RimWorld
[JDS] StarWars - Armory
196 comentarios
Timskywalker248 16 JUL a las 8:28 
1.6 please
N16H7M4RE 15 JUN a las 5:12 
1.6?
Abu Bakr al-Baghdadi 14 ABR a las 13:32 
Has CE isues
LetTheMossReclaimYou 2 ABR a las 15:23 
All images are broken
flipflapflipidi 2 MAR a las 8:28 
pls, make guns a bit smaller :/
Clairdren 25 FEB a las 10:47 
@phatkok more likely its an issue with imgur
phatkok 18 ENE a las 0:57 
pictures arent loading, is mod broke?
OJ SHRIMPSON 11 ENE a las 19:39 
sadly mod dosent work anymore
the pies belong to me 5 JUL 2024 a las 13:36 
im going to become a horror byond compershesion with these
Etiological Myth 27 ABR 2024 a las 9:23 
Huzzah!
FadingBrick 21 ABR 2024 a las 15:40 
1.5 PLLLLLLLLLEEEEEEEEEEEEEESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
John the Gamer 17 ABR 2024 a las 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 ABR 2024 a las 18:36 
1.5?
Switchblade1337 27 ENE 2024 a las 6:40 
anyone else found the guns to look a bit too big
Gauchitooo 8 ENE 2024 a las 8:21 
no #Jörmungandr ;-;
McBeer89 17 NOV 2023 a las 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 OCT 2023 a las 19:46 
Does this mod works with Combat Extended? :praisesun:
Timskywalker248 3 SEP 2023 a las 8:12 
where is my DC-17m :(
Skype 24 JUL 2023 a las 17:49 
Please i need to know how to craft the weapons for my clone army
Skype 20 JUL 2023 a las 19:15 
how do i craft the weapeons
Ros[É] 27 JUN 2023 a las 19:37 
looks like the M-56 is using the wrong ingame sprite
Fhunter05 31 MAY 2023 a las 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 MAY 2023 a las 18:03 
Where is the ammo???
Gauchitooo 10 MAY 2023 a las 16:24 
please put compatibility with CE mod
ChuckTaylor 12 ABR 2023 a las 8:22 
How do you build the weapons because I could only find it in shops?
ZS Maeklos 10 MAR 2023 a las 4:33 
Blaster bolts fired by weapons in this mod when using CE show up as transparent blue boxes.
Shepp 3 MAR 2023 a las 12:32 
where can i find the ammo for the weapons??
Renkij 25 FEB 2023 a las 15:03 
The last update has broken combat extended compatibility.
Renkij 23 FEB 2023 a las 11:50 
Time for a new playthrough
Renkij 23 FEB 2023 a las 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 a las 9:40 
Hey, anyone knows what ammo the dc-15 uses for CE?
Trainwreck 7 FEB 2023 a las 10:24 
Is there no longer a DC-17 The clone commando version
Emperors Champion Dragos 6 FEB 2023 a las 19:18 
Thanks
Emperors Champion Dragos 6 FEB 2023 a las 19:18 
Love the new update.
Lord_Hazanko 11 NOV 2022 a las 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 a las 0:12 
You're the man.
JangoD'soul  [autor] 1 NOV 2022 a las 16:02 
i updated the mod, if keep giving you error re-subscribe to the mod
ZS Maeklos 30 OCT 2022 a las 21:32 
Same issues as those below.
Grims 26 OCT 2022 a las 13:51 
same issue as below
Dannynur 24 OCT 2022 a las 13:03 
too
Karchedon 24 OCT 2022 a las 7:01 
basically almost all weapons have this issue
Karchedon 24 OCT 2022 a las 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 ABR 2022 a las 6:12 
Does this work in multiplayer?
GURPS tamada 4 ENE 2022 a las 4:14 
Anyone know how can I make vanilla factions to use weapon from mods?
Meatshield 28 DIC 2021 a las 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 DIC 2021 a las 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 DIC 2021 a las 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 a las 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 a las 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.