RimWorld

RimWorld

[JDS] StarWars - Armory
Počet komentářů: 196
Timskywalker248 16. čvc. v 8.28 
1.6 please
N16H7M4RE 15. čvn. v 5.12 
1.6?
Abu Bakr al-Baghdadi 14. dub. v 13.32 
Has CE isues
LetTheMossReclaimYou 2. dub. v 15.23 
All images are broken
flipflapflipidi 2. bře. v 8.28 
pls, make guns a bit smaller :/
Clairdren 25. úno. v 10.47 
@phatkok more likely its an issue with imgur
phatkok 18. led. v 0.57 
pictures arent loading, is mod broke?
OJ SHRIMPSON 11. led. v 19.39 
sadly mod dosent work anymore
the pies belong to me 5. čvc. 2024 v 13.36 
im going to become a horror byond compershesion with these
Etiological Myth 27. dub. 2024 v 9.23 
Huzzah!
FadingBrick 21. dub. 2024 v 15.40 
1.5 PLLLLLLLLLEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
John the Gamer 17. dub. 2024 v 1.06 
@epicGamingA In case you are still wondering; you need to research "Charged Shot", have a level 7 crafting skill and a Fabrication Bench.

Most of the weapons need Plasteel, Components and Spacer Components.
thorman123456789 12. dub. 2024 v 18.36 
1.5?
Switchblade1337 27. led. 2024 v 6.40 
anyone else found the guns to look a bit too big
Gauchitooo 8. led. 2024 v 8.21 
no #Jörmungandr ;-;
McBeer89 17. lis. 2023 v 21.26 
the weapons in this mod feel a little over powered? was this mod meant to be over powered? or am i just finding these guns early off enemies so they feel powerful but arent later?
Gontex 10. říj. 2023 v 19.46 
Does this mod works with Combat Extended? :praisesun:
Timskywalker248 3. zář. 2023 v 8.12 
where is my DC-17m :(
Skype 24. čvc. 2023 v 17.49 
Please i need to know how to craft the weapons for my clone army
Skype 20. čvc. 2023 v 19.15 
how do i craft the weapeons
Ros[É] 27. čvn. 2023 v 19.37 
looks like the M-56 is using the wrong ingame sprite
Fhunter05 31. kvě. 2023 v 4.19 
Why I can't pickup any weapon with colonists
but if I gave them from start I can't move them
Kaiser Azura 14. kvě. 2023 v 18.03 
Where is the ammo???
Gauchitooo 10. kvě. 2023 v 16.24 
please put compatibility with CE mod
ChuckTaylor 12. dub. 2023 v 8.22 
How do you build the weapons because I could only find it in shops?
ZS Maeklos 10. bře. 2023 v 4.33 
Blaster bolts fired by weapons in this mod when using CE show up as transparent blue boxes.
Shepp 3. bře. 2023 v 12.32 
where can i find the ammo for the weapons??
Renkij 25. úno. 2023 v 15.03 
The last update has broken combat extended compatibility.
Renkij 23. úno. 2023 v 11.50 
Time for a new playthrough
Renkij 23. úno. 2023 v 11.49 
Sir, with this update you have deleted ALL my weapons, that I had stockpiled and distributed to probably more than 50 pawns
Rex 20. úno. 2023 v 9.40 
Hey, anyone knows what ammo the dc-15 uses for CE?
Trainwreck 7. úno. 2023 v 10.24 
Is there no longer a DC-17 The clone commando version
Emperors Champion Dragos 6. úno. 2023 v 19.18 
Thanks
Emperors Champion Dragos 6. úno. 2023 v 19.18 
Love the new update.
Lord_Hazanko 11. lis. 2022 v 13.19 
I get the error that the colonist does not have a hunting weapon equiped whenever I use the DC-15A rifle
ZS Maeklos 2. lis. 2022 v 0.12 
You're the man.
JangoD'soul  [autor] 1. lis. 2022 v 16.02 
i updated the mod, if keep giving you error re-subscribe to the mod
ZS Maeklos 30. říj. 2022 v 21.32 
Same issues as those below.
Grims 26. říj. 2022 v 13.51 
same issue as below
Dannynur 24. říj. 2022 v 13.03 
too
Karchedon 24. říj. 2022 v 7.01 
basically almost all weapons have this issue
Karchedon 24. říj. 2022 v 7.01 
hello, update to 1.4 have some errors related to sounds:

DC-15A_Blaster_Rifle_Shot sound is missing resolved grains and will not work properly. Report about it to [JDS] Star Wars BlasTech Industries devs.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
VFECore.Startup:CheckXmlErrors ()
VFECore.Startup:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch2 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Azellari 11. dub. 2022 v 6.12 
Does this work in multiplayer?
GURPS tamada 4. led. 2022 v 4.14 
Anyone know how can I make vanilla factions to use weapon from mods?
Meatshield 28. pro. 2021 v 0.49 
Hey Jango just thought i would check, would it be alright if i used your Mando armor/weapons in my mods description pics?
Gooby King 21. pro. 2021 v 12.23 
I will say, as hilarious as it looks it's a "bug". If you have oversized weapons active the heavy mando gun becomes so big it blocks out the wielder underneath. It renders over a space of tiles measured in double digits. I'd bring it down to 1.2 instead of 3.2.
AwesomeAlan1 16. pro. 2021 v 8.14 
@Hakapik, from what I gathered, that may be intended as the blaster fire basically closes any wounds it hits anyway, searing them shut.
Hakapik 5. lis. 2021 v 1.28 
Noticed that blasters don't cause any bleeding on targets, is this working as intended?
It's sorta fun to see how enemy pawns got blaster wounds all over them but not a drop of red, just lying there twitching until the infection of their wound finally got them LOL.
Comradebusman3 2. lis. 2021 v 23.06 
The weapons don't appear in the settings for the dual wield mod, which is a shame because who doesn't want to dual wield blaster pistols.