RimWorld

RimWorld

Thog's Guns - Lead and Powder Pack REPRIMED (ON HAITUS - SHOULD STILL WORK FOR 1.4)
33 Comments
LyNX_019 20 Jun, 2023 @ 6:21am 
Not sure why i can make flintlock with smithing research
but i need Gunsmithing research to make handgonne:S
EchoGrafix 15 May, 2023 @ 2:06am 
Old mortar cannot be placed down, constantly throws errors, debug spawn menu is also inaccessible, constant red errors, as well using repeater cannons added by the mod, claims to see issues with textures. The mod itself works.
hottt3 4 Feb, 2023 @ 4:38am 
Like :steamthumbsup:
CatDoge 19 Jan, 2023 @ 10:59pm 
Tested out some of the cannons and weapons, seems to be fine for 1.4.
baddest sumbitch on the road 7 Jan, 2023 @ 6:54pm 
1.4 my man unless it still works
BrokenDreams 8 Oct, 2022 @ 5:13pm 
PRIMED AND LOADEDDD
Frigglish 3 Sep, 2022 @ 11:33am 
Turret_ThogsOldMortar's turretGunDef is looking for Artillery_OldMortar, but the def appears to be Artillery_ThogsOldMortar.
Max Power 21 Aug, 2022 @ 6:07am 
Love this mod, but are ancients supposed to come out of cryptocaskets with flintlocks? Wondering if that's something on my end
ALE199 19 Aug, 2022 @ 6:16am 
Sorry
caninmyham  [author] 18 Aug, 2022 @ 8:33pm 
@ALE199-ITA Fixed it, no need to be so dramatic in the future when reporting issues lol
ALE199 18 Aug, 2022 @ 8:49am 
my man, please, let me fix code
ALE199 18 Aug, 2022 @ 8:46am 
and for the old mortar you require MORTARs research to have

in addition some of these ARE marked as Industrial
ALE199 18 Aug, 2022 @ 8:45am 
@Jackal and @caninmyham
Actually for some reason all the cannons require GUNsmithing to research.

You might wanna check the code
Velvet 20 Jun, 2022 @ 3:28pm 
I think it would be neat to have them need a research as an option, but in any playthrough that intends to go beyond medieval, frankly, needing to dedicate a research for it means you're honestly better off just working towards superior modern firearms. I find the same issue with VWE's black powder weapons: they just don't seem to be worth it unless you're using them for roleplay reasons. Making these available as early as smithing makes them a much more attractive option in tribal playthroughs without any tech lock, as you're going to be researching smithing anyway.
Jackal 1 Jun, 2022 @ 4:51pm 
Yup! You're right. I had something weird going with my save but I have no issues now. Just curious, is there a reason you opted to not have it something researchable? I feel like it should be something that needs to be worked towards for low tech playthroughs like the way VWE does it.
caninmyham  [author] 1 Jun, 2022 @ 9:03am 
@Jackal I don't believe they're defined as either industrial or medieval, so you should be able to craft them all in low tech playthroughs so long as you have smithing researched, though a single component is still necessary for crafting any gun other than the handgonne.
Jackal 31 May, 2022 @ 6:25pm 
Are these weapons considered industrial? Would there be a way to make them medieval tech instead for low tech playthroughs?
Wolfette 26 May, 2022 @ 12:29pm 
No Hellstorm Rocket Battery? Sigmar FORBIDES this! lol, great mod.
caninmyham  [author] 4 Apr, 2022 @ 11:57am 
@Xyllisa Meem Paradox Just smithing
Xyllisa Meem Paradox Station 3 Apr, 2022 @ 6:14pm 
How are these made? Are they unlocked by anything new or just smithing?
firespark84 2 Apr, 2022 @ 4:57pm 
along with standard non explosive round shot for more lowtech playthroughs
firespark84 2 Apr, 2022 @ 4:56pm 
also a non explosive but much more close quarters shotgun style canister shot would be really good for close range defence
firespark84 2 Apr, 2022 @ 4:54pm 
a cool addition would be a matchlock arquebus to bridge the gap between the handgonne and the flintlocks. a version of the handgonne that fires a single round would be nice from more realism and a bit more range, and some name changes for accuracy like "flintlock shotgun" being changed to blunderbuss and "flintlock carbine" being changed to flintlock musket, since carbines were shorter non bayoneted weapons used by cavalry. a carbine that is shorter and gives a bit of move speed would be cool, especially with giddy up compatibility.The rifle should be a much more expensive but more accurate version of the musket since rifling was only introduced to specialised firearms just before the Napoleonic wars. a firelance would also be cool for a very early melee cqc firearm
floo 2 Apr, 2022 @ 1:45pm 
does this have CE support?
Latex Santa 2 Apr, 2022 @ 2:49am 
This should be great for my roleplay Napoleonic-linear-tactics-plant-human-cannibal-clone-swarm-with-human-leather-armor-and-primitive-firearms game I'm planing.
DevilDog 31 Mar, 2022 @ 11:40am 
Hope it has a CE patch seemsquite cool
Jirnu 29 Mar, 2022 @ 4:59pm 
FUCK CE
LupineWitch 29 Mar, 2022 @ 12:36pm 
new texutres are lit, nice job!
5katz 27 Mar, 2022 @ 8:46am 
thanks for the quick reply, nice to know :)
caninmyham  [author] 27 Mar, 2022 @ 8:43am 
@5katz Just released an update with new tags, so they now have proper MedievalRanged tags to work in tandem with VFEM and their pawns should spawn with them reliably. Aside from that, they should occasionally show up in tribal and low-tier industrial raids.
5katz 27 Mar, 2022 @ 7:58am 
do these technically count as high value bows for the pawn generator? or rather do medieval soldiers and archers from VFEM spawn with these?
evil yaoi wizard 27 Mar, 2022 @ 7:54am 
chefkiss
Camalie 26 Mar, 2022 @ 9:14pm 
I was wondering what was going on with the delisted version of this mod since I got an update notice for it, excited to see this come up