RimWorld

RimWorld

[HRK] Gun Nut - Chapter #1
340 Comments
RaiderLeader666 3 Sep @ 10:04am 
@Lord Gecko get Rimsort, it's Rimpy but actually updated and maintained.
onemorecup 18 Aug @ 10:23am 
Patiently waiting over here. Thanks a lot for your work @Harkon, I really, truly enjoy your mods.
Harkon  [author] 25 Jul @ 1:32pm 
@Lord Gecko Rimpy is outdated/abandoned, this mod has not required Oversized weapons since 1.2 or whatever the update was that integrated that mod into vanilla.
Lord Gecko 23 Jul @ 11:02pm 
i have a question which might seem odd but why does this mod need Oversized weapons according to rimpy?
Poopi Skooper 18 Jul @ 10:11am 
Tank u sir.
Harkon  [author] 15 Jul @ 6:39pm 
is gonna take a while but I will update all my mods
AVNlover67 11 Jul @ 10:38am 
1.6 version?
AvRZaR 3 Mar @ 5:59am 
@tomcat.bird if you are using CE, then yes. And I also noticed that the Saiga only fires one shell.
tomcat.bird 7 Dec, 2024 @ 12:29am 
does the guns need ammo
Zaldy Co 16 Nov, 2024 @ 7:00pm 
I am also using CE btw.
Zaldy Co 16 Nov, 2024 @ 6:57pm 
Why does the Saiga only fires 1 shell?
Langostino Rodriguez 31 Oct, 2024 @ 1:46pm 
@ryangoslinglover306 I think it is pretty balanced, I am yet to encounter anything that breaks the balance with this mod while using CE, but that's my opinion.
Scelous 24 May, 2024 @ 12:27pm 
It feels like such a shame to have the art and sound for these guns, but I'm unable to use the mod due to balance issues. Harkon, could you please please rebalance the guns? I really want to use this mod.
hardbrocklife 21 Apr, 2024 @ 10:58am 
If fuds played video games, they would leave negative comments on this mod
Pyat 17 Apr, 2024 @ 8:18pm 
I added it to my game after mod updated to 1.5. Pawns complete crafting but when the progress bar reaches the end, no product is made and the pawn re-grabs the ingredients and starts crafting again and the process repeats. Theyll do it infinitely and never produces anything
ryangoslinglover306 24 Mar, 2024 @ 5:11am 
how balanced is this for CE? just asking some of the people who have actually used the mod
Frog 4 Nov, 2023 @ 10:13pm 
Will there ever be a integration with modularisation? It would fit, and allow you to upgrade existing weapons.
60threin 25 Oct, 2023 @ 7:01pm 
Can you get these gun other ways or only crafting? Ex: spawn with them from the start, buy them, take them off hostile pawns, etc
ChaMp0304 6 Sep, 2023 @ 3:54pm 
which of your mods do you recommend based on balanced weapons? Want to use most of you gun nut mods, but only if balanced well. should i avoid using this one?
Harkon  [author] 30 Aug, 2023 @ 2:11pm 
@Withy the 3 main gun nut chapters are due for a rebalance for some time now, no secret about that. Better balance was applied to all the other small gun nut packs and I've been recommending to not use cummunity chapter 2 or chapter 1 for some time now until the update is out.
Ash 30 Aug, 2023 @ 12:40pm 
the community pack and gun nut #2 pack are the unbalanced ones I should say. this pack is balanced though.
Ash 30 Aug, 2023 @ 11:44am 
"while trying to keep a vanilla feel in balance"

like most modded weapon packs, none of these guns in this gun nut mod are balanced or behave like their real world counterpart. The gm6 lynx one shot kills everything in game with assault rifle speed, but only has 30 range despite being a 50 bmg sniper rifle made for disabling helicopters and vehicles. it weighs 12 kg irl but only 7kg in game. It behaves like an assault rifle that shoots 50 bmg rounds in the game and my colonist got one shot by it with marine armor on without them being able to react.

Most of these guns are just blatantly op, theres no reason to craft the vanilla weapons at all if you have this pack enabled, and most of the guns cost the same amount to make as the vanilla weapons too. Also the market value of the weapons arent balanced either, so some raids are just easy raids with vanilla weapons, and other raids are extremely difficult, especially if you dont use the most powerful modded gun.
Foxtrot39 9 Aug, 2023 @ 5:08am 
Anyone else got the saiga animation being broken?

