边缘世界 RimWorld

边缘世界 RimWorld

598 个评价
GTek's Arsenal 2.0 - Ultimate Survival and Colony Defense
19
3
2
6
4
7
2
3
   
奖励
收藏
已收藏
取消收藏
Mod, 1.5, 1.6
文件大小
发表于
更新日期
12.405 MB
2024 年 7 月 9 日 下午 9:00
12 月 13 日 下午 11:40
44 项改动说明 ( 查看 )

订阅以下载
GTek's Arsenal 2.0 - Ultimate Survival and Colony Defense

在 GrahammerTek 的 1 个合集中
GrahammerTek's Mods
15 件物品
描述


Tired of raiders showing up with the same old autopistol? Want a realistic gun mod with a little more "style"? Don't care about so called "Bloat? Then GTek has a supply of used, surplus sporting rifles with your name on it!

The calibers being listed in the screenshots is for CE users, but it also shows a good idea of how much damage they do. Note that certain weapons may appear too small or too large, as this was made with CE in mind which has its own weapon rendering system.

Known Issues:
For Combat Extended users: Due to the way that Rimworld detects mod files, having multiple versions of CE installed at the same time can lead to the CE patches not loading, causing guns to behave weirdly. If you have both the Steam version and the GitHub version of CE installed, you will have to delete one of them.



Q: Why can't I craft x weapon?
A: In order to cut down on taking up menu space, certain weapons which are simply cosmetic variants of the same gun or have extremely similar stats can only be found through trade or used by raiders. This also applies to civilian (semi-auto) variants of guns, weapons which simply would be extremely overpowered if they could be crafted for low cost, or weapons which aren't particularly useful in combat but could be fun to collect and spice up the typical raider loadout. With Vanilla Expanded Framework installed, you can remove these restrictions and make any gun you want by visiting the mod settings.

Q: Combat Extended Compatible?
A: Hell yeah it is.

Q: Why do my guns look weird?
A: Since this mod was made with Combat Extended in mind, certain weapons use CE's expanded rendering features to allow large guns to fit correctly on the colonist's shoulder. However, since vanilla doesn't have this feature this can cause certain guns (mostly very large ones) to look awkward when held. See last screenshot for examples.

Q: What happened to the melee weapons in the older version?
A: Since the melee side of the mod was mostly neglected, I decided to scrap them and save them for a separate release dedicated to melee. Expect to see it release, someday.

Q: Why did you decide to make this?
A: I only really made this mod so that pirate raids show up with more than just the same revolver every single time, and because for some reason every gun mod I've seen has that one gun that is super rare and exotic in real life with only like 0.5 of them made and in-game they show up in every raid. Plus, I've just noticed a strange lack of mods with guns that normal people actually use day-to-day. Instead, it's mostly military weapons and obscure prototypes, which I do love every once in a while, but I'm honestly just more interested in weapons I can legally own, which is why there's a larger emphasis on pistols and AR-15s here than any other workshop mod.

Q: May I make a suggestion?
A: Sure thing, though I have a very specific taste in firearms so don't feel too bad if it's not something I'm interested in.



Combat Extended
Muzzle Flash [Only with CE]
Vanilla Expanded Framework [For extra optional settings]


[ko-fi.com]

If you want to talk to me personally, contact grahammertek on Discord.
热门讨论 查看全部(1)
71
10 月 27 日 下午 5:05
置顶: Weapon Suggestions
GrahammerTek
274 条留言
Winchi <Ꙃ> 11 月 30 日 下午 2:07 
Please make more 5.45 options: AK-74. AK-74M, RPK-74 and CGNL-545
GrahammerTek  [作者] 11 月 27 日 下午 9:50 
I see, thanks for letting me know. Will be fixed next update.
Ferret With A Cat Hat 11 月 27 日 下午 1:14 
Minor issue, the SPAS-12 variants (sport and stockless) seem to be missing the research restriction so you unlock them with gunsmithing instead of gas operation like you do with the regular SPAS
GrahammerTek  [作者] 11 月 26 日 下午 1:27 
Yes
Zap_Ninja24 11 月 26 日 下午 12:47 
Can I use this mod without CE in my playthrough?
Dapper Dan 11 月 24 日 下午 6:23 
thank you
GrahammerTek  [作者] 11 月 24 日 下午 6:05 
I set them to uncraftable by default since they're basically identical to the Beretta M9A1. If you want you can disable crafting restrictions in the mod settings.
Dapper Dan 11 月 24 日 下午 4:10 
why cant i craft the beretta 92fs pistols?
Panthercat64 11 月 4 日 下午 9:16 
Oh... Okay, I thought that setting only applied to the CE team's specific gun mod.
Wow I really did miss it while it was in my face.
Alright, thank you.
GrahammerTek  [作者] 11 月 4 日 下午 7:03 
@Panthercat64 - Check the first screenshot, the second mod setting disables that.