RimWorld

RimWorld

Cyberpunk [1.0]
83 kommentarer
Mlie 8. aug. 2022 kl. 13:45 
itasaka 6. feb. 2022 kl. 9:06 
yeah cyberpunk 2077 sure was revolutionary.
вкидмастер 1. okt. 2021 kl. 21:47 
:csgogun::Burn:
вкидмастер 1. okt. 2021 kl. 21:47 
0_0
UshioNoa 17. aug. 2021 kl. 2:59 
1.3?
Popo Bigles 30. maj 2020 kl. 13:49 
Many good memories with this mod. Glad I experienced it.
starfaller 23. mar. 2020 kl. 6:58 
Love your mods. I hope one day we will get an update. Well Done.
AcetheSuperVillain 21. mar. 2020 kl. 14:11 
I also hope this and the faction mod get updated to 1.1. I could do without the range change on pistols and shotguns though, it just makes them useless.
starfaller 20. mar. 2020 kl. 12:49 
Great job on this Mod. Maybe if the stars are right you will make a 1.1 version. I'm going to try and see if it works as is, but great work!
Gnox 22. feb. 2020 kl. 13:20 
Hello Darque, will you be keeping this mod updated ?
Darque  [ophavsmand] 17. okt. 2019 kl. 14:15 
Emperors, I was thinking to expand by adding CP's drugs into the game. No timeline on this, as I am not actively modding at this time.
Emperors Champion Dragos 16. okt. 2019 kl. 17:15 
Will this possibly be expanded in the future? Not enough Cyberpunk on Rimworld!
test 13. okt. 2019 kl. 5:57 
i thought it adds jam to all guns not just mod guns ok thank you
Darque  [ophavsmand] 2. okt. 2019 kl. 13:40 
Lights, in the xml files, try changing the reliability element for each gun to NA. That would set the chance to jam to 0%.
test 2. okt. 2019 kl. 1:19 
how can i delete reliability by editing mod files
Darque  [ophavsmand] 1. okt. 2019 kl. 22:09 
crgzero, I did make this mod around Friday Night Fire Fight rules. Good eye.

To all, at this time, I am not working on any changes to this mod. I might in the future, but no promises.
And no, I am not removing reliability, as I feel it adds to the mod, that sometimes, guns jam. Again, I took the reliability rules out of Friday Night Fire Fight.
crgzero 1. okt. 2019 kl. 15:23 
I would like to add, that if you want to use this mod with other mods, build your mod pack around this mod. I LIKE this mod, so don't get me wrong, but it doesn't cooperate well with other mods, to many to list so as I mentioned, build around this mod. Don't add it to a mod pack with a lot of other content mods unless you're ABSOLUTELY SURE it's not going to be an issue.
crgzero 1. okt. 2019 kl. 15:20 
I see people commenting on the guns being stronger than vanilla, but the armor being weaker. I can't comment on whether the author meant that or not, but as someone who played Cyberpunk extensively in the past, in a round about sorta way it kinda fits with the "Friday Night Fire Fight" rules of Cyberpunk where you're not a bullet sponge and you can die.

The mod is not OP in and of itself, but you can make it so with some planning, by end game as with, pretty much every other mod on here, planning and end game you can be a cybernetic beast easy.
test 24. sep. 2019 kl. 5:13 
can you remove reliability
Fungus Kreeman .$ 23. aug. 2019 kl. 10:27 
Hey there.

I was wondering if you could make this mod work with XND's Proper Shotguns , so that the shotguns added by this mod feel like good ol' buckshot.
August "Valkyst" Tannenbaum 5. juli 2019 kl. 2:38 
Wake the fuck up, tribal, we have a colony to burn.
Kimiza 27. juni 2019 kl. 3:28 
@velcroboy333 on its own, if used without too many other mods, it's got a strange sort of ballance. Armors are universally weak, at or bellow vanilla levels- weapons are significantly stronger, combat with folks using these weapons ends up far deadlier which can be fairly unfun given the weird way weapon balance was(or wasn't as it were) designed.
velcroboy333 5. juni 2019 kl. 8:06 
Before I add this, looking back at the comments, it seems this mod might be considerably OP. Anybody have any input about that?
velcroboy333 4. juni 2019 kl. 21:10 
Oh man, I've been looking for something along the lines of Shadowrun or Akira(really I just want the bikes.) I will be checking this out soon!
CROnologiHEIST 2. juni 2019 kl. 5:57 
Ah this mod isn't compatible with the kijin model
Kolljak 8. apr. 2019 kl. 14:36 
that MGS greyfox face.
Klortoly 23. feb. 2019 kl. 18:51 
I like the mod as well, but can you make it so that the guns dont insta-kill a soldier with every body part replaced with bionics?
Aladar 12. dec. 2018 kl. 14:58 
Hello, I like this mod alot, however when I load it, I am seeing a host of Smelting errors, and the guns cannot be smelted ingame. An example of the error:

