RimWorld

RimWorld

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[HRK] Gun Nut - CORE
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Mod, 1.4, 1.5
File Size
Posted
Updated
26.190 MB
Sep 29, 2021 @ 3:42am
Apr 12, 2024 @ 2:38am
46 Change Notes ( view )

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[HRK] Gun Nut - CORE

In 1 collection by Harkon
HARKON'S GUN NUT COLLECTION
11 items
Description


[ko-fi.com]



WELCOME TO GUN NUT - CORE!

This mod adds acts as the framework/core for other Gun Nut mods and includes stuff shared by all of them, like research projects, sounds, defs, patches, etc.

With 1.4 this mod also includes a settings menu powered by XML Extensions that allows you to toggle tweaks to customize your experience with the firearms you'll be using in rimworld.

Gun Nut is a mod series that focuses on giving the player the ultimate upgrades for real life and fictional weapons while trying to keep a vanilla feel in balance and artwork. This mod can be played in vanilla or with combat extended.





Changes in settings require a restart to take effect.

Naming settings
Changes names of firearms in these mods to the real counterpart to fit better with other Gun Nut mods (Assault Rifle -> M16A3). Toggleable settings available for:

> Vanilla
> Combat Extended
> Vanilla Weapons Expanded
> Vanilla Weapons Expanded - Frontier
> Vanilla Weapons Expanded - Quickdraw
> Vanilla Factions Expanded - Settlers

Sounds settings
Replace the sounds of real firearms with more realistic and unique ones. Toggleable settings available for:

> Grenades
> Vanilla Expanded
> Combat Extended
> Combat Extended Guns

Texture settings
Replace the textures of other mods to make them fit more with gun nut. Toggleable settings available for:

> WORK IN PROGRESS, settings for replacers will be added at a later date. As I update more Gun Nut mods.

Research settings
Tweak the research cost of different Gun Nut research projects depending on the modules you have installed.

> With 1.4 Gun Nut will include more research projects to prevent unlocking 40+ firearms with a single project.

> As I have no other way to do it I leave balance to the users, If you are someone that only uses some of this modules you will be able to tweak the costs of this research projects or disable them if they are empty.

> At the moment of writing this only the original "Attachments and Modifications" is available but the research tree will expand as I update more Gun Nut mods.

Changes in settings require a restart to take effect.



- This mod is compatible with Combat Extended.



Q: Can the mod be added to existing saves?
A: Yes.

Q: Can the mod be removed from existing saves?
A: Is never a good practice to remove mods from ongoing saves. That said, this mod is quite simple and you should be able to fully remove it if you do it properly.

Q: Where do I craft these new weapons?
A: At the machining table or at the fabrication bench if they are tagged as spacer, charged or something of the sort.

Q: Why does the recipe for some of the weapons requires chemfuel/wood?
A: This may only be a CE thing but It is because most of this weapons have plastic, polymer or wooden parts and I like to reflect that in the crafting cost of the weapon.

Q: Are the weapons properly balanced? (Vanilla)
A: I try to balance my weapons as good as I can, this balance is mostly done comparing it to vanilla or vanilla expanded weapons, however, if you think a weapon should be tweaked let me know in the comments and I'll try to adjust it.

Q: Are the weapons properly balanced? (CE)
A: Same stuff as in the previous question but this time around weapons should feel much more balance in general thanks to the ballistic system from CE and the rules it follows to balance weapons.









Art and xml done by me, Harkon.

I do not claim any ownership of the sound files included in this mod.

Rimworld is owned by Tynan Sylvester.
CC BY-NC-ND 4.0 [creativecommons.org]

You may create patches or translation for this mod, as long as you do not re-upload artwork or code.

Do NOT upload this mod on other websites.


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55 Comments
thibaut3000 Apr 1 @ 3:16am 
Any spot we can request / commission weapons ?
tide{S}haper industries Feb 7 @ 1:04am 
Add.: In addition, there's not even a loadAfter rule set for XMLExtensions. Even if you just have optional compatibility to it, you still might want to set that rule for loadorder-reasons. Not 100% sure this would cause an actual issue - but just in case - it wouldn't hurt either.
tide{S}haper industries Feb 7 @ 1:01am 
No wonder there's 'a bug' with the CE patches - that's because someone fucked up.
@Author - you left XML Extensions mod-settings references in the CE-Patches folder - so the patches are erroring whenever someone doesn't use XMLExt.

The very same thing seems to be happening with other Gun Nut mods as well - at the very least some of your shotgun-mods.

You either forgot to move them over into the XMLExt. loadFolder when updating, or just forgot to remove them from the regular CE patches.
Lekoda Nov 25, 2024 @ 7:27pm 
I think there is a bug with Standalone CE patches
Martenzo Oct 30, 2024 @ 3:33am 
After some fiddling, I did have some load order problems I fixed, but could not get Gun Nut to work right regardless. All the weapons added by Gun Nut consistently have the wrong calibers when autopatched.

Also, the [+] box next to mod settings that's supposed to be the place to access GN settings just isn't there. Am I missing some required UI mod that GN is designed to work with? Is GN not compatible with VEF?
Martenzo Oct 30, 2024 @ 2:25am 
Getting the same issue as EpicEcho: Nearly all NATO weaponsadded by GN use Soviet calibers, or just completely nonsensical calibers altogether. This happens the Autopatcher is enabled in CE mod settings, and weapons don't get patched for CE at all if it's disabled. The weirdest part is that I'm pretty sure I recall everything worked fine when CE first updated to 1.5

Could it be a load order issue?
EpicEcho Sep 30, 2024 @ 3:40pm 
(This was originally on the collection comments, but moved here)

Not sure if this is the right place to ask this, but I'm getting issues where seemingly all of the weapons are using the wrong caliber.

They seem to default to either of the following,
7.62 NATO - 6 round cap
5.56 NATO - 30 round cap
7.62 Soviet - 30 round cap
.45 ACP - 8 round cap

I've used your mods with my mod list (Including CE) and never had this issue before the 1.5 update. I haven't fully ruled out your mods so I just want to know if this is something anyone has experienced before? Maybe it's CE doing something wrong?
Wolfking Sep 27, 2024 @ 10:27pm 
Can you consider creating an additional workbench please?As all these weapons are visually quite poor when placed on one workbench interface.
Mx. Canada Sep 3, 2024 @ 9:32am 
Hey noticed that Gun Nut mod settings don't seem to be there along with the fact that it hasn't "renamed" other guns to their proper names. I assume it's just because the mod settings U.I changed?
LungeVilkas Aug 12, 2024 @ 6:13am 
Having an odd time, all the HRK guns cause a ton of red error logs when I try to view their description in game. CE is on if that makes a difference.