, Samael, I like it very much!
What do you think about adding some kind of ultratech melee shield, for use with spear, monosword, etc? Using it with CE's default shields is a bit weird.
Samael Gray  [author] Jul 15 @ 11:54pm 
Make sure you don't have two instances of CE in your mod folders, being the local and steam versions at the same time.
Azrael Jul 15 @ 6:10pm 
hey there the mod look awesome however all my weapons seem to only sustain one caliber and 7.62x51 NATO
Gamesense0 Jul 6 @ 5:22am 
I just discovered this mod yesterday and now just thinking of it makes me smile :lunar2019piginablanket:
Samael Gray  [author] Jul 4 @ 1:38pm 
1.6 compatibility is here, have fun!
Barteg Jun 14 @ 7:07am 
Good call on the 30mm handheld
Still the best weapons mod on the workshop
Ryanisunique107 May 12 @ 4:24am 
FUCK YEAAAAHAH
Samael Gray  [author] May 12 @ 1:59am 
@Ryanisunique107 All of the previously unavailable weapons for the non-CE players are now craftable and buildable.
Samael Gray  [author] May 5 @ 10:56pm 
@eugh They are all craftable, check whether you have the required research projects unlocked or not. There are usually multiple for each weapon.
Ryanisunique107 May 5 @ 9:36pm 
if i had to guess its in a different work bench
eugh May 5 @ 5:14pm 
Sorry if I'm blind and this has been stated, but are all the weapons craftable? I only see the charge weapons, and I haven't seen any research for the rest
Ryanisunique107 Apr 29 @ 8:55am 
thank you
Samael Gray  [author] Apr 29 @ 3:23am 
It's not locking behind a certain mod, it's the limitations of the vanilla game that is unable to replicate what the weapon does with CE. Without CE it'd just be a gun that shoots a big boolet or explosion, not both.

But I've given some thought to the weapons that are CE-only and will do something about them.
Ryanisunique107 Apr 28 @ 8:05pm 
why would you lock the coolest gun behind a mod i cant have :steamsad:
Samael Gray  [author] Apr 28 @ 10:17am 
It's the RX-40 charge RARC, only available with CE.
Ryanisunique107 Apr 28 @ 4:13am 
what the name of that cool huge ass fucking rail gun looking gun in the 3rd picture
cybrex Apr 25 @ 2:54am 
Love this mod, but can you add H-12 charge HMG back, GX-12 is too heavy.
Samael Gray  [author] Apr 18 @ 10:31pm 
I'm aware of that issue and have implemented the solutions I could think of, and it still occurs for some people. Worst/Best part is that it doesn't happen with minimal mods so it might just be another mod messing things up.
Multi Apr 18 @ 6:27pm 
Hi! I'm sorry if someone else already asked this, but for some reason the ammunition is not craft-able in any work station and it caused a ton of other random ammunition to not show up either in work stations, even with all research done. It still exists and can be spawned in and viewed, just not manufactured. I have CE (1.4) and various other armament mods, but it seems to just be this one causing it, I'm a huge fan of the content and just hoping to figure out a fix, thanks!!!
Samael Gray  [author] Apr 16 @ 4:18am 
Small trivia: The GM6 Lynx is an anti-materiel rifle through and through and there are enough AMR style Lynx's out there so I decided to swap the high magnification scope on it with a holo sight, remove its bipods and give it an angled foregrip and you suddenly have a rifle that more resembles a battle rifle than an AMR. All for fun and having something high caliber and fun.
Max Havoc Apr 16 @ 2:25am 
I love the fact the Lynx is considered a battle rifle by this mod, I for one %100 agree with this designation
Sverd Mar 28 @ 9:53am 
Understandable, thanks for your work
Samael Gray  [author] Mar 27 @ 10:29pm 
The list of weapons is as condensed as it can be considering each caliber only has less than a handful of options to keep things light, so there isn't much room for removal while keeping the mod cohesive.
The real world names can only be to vanilla-style names for only so many weapons since after a certain point I'd run out of options.

Cherry Picker should still work decently well tho.
Sverd Mar 27 @ 3:53pm 
Any chance of a 'lite' version with a condensed, vanilla-style list (magnum, charge magnum, charge battle rifle etc) and no/condensed turrets? Your sprites are absolutely awesome and the Immortal armor is sick but the CE style massive list of weapons from individual manufacturers can be a real headache just to figure out what to use. Cherry picker is pretty buggy so it's hard to filter as a user.
Omega Epsilon Mar 27 @ 3:05am 
Alright thank you, appreciate the help
Samael Gray  [author] Mar 26 @ 11:49pm 
There is also the Advanced Optics requirement if you're using CE.
Omega Epsilon Mar 26 @ 5:07pm 
Is there research pre-requisite for the Sword International MK-18 Mjolnir? Researched Precision Rifling, and I don't see the crafting recipe in the machining table.
LetTheMossReclaimYou Mar 26 @ 3:56pm 
Damn. That thing looks nice, but retooling a whole list for CE...
Samael Gray  [author] Mar 26 @ 12:21pm 
Of the three big guns in the first weapon preview image, the one on the left.
LetTheMossReclaimYou Mar 26 @ 1:30am 
Is the CE-only sniper the one that looks like a railgun?
Samael Gray  [author] Mar 25 @ 10:57am 
I've made the really advanced and sniper turret as accurate as possible considering the balance implications, can't get around the accuracy penalties at long ranges after some point without making the turret horribly op.
An Unlikely Order Mar 25 @ 9:56am 
Ah, damn, guess I gotta wait then. Cheers for the responsive replies! :D

For the time being I switched to the Superheavy Charge Autocannon SD-ROWs. Kind of sad they're not pinpoint accurate like I hoped but they're still solid, I just gotta switch their fire mode to single fire cause oh my GOD the ammunition is a pain to make lmao
Samael Gray  [author] Mar 25 @ 9:08am 
Ah I know what's wrong here, the issue you're facing is because of the typo being in CE itself. I fixed it a couple months ago but it's not on steam yet.
An Unlikely Order Mar 25 @ 5:56am 
Thanks for the reply! Still having buttloads of fun with the mod. Unfortunately I tried to delete the mod folder altogether and let steam download it again, but it's still producing me 10x shells for the 57x438mm Bofors shells! :(

I dont think its any mod conflict because there's no mod I use that touches PCA. I looked into the ThingsDefs_Misc 1.4 folder because that's where the Bofors shells recipes are located and they still say to produce 10 instead of 25, but I'm not that smart on coding so I cant find the regular HE shells nor know how to change the recipe! Sorry for the inconvenience!
Samael Gray  [author] Mar 25 @ 12:31am 
Glad you're enjoying the mod. About that issue, I'd noticed that a while ago and fixed it in an update that might make steam a bit confused about it, best bet is to delete this mod's folder altogether and let steam download it again for the correct files to be loaded.
An Unlikely Order Mar 24 @ 7:16pm 
Hey there! Absolutely LOVE the mod, playing CE with this is a blast. One thing though, it looks like the recipe for the 57mm Bofors ammunitions are mismatched. The recipe states that it'll produce 25 shells, but when I made them, it only produces 10. I tried to manually change it so that it'll produce 25 shells instead of 10, to no avail. Maybe next update that can be adressed? Cheers!