Config error in Gun_ASA460_CP: has smeltProducts but has smeltable=false
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Deuce 29. okt. 2018 kl. 2:15 
shame, i understand that, but im using over 5 other mods (3 more in queue, still in b19) with weapons and other features, that do not change vanilla, they balance their mods to fit game. so you action exclude other mods, in that case i have to uninstall your mod, but if you ever make per vanilla balance, i will beck, thanks! and regards
Darque  [ophavsmand] 28. okt. 2018 kl. 20:58 
@g0jira I based the stats of the weapons on the Cyberpunk RPG source material. In order to balance it a bit, I changed the damage code so that the damage values in the xml is the maximum damage. I implemented a random number generator to randomly lower that amount on hit.
The range values are also based on the source material. In the CP2020 game, for example, a pistol can fire 50 meters, while a sniper rifle can fire 800 meters. I have reflected that in the mod weapon stats. I also modified the vanilla weapon stats with the mod to make them similar to the guns that the mod adds.
Deuce 28. okt. 2018 kl. 18:56 
also: i have checked stats of all weapons, and they are OP. too high range, too high dmg. compared to other mods and Vanilla
Deuce 28. okt. 2018 kl. 17:12 
nice mod, but change range of snipers, 100 range is way too much,
Darque  [ophavsmand] 24. okt. 2018 kl. 22:44 
Mod updated to 1.0 :D
Deth 23. okt. 2018 kl. 2:54 
i wanna try this out real bad. can the melee weapons be made with diffferent resources (steel, plasteel, uranium and etc) or are they set to use specific ones?
FelyaChan 17. okt. 2018 kl. 13:06 
Literally waiting only for this mod to be updated to 1.0 to play RimWorld
firefan43 8. okt. 2018 kl. 16:03 
makes sense. thanks for keeping it on your to do list!
Darque  [ophavsmand] 8. okt. 2018 kl. 9:33 
Looking at the latest news, I will wait for the 1.0 release of Rimworld on 10/17 before I start working on the next version of this mod.
firefan43 4. sep. 2018 kl. 12:48 
understood! hope all goes well and I will be patiently waiting. Thanks!
Darque  [ophavsmand] 4. sep. 2018 kl. 11:16 
Yes, but it will take a bit. Expect an eta of late Oct/early Nov due to personal life events.
firefan43 4. sep. 2018 kl. 5:01 
are you going to .19 this? I love this mod.
crgzero 30. juli 2018 kl. 1:08 
MIght want to consider adding in seperate work benches, the gun bench (what I call it) is overloaded. I like the mod though, wish I could find some folks to play Cyberpunk with at home, or even some Mekton Z (also made by R. Talisorian)
yyy888444a 5. juli 2018 kl. 12:48 
Why does it keep showing tons of warning about smeltable=false???
firefan43 7. juni 2018 kl. 17:40 
Balaclava - please lower whatever value it has. The toons will wear horrible low% balaclavas over superior helmets.

Trenchcoat - the heat of these coats is killing people of heatstroke.
Darque  [ophavsmand] 12. maj 2018 kl. 15:00 
@SapperChief,
I have not had any issues with Prepare Carefully, unless it is something new. I haven't played Rimwold for the last couple months, as I have been pulled in other directions.

@michael-maryn,
Nothing new to report in regards to CEE right now. I'll post something when significant progress is made, but it may be awhile.
Spook/y 11. maj 2018 kl. 23:35 
@Darque I have a issue using this mod with Prepare Carefully is there a incompatibility issue??
Michael-Maryn 10. apr. 2018 kl. 18:12 
hey, i was wondering whats the current status with the Combat Extended Edition, i love using Combat Extended and would love to use this mod in conjunction with it.
Darque  [ophavsmand] 1. apr. 2018 kl. 21:33 
@Meridia: I'll look into it. Thanks.
Reeber 31. mar. 2018 kl. 9:17 
Is it just me or is Arasaka 3-Shot ridiculously overpowered? It's reuseable like normal guns, does as much damage as doomsday rocket launcher... and has practically infinite range.
Cigg 3. mar. 2018 kl. 20:36 
@Ogliss Hey there; I did try to find in files with notepad++; strangely enough it didn't show up. Which is why I asked about lol