RimWorld

RimWorld

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Arms Galore - Medieval
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Mod, 1.5, 1.6
File Size
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2.787 MB
3 Jun, 2024 @ 4:49pm
26 Sep @ 2:23pm
7 Change Notes ( view )

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Arms Galore - Medieval

In 1 collection by Slippin' Jimmy
Guns Galore
15 items
Description
Vanilla and Combat Extended supported.





73 medieval-era guns, melee weapons, and ranged weapons. Please see the list below or images for specific items.

A list of all current and upcoming weapons can be found here.[docs.google.com]



Q: CE Compatible?
A: Yes.

Q: Where do I craft the weapons?
A: Melee weapons are created at the Smithing Table. Guns are created at the Galore Gunsmith Table (for old weapons) or the Galore Weapon Machining Table (for modern weapons.) These can be found in the Production tab.

Q: Where do I research the weapons?
A: Everything is unlocked via Guns Galore's own research tab.

Q: What are the compatible mods?
A: There is currently built-in support for Muzzle Flash, Vanilla Weapons Expanded - Heavy Weapons, Enable Oversized Weapons, and of course, Combat Extended.

Credit:

Jicker / Slippin' Jimmy - XML, some weapon sprites.

al9000 / Serina - Most weapon sprites.

BlackMarket420 - Bow sprites.

Fonza - Character art of Thaddeus (cover character.)

PunishedHunter - Character art of Gloria (Guns Galore mascot.)

Vanilla Expanded Team - Settings patching functionality.

CC BY-NC-ND[creativecommons.org]
[discord.gg]
[ko-fi.com]
[www.patreon.com]
111 Comments
Slippin' Jimmy  [author] 14 Sep @ 9:38am 
@oinko sploinko

It's mainly variety, but they cover different aims - pikes/spears have extra range (if you use VE Framework), swords have slightly different stats, etc.
oinko sploinko 14 Sep @ 8:03am 
What's the design philosophy with these weapons, if I may ask?
Are all weapons of the same type fairly similar with minor differences and it's mainly for variety?
Pinenuts 2 Sep @ 10:15am 
Does this disable vanilla weapons? Or just add new items?
Vlad Draculea 15 Aug @ 7:39pm 
melee animation mod compat?
Sarelth 6 Aug @ 12:57am 
@Slippin' Jimmy - Good to know, I thought that was what tags were for. Slowly working my way through the severely lacking tutorials out there.
Slippin' Jimmy  [author] 5 Aug @ 11:41am 
@Sarelth

These weapons have unique tags you can use. I’ll also likely be making custom factions in the future.
Sarelth 5 Aug @ 8:52am 
Curious, is there any easy way to set up a faction to use these weapons? And the Tastier Armours as well.
Cotton 16 Jul @ 10:24pm 
Thank you for keeping 1.5 compatibility
dem4ge 16 Jul @ 4:06am 
Absolutely gorgeous
Slippin' Jimmy  [author] 2 Jul @ 12:21pm 
@clo

A mod like Cherry Picker can remove them from your game almost entirely. Or you can download a local copy of the mod and delete the XML files for the muskets, as they're separate to the files for other weapons.