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
29 Sep, 2021 @ 3:42am
12 Apr, 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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Popular Discussions View All (1)
0
17 Aug @ 1:30pm
There is some kind of bug in 1.6
Draggebor
74 Comments
Draggebor 17 Aug @ 12:22pm 
I can provide logs and video before and after of said issue
Draggebor 17 Aug @ 12:18pm 
Have same issue as @Gregervich. And as well WW2 weapons removal solved issue.
oscarmdsh69 12 Aug @ 5:43am 
Update coming or no?
Pleher 7 Aug @ 5:31am 
When you update all mods of HARKON'S GUN NUT COLLECTION to verison 1.6?
Harkon  [author] 25 Jul @ 1:29pm 
Should work out of the box in most cases, and is somewhat safe to remove
lux 22 Jul @ 11:29pm 
At first glance nothing is horribly broken in 1.6 dev snapshot CE, like I can build the guns and ammo and shoot them at things, so like, what more does one even need ;)
lux 22 Jul @ 1:02am 
I'm planning to try this out in a 1.6 run and see what breaks, best place to report if anything does?
Logan IX 16 Jul @ 6:20am 
Just came to say im excited for the update in the future.
One of my favorite gun collections
Harkon  [author] 15 Jul @ 6:34pm 
@Gregervich that sounds so weird. I would need logs to even begin to solve this bug but I can tell you there is no way my mods were causing something like that as they are just XML and some textures.
Gregervich 13 Jul @ 11:22am 
Hey, I'm not sure if you have started working on any of your mods at this point, but I wanted to let you know one of the issues I had in case it helps. I was running a collection of mods that included gun nut core, the m5 spear mod, and the rim at war ww2 German mod.

With these, installing a machining table broke the ui of every bench in the enclosed room it was placed in (but placing it outside or deleting a wall segment fixed this issue). Removing the ww2 German mod seems to have solved this issue.