RimWorld

RimWorld

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Local's CE Antiques I
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Mod, 1.5
File Size
Posted
Updated
2.330 MB
Jul 2, 2024 @ 1:40pm
Jun 6 @ 2:05am
13 Change Notes ( view )

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Local's CE Antiques I

In 1 collection by Local
Local's gun mods
10 items
Description
Buncha black powder muzzle loaders.

Combat Extended required.
Compatible with the Muzzle flash and Show Me Your Hands mods.

There's a great variety of weapons featured here, with just about every combat role having several options for use. Most guns hit VERY hard but have lengthy loading times and limited firing range.

Some of the "higher tier" weapons featured here must be built at a machining table, and thus require electricity. These are slightly more "modern" types and thus wouldn't fit a "medieval" playthrough anyways!

This mod honestly doesn't add alot you wont quickly skip over with research, the vanilla bolt-action rifle is superior than anything featured here in 90% of ways. It is best used for tribal starts and other themed playthroughs.

16 Comments
Local  [author] Jun 6 @ 2:12am 
Load order with Antique Ordinance has changed, some of you already using both mods might get an error message now.

Issues caused by loading the mods the old way are very minimal.
Local  [author] Apr 19 @ 9:33am 
Thanks for bringing it up, I've more or less halved it for both guns using that type of ammo.
Lucerne Apr 19 @ 8:27am 
Sorry to bother you but i may have messed up my installation of this mod. What are the blunt penetration stats for light cannon balls supposed to be? They're at 850.00 MPa in my installation, which is insane and enough to allow guns using that calibre to wipe the floor with warcaskets
Cypress, Master Spy of IKEA Jan 12 @ 5:57am 
I'll give that a try, thank you!
Local  [author] Jan 11 @ 7:03pm 
@Cypress, after some testing this seems to be caused by a load order issue in your modlist, nothing to do with my mod in particular; the mods of the "Tastier Armory" series should be loading AFTER Combat Extended, changing this solved the issue on my end.

There is atleast one other load order issue (with the Gloomy mods) but this one did not seem to affect the issue in question.
Cypress, Master Spy of IKEA Jan 11 @ 1:22pm 
I can't use Dev Mode's spawn buttons when this mod's active. It gives me this error:

"Exception filling window for LudeonTK.Dialog_Debug: System.NullReferenceException: Object reference not set to an instance of an object
[Ref E11642E6] Duplicate stacktrace, see ref for original"

Log: https://gist.github.com/HugsLibRecordKeeper/9eddbbe910456a56b0ba234ec2dd277f
Local  [author] Nov 9, 2024 @ 1:20pm 
Alot of things have been changed, many weapons added and some moved onto the Antiques II mod. If you find that some weapons are missing from your save: the Whitworth rifle, Colt revolver, etc... Then just load the Antiques II mod, they still use the same def names as before and should load just fine.
Local  [author] Sep 25, 2024 @ 5:07am 
yes, I intend to add the belton among others once I get around to updating this mod
robotcat99 Sep 25, 2024 @ 4:44am 
Could you add superimposed-load weapons like a Chambers or Belton flintlock? I think it would help distinguish this mod from others like it.
AIKA Aug 18, 2024 @ 1:11am 
work without ce?