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
File Size
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7.339 MB
9 Jul @ 9:00pm
16 Jul @ 3:51pm
3 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
4 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.

Potentially Asked Questions:

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.

Supported Mods:
Muzzle Flash [Only with CE]
Vanilla Expanded Framework [For extra optional settings]

Donations:
[ko-fi.com]

If you want to talk to me personally, contact grahammertek on Discord.
Popular Discussions View All (1)
29
2 Aug @ 1:56am
PINNED: Weapon Suggestions
GrahammerTek
118 Comments
Swaggy 4 Aug @ 5:15pm 
How does this mod interact with Rimmu-Nation²? There are many weapons that you both define. I would love to try this mod, but I'm scared of disabling Rimmu-Nation mid-save...
MauseLoch9000 4 Aug @ 1:20am 
And Garand Thumb :steamthumbsup:
Ignore_me 3 Aug @ 11:55am 
Brandon Herrera would be proud of you.:steamthumbsup:
Darth Relyt 3 Aug @ 10:14am 
why is the game saying i dont have suitable weapons for hunting using this mod?
D-FENS 2 Aug @ 7:20pm 
welp, I for some reason I expected the mod manager to prevent things like that from happening. I saw that the foldered version of CE was marked as "off" and out of date, but you're very much correct. Apologies for prompting a similar response to the other comments of this, truly didn't realize this could even happen. Modding be wild. Will for sure be giving the mod a serious try now that it's properly functioning. :steamfacepalm:
GrahammerTek  [author] 2 Aug @ 1:24pm 
@drosoepik - Just to be sure, you do have Precision Rifling unlocked too, right? It needs both. Other than that, I've never seen that problem before.

@D-FENS - That issue is usually caused by having multiple versions of CE installed at the same time, which prevents the mod's CE files from loading. If you have both the Steam version and the GitHub version of CE installed you will have to delete one of them.

@KingFisken - I technically do have one for the CE stats, though it's intended for my use only and might look confusing. I can still make it public if it's really wanted. Vanilla doesn't have a sheet, and likely never will.
drosoepik 2 Aug @ 11:45am 
I just researched advanced optoelectronics so i could start crafting guns like the m4a1 but it seems none of the guns researched there have appeared in the bills menu for the machining table. does anyone have any idea why that could be?
D-FENS 27 Jul @ 1:59am 
Had a pawn appear with a rev410 that wasn't playing by CE rules for some reason, shooting those vanilla shotgun blobs, with nearly zero penetration value and didn't use ammo, couldn't even open the info tab on the gun when it was stashed, it was just blank, even broke the learning helper in the top right when the info box opened.
KingFisken 25 Jul @ 12:04pm 
Is there a like stats on the weapons or tier list of sorts?
Respond 25 Jul @ 9:50am 
awesome