RimWorld

RimWorld

Local's CE Machine Guns and Rifles
61 Comments
XXFQ007 14 Aug @ 5:06pm 
OK I just found... But I think some things have changed that made you decide to split the mod into two versions.
Local  [author] 14 Aug @ 3:56pm 
This mod wont be updated anymore, there is a replacement for it already up on my workshop page
XXFQ007 14 Aug @ 3:48pm 
we need update
EMENELO 29 Jul @ 6:49pm 
CE FOR LIFE ✌️✌️✌️
Local  [author] 28 Jul @ 11:19am 
The game only cares about 'defnames'(the internal name of each thing), which are certain to be different with each mod.
so... the game will consider them to be different items.

In short, you'll get duplicates. You'll have to manually remove the duplicates you want, or use a mod like cherry picker to disable them.
how does this interact with other mods adding the same weapons?
EliotXII 20 Jul @ 11:16pm 
1.6, plz
MANDRAC 20 Jul @ 2:37pm 
@CloakerM8 nice vitriol you got there m8
Animal 7 15 Jul @ 5:16pm 
the anti ce crowd is infinitely more annoying than the "does this work with CE" people (who aren't even that common anymore.)
SkookumGroolborn 12 Jul @ 9:45pm 
crybaby below
CloakerM8 27 Jun @ 6:09pm 
Someone should just steal these assets and make a Non-CE version. Fuck CE.
dr_rockzo 4 Jun @ 10:27pm 
This mod is going to make me fuck around, and use CE. This is probably the only collection I've seen that is closest to what I would make, if I were to make a gun mod.
Mintochondriac 29 May @ 3:49pm 
nvm turns out that a pawn TOTALLY 100% blind in both eyes has a hard time shooting a gun at long ranges, the problem was from the pawn being blind and not your wonderful mod.
Mintochondriac 29 May @ 3:21pm 
I’m having gun range isssues with the mod my colonists are only firing when the enemy is a few meters in front of them
John DeWolf 23 May @ 6:28pm 
what about the panserbusche?
Local  [author] 22 May @ 2:18am 
The newest update has moved all submachine guns to the new dedicated Submachine guns mod.

Im sorry for the inconvenience this might be for some of your saves, I should've set it up this way from the beginning.
Local  [author] 21 May @ 3:27pm 
one day I may actually learn enough about coding to add that back as a mod setting
Animal 7 21 May @ 10:55am 
It's a bit unfortunate you had to change the naming, but i understand why, given how many were added.
Kerimt the fraud 16 May @ 4:22am 
hello can you make it compatible without CE?
Local  [author] 9 May @ 2:14pm 
I considered the power armor and stuff that you mentioned on the Turrets mod page but I think that is better left for other's mods to do better.
Avatar does have a few striking designs in their equipment; I like their personnel mech, like the AMP, which does look really cool. Maybe you should check Cyberpunk's arsenal of weapons too; they look ridiculous and have a cool factor at first but are surprisingly plausible.

And yeah, I think it's a good idea to have a new mod page dedicated to sci-fi weapons that you like since I saw in your other weapon mod you added quite a bit. Did you have a plan to add, like, powered armor or sci-fi military equipment into the mix?
Local  [author] 8 May @ 10:30am 
I'll be honest, I only went with the irons because I liked it better aesthetically lol, im not too interested in modern rl polymer guns.

I'll add it next time but It'll probably just get a silly sights efficiency value and a little extra range.

I've considered adding more Avatar guns, they've got alot of cool designs but maybe a proper dedicated mod would be better for that.
Glad you added more sci-fi guns like the Recom M69-AR from Avatar.

I also want to ask, are you going to add the XM7 variant that has the optics? I heard that their whole gimmick new cartridge and that they have this supposedly "aimbot" optic that aims for you, so only having the iron sight variants feels incomplete, but then again, having an optic that finicky is probably not a good idea either in the resource-scarce land of RimWorld.
Voodoo1 6 May @ 9:32am 
That fixed it :steamhappy:, maybe put that in the mod subscription so people don't spam the comments
Local  [author] 6 May @ 1:10am 
Hm, I recently updated the mod so that all guns would use their real names without the need for the patch mod, which has since been deleted.

