RimWorld

RimWorld

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Early Firearms mod
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
1.653 MB
Feb 29, 2020 @ 1:58am
Feb 20, 2023 @ 4:32am
16 Change Notes ( view )

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Early Firearms mod

Description


Early Firearms Mod 0.8.2 for Rimworld 1.0.* ,1.1 ,1.2, 1.3, 1.4


ONLY ENGLISH AT THIS MOMENT

--------------------------------------
Detailed Mod Info:

This mod adds Early Firearms like muskets, arquebuses and more to rimworld, being these weapons between the bow/crossbows and the industrial bolt rifles.

Also adds it's own tech tab with it's techs to the game .

At this moment (0.8.3) this mod contains:

-12 New weapons to craft. (2 Muskets and 3 Arquebuses ,1 Blunderbuss ,2 pistols ,1 Hand Cannon, 1 blade, 1 pike and 1 Halberd)
-New tech tab with 8 new techs.
-New Manned Defense artillery, the Cannon. (removed on 1.3/1.4 due to errors until i fix it)
-Custom fire & reload sounds for all weapons added.
-New armours & helmets (requires Smithing tech)
-The new guns and armor can be crafted at the Fueled Smithy table when researched.

-These new weapons are balanced with vanilla weapons as reference, crossbows and bows from other mods may be better than these guns :(.

-The pistols can be used by tribals raids with low chance, and pistols and later weapons by pirates.

Future plans:
-Add more 13th century to 17th guns & armours.

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Load Order:

-Core
-(other mods, needs and cores)
-[XND] Proper Shotguns (1.0, Optional)
-Early Firearms Mod

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Compatibility & Issues:
-Compatible with [XND] Proper Shotguns. (only on 1.0)
-Compatible with Medieval - Vanilla 1.0 and 1.1
-Should NOT be compatible with Combat Extended
-No issues detected atm.


How to install
- Unrar the contents and place them in your RimWorld/Mods folder. (Manual only)
- Activate the mod in the mod menu in the game.

DO NOT REUPLOAD ANYWHERE ELSE, ASK PERMISSON FOR ASSETS USE ETC.

Forum link:
Ludeon[ludeon.com]

Downloads:

Manual for 1.2:

Dropbox[www.dropbox.com]


Manual for 1.3:
Dropbox[www.dropbox.com]
Please report any issues.

Got Any Suggestions?, tell me!
Popular Discussions View All (1)
0
May 7, 2021 @ 2:17pm
Mod info doesn't load on Linux because the 'About' folder isn't capitalized.
NOT ICHIGO
79 Comments
Golkarath Nov 27, 2024 @ 11:50pm 
An Update for this mod would be most appreciated, since i enjoy its simplicity ( that's a good thing) and good approachability, thank you for your work until this point.
RaiderLeader666 Jun 8, 2024 @ 11:07am 
Needs updated
Asierus24  [author] Feb 20, 2023 @ 4:43am 
update released:

-Armors can now be crafted of any metallic resource with their per material buffs. (thanks to KitKat)
-All items can now be crafted on both fueled & electric table. (thanks to KitKat)
-Plate Helmet is now full head protection. (thanks to KitKat)
-Rebalanced armor values.
-Other minor fixings
Asierus24  [author] Feb 20, 2023 @ 1:54am 
@KitKat thanks :)
KitKat Feb 19, 2023 @ 11:20pm 
For the sake of consistancy, I made all armor pieces craftable at both types of smithys this way:

<recipeMaker>
<unfinishedThingDef>UnfinishedMetallicTechArmor</unfinishedThingDef>
<recipeUsers Inherit="False">
<li>ElectricSmithy</li>
<li>FueledSmithy</li>
</recipeUsers>
</recipeMaker>

Repeat per item, and all items should be craftable at both types of smith tables.

Sorry if my constant posts are obnoxious, I just want to help :P
KitKat Feb 19, 2023 @ 10:49pm 
This isn't really a bug nor is it strictly necessary to change, but by defining your cost with the following, you can allow the armors included in your mod to be made with other metallic materials.

<costStuffCount>30</costStuffCount>
<stuffCategories>
<li>Metallic</li>
</stuffCategories>

This is just an example, I replaced the existing line defining material cost with this, and it allows any metallic material to be used instead. To make sure this would have an appropriate effect on the effectiveness of the item, insert the following lines, editing the values as you deem appropriate.

<StuffEffectMultiplierArmor>0.46</StuffEffectMultiplierArmor>
<StuffEffectMultiplierInsulation_Cold>0.05</StuffEffectMultiplierInsulation_Cold>
<StuffEffectMultiplierInsulation_Heat>0.05</StuffEffectMultiplierInsulation_Heat>

These three lines determine how strong the effect of the material is on the stats of the armor piece.
KitKat Feb 19, 2023 @ 6:26pm 
Just noticed, your Cuirassier helm had the "UpperHead" body part tag, I switched it to "FullHead" as it's in the style of a full helmet. You might want to fix that.
Asierus24  [author] Feb 1, 2023 @ 1:56pm 
@KitKat thanks, yea feel free to mess with the mod for private use :) ill probably update it now with the 1.4 fixed
KitKat Feb 1, 2023 @ 1:51pm 
I just updated the tag myself so now I don't get the error message. Took me like 20 minutes to figure out since I've never played around in Rimworld's mods and game files until now.

<supportedVersions>
<li>1.0</li>
<li>1.1</li>
<li>1.2</li>
<li>1.3</li>
<li>1.4</li>

Anyways, I love the mod, but I'm totally gonna mess with the files to see if I can consolidate all of the arquebuses and flintlocks into like 2 research items instead of the 10-ish by default. Gotta bring it in line with the vanilla game or it'll drive me crazy. Nice sprites though, good work.
Asierus24  [author] Feb 1, 2023 @ 1:21pm 
@KitKat it should work on 1,4 as far i know, no need update, maybe just the 1.4 tag that i will update someday :)