RimWorld

RimWorld

[JDS] StarWars - Armory
196 kommentarer
Timskywalker248 16. juli kl. 8.28 
1.6 please
N16H7M4RE 15. juni kl. 5.12 
1.6?
Abu Bakr al-Baghdadi 14. apr. kl. 13.32 
Has CE isues
LetTheMossReclaimYou 2. apr. kl. 15.23 
All images are broken
flipflapflipidi 2. mars kl. 8.28 
pls, make guns a bit smaller :/
Clairdren 25. feb. kl. 10.47 
@phatkok more likely its an issue with imgur
phatkok 18. jan. kl. 0.57 
pictures arent loading, is mod broke?
OJ SHRIMPSON 11. jan. kl. 19.39 
sadly mod dosent work anymore
the pies belong to me 5. juli 2024 kl. 13.36 
im going to become a horror byond compershesion with these
Etiological Myth 27. apr. 2024 kl. 9.23 
Huzzah!
FadingBrick 21. apr. 2024 kl. 15.40 
1.5 PLLLLLLLLLEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
John the Gamer 17. apr. 2024 kl. 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. apr. 2024 kl. 18.36 
1.5?
Switchblade1337 27. jan. 2024 kl. 6.40 
anyone else found the guns to look a bit too big
Gauchitooo 8. jan. 2024 kl. 8.21 
no #Jörmungandr ;-;
McBeer89 17. nov. 2023 kl. 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. okt. 2023 kl. 19.46 
Does this mod works with Combat Extended? :praisesun:
Timskywalker248 3. sep. 2023 kl. 8.12 
where is my DC-17m :(
Skype 24. juli 2023 kl. 17.49 
Please i need to know how to craft the weapons for my clone army
Skype 20. juli 2023 kl. 19.15 
how do i craft the weapeons
Ros[É] 27. juni 2023 kl. 19.37 
looks like the M-56 is using the wrong ingame sprite
Fhunter05 31. mai 2023 kl. 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. mai 2023 kl. 18.03 
Where is the ammo???
Gauchitooo 10. mai 2023 kl. 16.24 
please put compatibility with CE mod
ChuckTaylor 12. apr. 2023 kl. 8.22 
How do you build the weapons because I could only find it in shops?
ZS Maeklos 10. mars 2023 kl. 4.33 
Blaster bolts fired by weapons in this mod when using CE show up as transparent blue boxes.
Shepp 3. mars 2023 kl. 12.32 
where can i find the ammo for the weapons??
Renkij 25. feb. 2023 kl. 15.03 
The last update has broken combat extended compatibility.
Renkij 23. feb. 2023 kl. 11.50 
Time for a new playthrough
Renkij 23. feb. 2023 kl. 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. feb. 2023 kl. 9.40 
Hey, anyone knows what ammo the dc-15 uses for CE?
Trainwreck 7. feb. 2023 kl. 10.24 
Is there no longer a DC-17 The clone commando version
Emperors Champion Dragos 6. feb. 2023 kl. 19.18 
Thanks
Emperors Champion Dragos 6. feb. 2023 kl. 19.18 
Love the new update.
Lord_Hazanko 11. nov. 2022 kl. 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. nov. 2022 kl. 0.12 
You're the man.
JangoD'soul  [skaper] 1. nov. 2022 kl. 16.02 
i updated the mod, if keep giving you error re-subscribe to the mod
ZS Maeklos 30. okt. 2022 kl. 21.32 
Same issues as those below.
Grims 26. okt. 2022 kl. 13.51 
same issue as below
Dannynur 24. okt. 2022 kl. 13.03 
too
Karchedon 24. okt. 2022 kl. 7.01 
basically almost all weapons have this issue
Karchedon 24. okt. 2022 kl. 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. apr. 2022 kl. 6.12 
Does this work in multiplayer?
GURPS tamada 4. jan. 2022 kl. 4.14 
Anyone know how can I make vanilla factions to use weapon from mods?
Meatshield 28. des. 2021 kl. 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. des. 2021 kl. 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. des. 2021 kl. 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. nov. 2021 kl. 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. nov. 2021 kl. 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.