RimWorld

RimWorld

76 ratings
Hunterphage - Equipment Only
   
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Mod, 1.5
File Size
Posted
Updated
55.747 MB
Feb 18 @ 12:41pm
Feb 26 @ 5:07am
7 Change Notes ( view )

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Hunterphage - Equipment Only

In 3 collections by JoeOwnage
Joe's 1.5 Medieval Fantasy Add-On
94 items
Joe's 1.5 Playtested Medieval Fantasy Modlist
507 items
Joe's 1.5 Unofficial Ferny Progression
930 items
Description
[ko-fi.com]

I have always felt that there is a weird gap between the end of the Medieval tech level and jumping into Industrial with autopistols and electricity. I thought that the content of this mod would make a nice transitional addition if you are going for a progression or generations style playthrough.

This mod carves out Hunterphage Equipment from the rest of the mod. Some applicable things are now available in Medieval Tech Level.

Based on BlackMarket420s mod. All art assets and ideas belong to them. https://steamcommunity.com/sharedfiles/filedetails/?id=3030775138

I have spent some time trying to rebalance this content. Any feedback is appreciated. Here is my spreadsheet with the new weapon values and whatnot: https://drive.google.com/drive/folders/1fdjORxsnhstaxFlf4iZggwbFZtNCz-At?usp=drive_link

I included a patch for Medieval Overhaul which makes the firearms that are available in Medieval fall into MO's research tree after gunpowder.

Companion Mods
Check out this mod by Exosais:
https://steamcommunity.com/sharedfiles/filedetails/?id=3485436305

















31 Comments
JoeOwnage  [author] May 22 @ 5:05pm 
Cool I'll take a look and incorporate it as soon as I get time
Exosais May 22 @ 2:27pm 
Fs but just add sm credit yfm cus if everyone gets a more balanced mod, everyones more happy
JoeOwnage  [author] May 22 @ 8:09am 
That's awesome dude, do you want me to include it in this mod?
Exosais May 21 @ 12:49pm 
@joeownage
I lowkey think the entire mod needs sm nerfs and price decreases so I made a big ahh patch

https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3485436305

you can look in game and see the weapon usage (dev mod, actions, output) of this base mod without the patch & I believe only 1-2 guns are used because of how expensive they are. The pawns won't use a gun of out of their price range.

I think if U wanna make them spawn (but still keep that rare aesthetic), you should make simple components cheaper (12-16), lower the number of logs & metal needed to craft a weapon, and then lower the damage a bit

As for the shadow blades, I made them only really spawn on elite pawns (sanguophage lords, top tier cultists, etc, from other mods) by making their market prices 450-750 and then the budget of those pawns 220~900 (lowest value available weapon was 220).

(I dont think they should be researched but that is left in the mod by the patch)
JoeOwnage  [author] May 21 @ 8:17am 
Yes I believe they do, I'll need to keep an eye out but I think I've already seen it in my game
Exosais May 19 @ 8:53am 
Hey. I was wondering if these weapons spawned naturally on enemies? I've had quite a few raids of varying tech levels and yet I see no guns for this mod. I tried in dev mode as well and still didn't see anything
handsomegrape Apr 30 @ 10:30am 
Aww, but I just got it working, and it actually is working. You are right though, Rimpy was last updated in 2022 it seems. Darwin_arm or Ubuntu? I'm on Linux Mint.
JoeOwnage  [author] Apr 30 @ 7:38am 
RimPy is the one that is deprecated.
handsomegrape Apr 29 @ 2:54am 
I've heard that that one's outdated. So it's a false positive then?