RimWorld

RimWorld

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GTek's Arsenal 2.0 - Ultimate Survival and Colony Defense
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
13.888 MB
9 Jul, 2024 @ 9:00pm
7 Oct @ 10:25pm
41 Change Notes ( view )

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GTek's Arsenal 2.0 - Ultimate Survival and Colony Defense

In 1 collection by GrahammerTek
GrahammerTek's Mods
15 items
Description


Tired of raiders showing up with the same old autopistol? Want a realistic gun mod with a little more "style"? Don't care about so called "Bloat? Then GTek has a supply of used, surplus sporting rifles with your name on it!

The calibers being listed in the screenshots is for CE users, but it also shows a good idea of how much damage they do. Note that certain weapons may appear too small or too large, as this was made with CE in mind which has its own weapon rendering system.

Known Issues:
For Combat Extended users: Due to the way that Rimworld detects mod files, having multiple versions of CE installed at the same time can lead to the CE patches not loading, causing guns to behave weirdly. If you have both the Steam version and the GitHub version of CE installed, you will have to delete one of them.



Q: Why can't I craft x weapon?
A: In order to cut down on taking up menu space, certain weapons which are simply cosmetic variants of the same gun or have extremely similar stats can only be found through trade or used by raiders. This also applies to civilian (semi-auto) variants of guns, weapons which simply would be extremely overpowered if they could be crafted for low cost, or weapons which aren't particularly useful in combat but could be fun to collect and spice up the typical raider loadout. With Vanilla Expanded Framework installed, you can remove these restrictions and make any gun you want by visiting the mod settings.

Q: Combat Extended Compatible?
A: Hell yeah it is.

Q: Why do my guns look weird?
A: Since this mod was made with Combat Extended in mind, certain weapons use CE's expanded rendering features to allow large guns to fit correctly on the colonist's shoulder. However, since vanilla doesn't have this feature this can cause certain guns (mostly very large ones) to look awkward when held. See last screenshot for examples.

Q: What happened to the melee weapons in the older version?
A: Since the melee side of the mod was mostly neglected, I decided to scrap them and save them for a separate release dedicated to melee. Expect to see it release, someday.

Q: Why did you decide to make this?
A: I only really made this mod so that pirate raids show up with more than just the same revolver every single time, and because for some reason every gun mod I've seen has that one gun that is super rare and exotic in real life with only like 0.5 of them made and in-game they show up in every raid. Plus, I've just noticed a strange lack of mods with guns that normal people actually use day-to-day. Instead, it's mostly military weapons and obscure prototypes, which I do love every once in a while, but I'm honestly just more interested in weapons I can legally own, which is why there's a larger emphasis on pistols and AR-15s here than any other workshop mod.

Q: May I make a suggestion?
A: Sure thing, though I have a very specific taste in firearms so don't feel too bad if it's not something I'm interested in.



Combat Extended
Muzzle Flash [Only with CE]
Vanilla Expanded Framework [For extra optional settings]


[ko-fi.com]

If you want to talk to me personally, contact grahammertek on Discord.
Popular Discussions View All (1)
66
18 hours ago
PINNED: Weapon Suggestions
GrahammerTek
261 Comments
GrahammerTek  [author] 14 Oct @ 12:38am 
I plan to do that eventually for most of the guns, currently I actually already do improve the base CE Ruger Redhawk to be in-line with the rest of my stuff. Next update should be the base Mossberg 500, the M16A4, and the UMP since they're the easiest right now.

Beyond that I'm not really sure when I can get to the other guns. There's a few more guns in the CE submods that I plan to replace as well.
euphraic 14 Oct @ 12:18am 
Hi, I know this is technically a weapon(s) suggestion but what are your thoughts on creating more guns specifically to replace the CE guns that weren't affected by the duplicate override?

What I mean basically is the guns that weren't replaced, don't fit the same level of quality as your mods, so it would be really cool if you could expand upon this mod, your other mods (although I doubt this is necessary), or even create an entirely new mod, to replace the CE guns with your own so that it override them and fit perfectly with the rest of your designs.
GrahammerTek  [author] 6 Oct @ 11:53am 
@LungeVilkas - Combat Extended adds tribal bombers and gunners, and in late-game they become much more common. Tribal gunners use guns that have the SimpleGun tag, which includes most shotguns, bolt-action rifles, and pistols. Since this mod adds a lot of those kinds of guns, most of the time they'll show up with one of my guns.
LungeVilkas 6 Oct @ 11:30am 
Almost every single tribal comes loaded with one of your guns, or stick bombs. Would that be something caused by tags in this mod or something elsewhere?
Sanakara 28 Sep @ 1:12pm 
@GrahammerTek
thx for your explanation :)
GrahammerTek  [author] 28 Sep @ 11:14am 
Scopes in CE always have sight efficiencies of 200%+, so that combined with semi-automatic fire and low recoil just makes them very accurate for most pawns. The downside is that scoped weapons perform slightly worse in close-range combat due to their longer aiming time.
Sanakara 28 Sep @ 10:34am 
hello, just wanted to ask:
got a AUG A3 SA for one of my pawns and he has a "sights efficiency" of 212%.
That means, he is hitting everything. Is that a bug or supposed to be?

https://imgur.com/a/oEM46mI
Vril 18 Sep @ 12:20pm 
Tried other weapon mods on the workshop, always return to this one, it's the most polished, especially for CE.
Wic 13 Sep @ 9:18am 
@Enclave~, yep, copmpatible.
Albedo~ 11 Sep @ 9:07am 
Anyone know if this is compatible with CE Dev