Steam likely hasn't updated it on your end, it does that sometimes. Try unsubscribing then resubscribing to the mod (with rimworld closed).
Voodoo1 5 May @ 4:39pm 
is there any reason that they don't use their IRL names anymore? I enjoy the mod but it feels weird without it.
Xy | Felinae 5 May @ 1:23pm 
All the guns pretty much the same but its sure fire
晓山alreShan 30 Apr @ 10:42pm 
@СломаннаяПсихика No, as preview picture 1 top left corner "CE only"
@Local Can I use it without CE ?
Rooskie 26 Mar @ 3:00am 
Nice textures and good balance, not to mention pretty thoughtful selection of firearms :).
Still it'd be cool if you'd add mod option to enable or disable some guns to avoid clutter. Mainly because mod settings get synced like saves to steam cloud, otherwise one has to manually edit files each time.
Local  [author] 22 Mar @ 5:58pm 
Yes, they're intended to be crappy early raid weapons.
VatskiySas 22 Mar @ 3:26am 
Hi! For some reason some weapons, Luty for example, don't have quality. This looks weird, is it intended?
Valentine 15 Mar @ 11:04am 
Your weapon mods are my favourite on the entire workshop for their quality, variety and lack of bloat but there's a problem where many of the guns have a recipe but no "Created at:" making them uncraftable and almost unobtainable other than on raiders and traders.
Local  [author] 10 Mar @ 3:41pm 
If I had a clue about how to do it, I'd like to add a mod settings option to toggle each individual weapon between: "Show up in main research tab", "Show up in separate research tab" and "looted only" (or disabled altogether I guess).
I think separating them into different research is already a good stopgap, but whatever you do, don't add another workbench. RH2 Weapons is a must-have in my playthrough, but it adds standalone workbenches for each weapon category separate from the normal machining table.

Which is fine, but I have More Linkable installed and VFE—Production, which makes me able to use my resources to make a workshop that works almost 400% faster, while RH2 workbenches are stuck at 120%-ish, I think? It's infuriating, tbh.
Local  [author] 10 Mar @ 8:00am 
lol, I did just cut out ~5 variants of the AKM and AK-74 with different attachments at the last second, I've been trying to figure out a not-so-awkward way to introduce attachment variants.

I'll try to add more non-AK/AR assault rifles next.
Beg your pardon but if you play CE and do not end up with 30 variants of AK and AR platforms with slightly different stats, then you do it wrong.
Superb_noob 9 Mar @ 9:41pm 
Is it possible to convert similar gun to weapon style for reduce the bloat?
Local  [author] 8 Mar @ 11:57am 
I dug deeper and it does indeed seem to be a 5.56 weapon, I took 7.62 for granted given its link to the HK21 (I figured I'd make the more interesting looking yellow HK21 scoped thing over the base HK21), tho it is apparently closer with the HK23, which is also a 5.56 weapon. I'll correct it later.

Might have to make the HK21 as a separate weapon now.
I love how the GR9 looks; the dim yellow industrial color really speaks to me on a spiritual level. It took inspiration from either Half-Life 2 beta or The Division, right? I thought it was going to use 5.56 or even more whacked 9mm like a belt-fed MP5 instead of 7.62, but I guess it's based on G3 after all.


Anyhow, excited to see more from you :steamthumbsup:
Local  [author] 8 Mar @ 10:05am 
inb4 this mod reaches 100 guns
5150 8 Mar @ 8:41am 
Oh my god, awesome weapons keep coming out! I love it!
Asep_Hejo 13 Feb @ 3:43am 
do you have the spreadsheet for ammo type damages or more detailed stat?
Fuse 24 Nov, 2024 @ 6:42pm 
Gigachado! How about Calico M950A?
Animal 7 20 Nov, 2024 @ 5:07pm 
I love mods that keep things generic in the rimworld style! Thank you! This mod is one of my favorites on the workshop!!!!!!
AVNlover67 15 Oct, 2024 @ 10:56pm 
I want to use it but I don't use CE.
爱大狗 10 Oct, 2024 @ 9:57am 
Hello friend, I like this mod, is it in Chinese?
爱大狗 10 Oct, 2024 @ 9:56am 
nice
5150 27 Sep, 2024 @ 7:33am 
Nice update thank you!!!
Local  [author] 17 Sep, 2024 @ 7:45am 
I'll look for a way to make that toggleable, might take a bit to update the mod tho