RimWorld

RimWorld

TMC Armory - Community Pack
46 kommentarer
枯れたバラは 12. dec. 2022 kl. 12:29 
Update please 1,4
magic_boi 11. dec. 2021 kl. 21:06 
Oww didn't noticed haha, thank you author and great mod
Tittymcswaggy  [ophavsmand] 4. dec. 2021 kl. 2:34 
@magic_boi - most of the weapons here have already been moved to my more recent mod pack if you havent checked it out.
magic_boi 3. dec. 2021 kl. 20:19 
Gonna wait for the update on this. Real good mod packs thank you having real fun with ce with this
Gaz 14. sep. 2021 kl. 22:19 
Update plzz
Hans 6. sep. 2021 kl. 11:00 
You need to update all your mods :D
Timou 2. aug. 2021 kl. 3:50 
Update please 1.3
Healthy Life 23. juli 2021 kl. 10:26 
After CE update to 1.2.3.8, this mod is not compatible with it ;(
三个SG 30. juni 2021 kl. 3:01 
Why my weapon was disappeared when I crafted a new one? and the red word says can not load
items id.
yes0rpg 10. mar. 2021 kl. 15:14 
Hello
I would like to update a problem.
I order my pawn to craft a M249 LMG, but when it completed the gun didn't spawn in. I had this problem after I installed modular weapon mod. do you know how to fix it? thanks.
Generic Username 15. feb. 2021 kl. 17:10 
an issue I have run into. While crafting the MP133 shotgun, upon finishing crafting it the item just doesnt spawn in. It uses the resources and crafting costs, but wont give the gun itself.
Atomik Doctor 9. feb. 2021 kl. 14:20 
Instant updoot and sub anytime I see your work. Love it!
Tittymcswaggy  [ophavsmand] 30. jan. 2021 kl. 16:11 
@Ghost993514 - Sure, you can adjust the stats for your own use.
Ghost993514 30. jan. 2021 kl. 7:16 
Yeah, sure!

Would you mind if I were to mess with the CE portion of things on my end and sharing it with my buddies, do you?

I understand why you'd want to keep things simple, but I personally think that different guns should be a bit more unique, with attachments being the more cosmetic piece.

For instance, the Mk. 18 is more of a CQB rifle than an M4A1, but this isn't represented within your mod.

I just want to rebalance things a bit for us so it's a bit more viable, at least within CE.

I could take a look at the M4+GL in your AR pack if you'd like, see if I could get it working within CE.

Oh, and Girls' Frontline is great. I'd still have it on my phone if it didn't take up so much goddamn space. And as much as I hated SAO... the Hecate is a pretty slick rifle.
Tittymcswaggy  [ophavsmand] 30. jan. 2021 kl. 1:47 
@Ghost993514 - Thanks for the suggestion, currently all of the attachments have their value set just what you said with the exception of Suppressor and Muzzle brakes having different stats.
I do plan on simplified the stats on scopes a bit further along with stocks while still keep some exception on certain family series (for example , the AK series or attachments that are restricted to a specific gun/family).
As for the GL in my AR#1 pack , they dont use the same codes as modular so the thing wont work in CE nor I plan to try make it work in CE due the limitation of CE ( this is the main reason why I have to use Tinker`s Construct).
I will just keep balancing guns when feedbacks show it is required but overall I would try come up with a "Default" stats for each rifle type when the number of firearms get too large.
Ghost993514 28. jan. 2021 kl. 17:41 
Oh! And I'm not sure if you knew this, but your custom weapons have working grenade launchers. I didn't test your GL in your 'Assault Pack' of guns, so I'm not sure if that one works or not, though.
Ghost993514 28. jan. 2021 kl. 17:40 
I could help with testing and offer my thoughts on things like balance, if you'd like, at least on the Combat Extended front.

To make it easiest on yourself, I'd recommend making each most items 'cosmetic' in the sense that all sights of X type do the same thing.

Micro Dot Sights do something, Regular Dot Sights do this, Medium Range sights do that, Long Range Sights another thing.

That way, most of it's just copy+paste, but ultimately ends up being different versions of the same sights.

Again, I'd be glad to help when it comes down to crunching the numbers, helping with balance and the like.

Great mod overall btw, the only real issue I see is that the guns in your other packs look OP in comparison.
Tittymcswaggy  [ophavsmand] 28. jan. 2021 kl. 17:21 
@Ghost993514 -The weapon modding feature will be put into other weapons packs once I got time , I added some in here to see if the base stats are balanced enough yet before replacing the original guns with new textures and stats. As for balancing the attachments themselves, because the fact that alot of different stats are being applied on I just can`t balance everything out which right now I`m considering making all attachments just cosmetics with some exceptions.
Ghost993514 28. jan. 2021 kl. 16:36 
I love the idea of custom weapons, and I understand why your TMC Armory weapons aren't compatible, but why did you add in rifles here that aren't compatible?

