RimWorld

RimWorld

Local's CE Machine Guns and Rifles
Local  [developer] 27 Sep, 2024 @ 6:32am
on Balancing, Issues and so on
tell me about balance ideas, issues you're encountering, recommendations and so on
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Showing 1-6 of 6 comments
Planar_Snake 28 Dec, 2024 @ 2:31pm 
Hello, dear developer! Thank you for your mods! They are really very well made, the game immediately becomes more interesting and even a little more difficult. I have a few questions.
1) Some weapons use a different cartridge than their real prototype. For example, PM uses 9x18, AKSU-74, Vagan, Type - 88, TOZ - 81 - 5.45x39. At the same time, there is a weapon that uses its own unique cartridge, which is not used anywhere else. I had the idea to add a mod setting that simplifies the ammunition system so that the weapon can use a historical/non-historical cartridge of the player's choice.
2) Some weapons, such as Luty, MP-18, SKS, Sten, cannot be produced. I just didn't understand a bit, is this such an idea, or will recipes be added in the future?
Local  [developer] 28 Dec, 2024 @ 10:02pm 
Originally posted by Planar_Snake:
Hello, dear developer! Thank you for your mods! They are really very well made, the game immediately becomes more interesting and even a little more difficult. I have a few questions.
1) Some weapons use a different cartridge than their real prototype. For example, PM uses 9x18, AKSU-74, Vagan, Type - 88, TOZ - 81 - 5.45x39. At the same time, there is a weapon that uses its own unique cartridge, which is not used anywhere else. I had the idea to add a mod setting that simplifies the ammunition system so that the weapon can use a historical/non-historical cartridge of the player's choice.
2) Some weapons, such as Luty, MP-18, SKS, Sten, cannot be produced. I just didn't understand a bit, is this such an idea, or will recipes be added in the future?

1) I felt like 5.45 is not noticeably different enough from 5.56 (or 9x18 and 9x19 for that matter) to warrant the additional bloat in the menus, while unique cartridges like the G11's 4.73mm are part of the weapon's "character". I'd love to add a whole lot of mod settings, but unfortunately that is beyond my ability at this time. That is my reasoning anyways, and if it's an issue I will change them to their real-world calibers.

2) They are intended to be special loot obtained from raiders, or bought from traders(hence its mostly cheap stamped or very peculiar guns). I thought that'd give them some special novelty, but I understand why it might be an awkward system and I am considering reverting them to be normal, craftable weapons.

Thank you alot for your feedback and feel free to elaborate further, if you have other concerns.
Planar_Snake 30 Dec, 2024 @ 11:26am 
Thanks for your reply. I agree that the addition of unique raider weapons has made the game more interesting.
BadOaks 8 Mar @ 12:26am 
Heya Local! First off, I really, really enjoy these guns! The artwork is gorgeous, and I love the custom sound effects as well. Really awesome mod!

I found a texture conflict between this mod and Combat Extended Armory. Specifically, I initially had CEA after this mod in the load order, and noticed the SKS from this mod both had the CEA texture and was aligned weird when carried by a pawn.

It seems the SKS has the same texture path in both mods, so one is going to end up overwriting the other. And given your mod's folder setup and generic texture file names ("SKS.png") I'd guess there's a good chance of more such conflicts out there.

Up to you what to do about it, if anything, but I wanted to give you a heads up.
Local  [developer] 8 Mar @ 4:05am 
Originally posted by BadOaks:
Heya Local! First off, I really, really enjoy these guns! The artwork is gorgeous, and I love the custom sound effects as well. Really awesome mod!

I found a texture conflict between this mod and Combat Extended Armory. Specifically, I initially had CEA after this mod in the load order, and noticed the SKS from this mod both had the CEA texture and was aligned weird when carried by a pawn.

It seems the SKS has the same texture path in both mods, so one is going to end up overwriting the other. And given your mod's folder setup and generic texture file names ("SKS.png") I'd guess there's a good chance of more such conflicts out there.

Up to you what to do about it, if anything, but I wanted to give you a heads up.

Noted, this will be fixed in the next update.
EliotXII 17 Jul @ 1:37am 
I really like the look of the guns, congratulations
but I think the firing speed of the Scar-H could be around 550 to 600RPM
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