RimWorld

RimWorld

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[RH2] Rimmu-Nation² - Weapons
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
32.946 MB
Aug 1, 2021 @ 1:34pm
Apr 28, 2024 @ 3:20pm
51 Change Notes ( view )

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[RH2] Rimmu-Nation² - Weapons

In 1 collection by Chicken Plucker
Red Horse²
22 items
Description

Arm your community with the right tool for the right job.

RIMMU-NATION
Defending your rights



Rimmu-Nation is an interstellar arms dealer that sell modern firearms and melee weapons to anybody who can afford it. We've bought hundreds of thousands of licenses across the stars to deliver the kind of firepower you'll need to protect your kids from the neighbour's cat!

Mod details:
- Mod adds 512x512 px, vector style textures
- All textures are originally done. None of them is a photo.
- Sound effects from various games
- More weapons planned to be added
- Yes. The weapons are craftable.
- Modern weapons
- Custom workbenches from the mod that sorts through the firearms:
* RN CQB Desk - Close Quarter weapons such as Pistols, SMG and Shotguns
* RN LBW Desk - Long Barrelled Weapons such as Bolt Action, DMRs and automatic rifles.
* RN HW Desk - Heavy Weapons such as GPMG, LMGs, Grenade Launchers, Rocket Launchers and Spacer weapons from this mod.



Testimonial

Here's miss Mara, currently a serving armed forces personnel for the Coalition faction that comes from blah blah blah who cares planet overrun by Mechanoids. She's currently geared up with Rimmu-Nation retail equipment, dressed to kill quite literally. She had this to say after we allegedly offered her a ton of money to vouch for our company:

"Yeah, your products are okay. Can you guys give us more Anti-Tank stuff now?"

She wouldn't lie to you would she? She's a very attractive woman we paid! We all know attractive women never lie!


Rimmu-Nation is currently compatible with Combat Extended. We're sorry for your loss. Please take our 5% off coupon for your next box of ammunition here:

RIGHT2DEFEND5500

Disclaimer: This coupon expires as soon as you finish reading this sentence.

(This description will be updated once new patches are released by the CE Team)




Please consider to:
[ko-fi.com]

So I can afford my next highly regulated firearm from my local Rimmu-Nation dealer!




Dual wield mod issue:
- If you receive errors with the dual wield mod, I've been told the solution is to load this mod above that. Please try so.




Credits:
Chicken Plucker - Weapon art
Fiendakko - Weapon art
TMC - Weapon art
Erok - Weapon art
Dandman68 - Weapon art
Projectile coding & re-balancing - Samael Gray
qux - Troubleshooting
Taranchuk - Update of the WeaponsExtension.dll which makes the Auger work
Jecrell - Original WeaponsExtension.dll creator
ThatCoolSnek - Weapons research fixes
Samael - Rebalancing, CE patch
Autumn Point Eclipse - CE patch
Popular Discussions View All (5)
60
Dec 19, 2024 @ 3:50pm
PINNED: Suggestion box
Chicken Plucker
2
Mar 21 @ 1:54am
CE compatibility
UshankaMan
12
Aug 1, 2023 @ 5:02am
PINNED: Weapons list and "Can't add item to stockpile" issue
Chicken Plucker
641 Comments
Jessie Whiteman Jun 12 @ 9:23pm 
Thanks, I've been using this for a long time. Let's get married bro :Gifting:
Koi May 31 @ 11:38am 
Could there be a mod setting where all weapons can be manufactured at the machining table instead of the dedicated rimmunation desks?
Chicken Plucker  [author] May 28 @ 6:42am 
@SaMaHaJoGu - Wakizashis are slightly shorter and easier to manoeuvre

@cody - Should have a UI you can interact with.

@Lelouch_vi_Britannia - Yes, the game allows modded weapons like here to be added for ideologies by default. No idea why it wouldn't let you see them on your end without an error log or any sort of help, because it could be any number of mods in your list affecting it. All I know is it works on my end when I test it.
Chicken Plucker  [author] May 28 @ 6:40am 
@Nanook - Hi. This is normal. Auger can fire through walls but your pawn can miss and still hit walls and things inside them.

@wingedhussar226 - They shouldn't have reloading by default. You probably have Combat Extended and you sent the comment when the mod wasn't CE patched.

@cody - Reserved for a USMC faction.

@Buddy - Can't tell mate, don't have the time to test unfortunately so if people find incompatibilities, I humbly ask for a full error log.

@SiaNKs - Hey, the pistols are already not 100% the original size. I don't want to make them too small since even the vanilla revolver and handgun can be out of whack compared to the vanilla bolt-action's body. I just did not take scaling too seriously because the base game doesn't either. If we did things 1:1 it'll be difficult to see the art anyway and I'm not down for that.
Chicken Plucker  [author] May 28 @ 6:36am 
@Friedrich von Luxemburg - All the weapons in this mod are already in specific workbenches. The clothes haven't gotten it's own workbenches yet, and the answer as to "why" is because it takes time to code and texture for a mod when I have other things to do outside of RimWorld modding, unfortunately I'm just not as available as I used to be for the hobby.

To have everything optimised and fixed with all the mods I have, will mean sacrificing free time I have spent on other things.

@imsleepy - I would say the Anti-Tank weapons for damage and accuracy, but everything has it's specialization. Your pawn with an RPG-7 can die to someone with an M60 because the rate of fire is higher, so stats aren't always the thing.
Chicken Plucker  [author] May 28 @ 6:32am 
@Narlindir - Hey thank you, will look into it. Maybe something was mis-named but it shouldn't be an issue.

@Astronomer - Thank you for the feedback. Unfortunately there's no reversing the extra weapons, but it has always been my intention to have variety even if they overlap. It's just how it is irl too, we have a lot of weapons that do the same thing, it's just a matter of variety. A lot of mods already do standardized stuff so I wanted to do something else.

@物理系魔法师 - The weapons in this mod are already in specialized benches.

@Timou - Will look into it thank you. Are you sure you went through the smithing table?

@Patient Zero - Hello, thanks for the suggestion. No plans for anything new at the moment unfortunately.
Chicken Plucker  [author] May 28 @ 6:28am 
@Malikyte - Hey mate thanks for telling me. He included the mod in the description. While a proper credit would've been ideal, it's good enough for me. Many thanks!

@joseph98611 - Yes, please see the pinned "Weapons list" thing because your stockpile will auto disable them. Just simply re-enable.

@Myxasese - You have a mod that seems to define one handed or two handed weapons, it's not a vanilla feature.
Chicken Plucker  [author] May 28 @ 6:28am 
@Kasumizake - Hello, thank you for the feedback. Unfortunately I don't have time to make another version with less features, especially because I have to maintain it too. I simply cannot please everyone and do what I like as well, which is have a large variety of weapons. It was always the intention for the mod.

@Kapten Eggis - You have a mod that adds ammo as Corpse Starch said, this mod doesn't do anything ammo related by default.

@blackrave - Tell your hamster I said thank you for your service

@DigitalCam - Thanks for flagging, I'll give it a test this week but as far as I'm aware that bug isn't on my end
Malikyte May 28 @ 2:18am 
Hey CP, just letting you know this guy is using your textures. Not sure if you were aware or gave him permission to use them in his mod.

https://steamcommunity.com/sharedfiles/filedetails/?id=3393769951
joseph98611 May 10 @ 8:01pm 
safe to add on an existing save?