Like it hold it straight down when idle and sometime shoot from the magazine for me
Spürgelwürg 9 Jul, 2023 @ 9:12am 
@Harkon No problem. :)
Harkon  [author] 8 Jul, 2023 @ 8:22am 
@Spürgelwürg you patch was added on the last update, thank you.
Harkon  [author] 7 Jul, 2023 @ 4:17pm 
@Spürgelwürg would love to, feel free to send it on discord or something
Spürgelwürg 7 Jul, 2023 @ 5:36am 
Saw you are updating your newest mods with patches for the muzzle flash mod. I made some for Chapter 1 and chapter 2. Wanna have them?
Riddle 78 11 Feb, 2023 @ 6:29pm 
RimPy is insisting that Gun Nut Chapters 1 and 2 need the Enable Oversized Weapons mod,while your mod pages don't mention it. The game loads fine,however. Know what might be going on?
DreByte 15 Dec, 2022 @ 4:12pm 
hmmm I see... thanks for your time
Harkon  [author] 15 Dec, 2022 @ 1:15pm 
@DreByte yes those guns had their name changed but are the same as they always were. The mod is in the middle of an update, the description is outdated same for 2 chapter and community chapter
DreByte 15 Dec, 2022 @ 12:51pm 
I can't see or build the following weapons: AK-103, R700, M4A1 (There is a M4 CQR, but it's not quite the M4A1? more like a brother of the M4A1)

I can see and build: AB Arms MOD X (not listed in the description tho, it is the R700?), Archangel M1A, Saiga 12K, Bullpup PKP, Zenitco AK-105, ZevTech Glock 17, SA-58 L, Magpul AKM(is this the Ak-103?)

-Now I'm using devmode so consider all techs researched
-Now I realize that you created a tech called Attachments and Modifications where you out these weapons, still I can't see those weapons mentioned earlier
-CE is enabled
Harkon  [author] 15 Dec, 2022 @ 11:51am 
@DreByte what? in the SCAR mod I replace the VE SCAR here I'm not replacing anything, is all new.
DreByte 14 Dec, 2022 @ 8:23pm 
hi, I have a problem with this mod, it says it will replace the weapons that come with vanilla and CE with this gun nut versions but in my game it doesn't happens so, still I don't have problems with the FN SCAR chapter, all of those weapons are added and work correctly but the ones from this chapter 1 doesn't replace their original counterparts, any idea what I'm doing wrong?
Harkon  [author] 3 Dec, 2022 @ 4:39am 
Listen to the modder and not rimpy, rimpy needs to update the database when changes like this happen. The dependency from enable oversize weapons has been removed from all my mods.

Gun Nut ones require CORE and XML Extensions and thats it.

You can always double check in the ingame mod manager, it will tell you that that mod is not needed anymore.
Ultimate Eye 3 Dec, 2022 @ 4:17am 
Enable Oversize Weapon mod says its vanilla now, Rimpy telling me I need it though. Is the mod still necessary for these or will it break my game in half?
ketty 28 Nov, 2022 @ 3:02pm 
wow what a g. thank you harkon :)
bromanguy 28 Nov, 2022 @ 7:59am 
Thank you very much Harkon for your hard work!
Harkon  [author] 27 Nov, 2022 @ 11:18pm 
I pushed an update to fix errors in 1.4 so you guys can use it while I'm working on the proper update.
Blackjack [®…®] 25 Nov, 2022 @ 1:00pm 
I hope you are feeling better Harkon. Thank you very much for these awesome mods, they really add a lot to my rimworld games! Cheers.
Platinum Spice 24 Nov, 2022 @ 6:30am 
appreciate you harkon
Harkon  [author] 23 Nov, 2022 @ 8:50am 
Only the main chapters left, they are the bigger one and also the oldest. You guys have to understand cleaning code, new textures, sounds, fixes takes time and this is just my hobby.

Update is coming when is done, join the discord if you want to follow the process more closely.
vin 23 Nov, 2022 @ 8:11am 
Thanks Harkon! I see everything getting slowly added to the workshop! Much love sent your way!
JT Red Hood 21 Nov, 2022 @ 4:31pm 
any ETA?
K33industries 4 Nov, 2022 @ 2:57pm 
thank you very much the mods you´re making are super
Harkon  [author] 4 Nov, 2022 @ 6:48am 
Update is coming, be patient
K33industries 4 Nov, 2022 @ 3:52am 
i need those weapons please update ^^
bromanguy 3 Nov, 2022 @ 1:02pm 
patiently waiting for 1.4 version of the mod :)
ICoffee 22 Oct, 2022 @ 9:41am 
is this gonna be 1.4 compatible
WOOZEE 22 Oct, 2022 @ 5:44am 
Update to 1.4 please !
P_moT 21 Oct, 2022 @ 12:39pm 
@chingu I did a little testing, the weapons are craftable but they seem to not render in the hands of colonists, and there are no weapon firing sounds.