They're cool and all, but aren't really balanced with the customization, at least in Combat Extended. This also goes for your other TMC Armory weapons.
BestToasterNA 24. jan. 2021 kl. 15:48 
AA12 should be in this pack
Ted 23. jan. 2021 kl. 5:16 
TMC does not seem to work on these weapons
oxycodone 11. jan. 2021 kl. 3:36 
love if u could add a black aac honey badger to the mod
Aus 26. dec. 2020 kl. 12:51 
Any chance you could add the L-85 A1 and A2, and a SUSAT, and an FN Minimi (AKA the L110A2)?
Maeday97 25. dec. 2020 kl. 23:32 
Me, looking at one of your m4s: this dude has to play tarkov
Also me after reading the whole mod's description: CALLED IT!
yes0rpg 21. dec. 2020 kl. 15:07 
This is a nice mod, love it!
But compare to guns from Rimmu Nation, I don't know if I should call your guns "guns of mercy" LOL. I mean the 50 cal from your mods usually end up destroying enemies' limb before a kill shot, instead, the 50 cal from Rimmu Nation almost always one-shot enemy, including mechanoids.
Tittymcswaggy  [ophavsmand] 15. dec. 2020 kl. 16:16 
@The Unbidden One - I think now you can use the customization because apparently this whole time I didnt realized the patch that enable it wasnt working.
The Unbidden One 15. dec. 2020 kl. 12:36 
@Tittymcswaggy hey i see you took on my suggestion to put some tacticool accessories on some of the default weapons without needing tinkers construct that is much appreciated thank you for the awesome mod.
Tittymcswaggy  [ophavsmand] 13. dec. 2020 kl. 6:36 
@Bufu69 - Is this about the report your made ? I have fixed the issue.
Bufu69 13. dec. 2020 kl. 6:06 
where is the repo or changelog, i need to revert the last changes
Malikyte 5. dec. 2020 kl. 15:21 
Oh wow, a KS-23. Don't see many of those in weapon mods. Well done.
Dat cat 3. dec. 2020 kl. 4:13 
@Tittymcswaggy Oh okay, cool, also I think it would be cool if you made the Kalashnikov bluetooth shotgun output power somehow or maybe use power to get some extra features. Like somehow using it as a coms thing.
Tittymcswaggy  [ophavsmand] 2. dec. 2020 kl. 16:04 
@Dat cat - I don`t think there is a competition here.
Dat cat 2. dec. 2020 kl. 15:24 
Nice Kalashnikov bluetooth shotgun
Dat cat 2. dec. 2020 kl. 15:22 
Hey mc, I feel like there's an arms race going on between TMC and Gun Nut, is this true.
Tittymcswaggy  [ophavsmand] 29. nov. 2020 kl. 16:56 
@Daai - This mod is a collection of suggested weapons , not an All in one pack .
E-ON 29. nov. 2020 kl. 16:40 
is this mods like all the TMC gun in just 1 mod fodder?
RedDrake704 27. nov. 2020 kl. 10:29 
Please add PPSH-41 & SVT-40
Max Havoc 26. nov. 2020 kl. 16:03 
@The Unbidden One Have you tried putting it in a stockpile? That works for me.
Moth 26. nov. 2020 kl. 9:08 
mp compatible?
Tittymcswaggy  [ophavsmand] 25. nov. 2020 kl. 23:04 
@The Unbidden One - I have been hearing issue with weapons defs not working , this is probably issue with Tinker Construct. I really cant tell what mod this is not compatible and most likely will be hard for me to provide a patch.
The Unbidden One 25. nov. 2020 kl. 22:32 
@Tittymcswaggy i'm clearly doing something wrong, clicking on the empty icon just gives me a prompt that nothing is there, i have the AUG equipped ive also tried with it unequipped and in the pawns inventory nothing comes up maybe its a load order issue or a mod incompatibility.
Tittymcswaggy  [ophavsmand] 25. nov. 2020 kl. 21:50 
@The Unbidden One - You need to click on the empty icon on the right of the assemble menu , ofc you need to have a gun before doing that inorder to start modding.I should make a better tutorial later on
And I might make a different textures for non-accessories weapons, current still figure how I should handle this
The Unbidden One 25. nov. 2020 kl. 21:01 
Trying to use the TMC accessories with these weapons but no joy, is it that the modular system doesnt work with CE? i right click on the machining table and select assemble weapon but there're no options in the menu beyond the default, longsword, pilum, crossbow and knife, am i missing something? also is it possible just to make default tacticool versions of the weapons that cant be changed for folks who don't want to mess around with tinker's construct?
Ayameru 25. nov. 2020 kl. 17:52 
MY MAN mass releasing mods, God bless you :steamhappy:
Floodedolive1 25. nov. 2020 kl. 15:05 
fallout new vegas sniper NICE
Motho 25. nov. 2020 kl. 13:42 
love all your shit man. wonderful sprites and you work incredibly quickly