RimWorld

RimWorld

Local's CE Guns
74 kommentarer
Sanakara 14 okt @ 23:01 
@Rat Boy thx for the hint. I will take a look for that. But it would just work with locals guns, right?
Rat Boy 14 okt @ 20:58 
@Sanakara There are a few of the 'battle rifle' guns that will allow you to use rifle grenades, I think the G3, FAL, and M14.
Sanakara 13 okt @ 15:19 
anyone knows how to use those rifle grenades? have no clue and they have no information telling anything.
Jan2607 3 okt @ 12:07 
There is no single fire mode for the HK G11? According to (German) Wikipedia it has single fire, 3-shot-burst and auto.
A Ghost 28 sep @ 18:14 
What's gonna happen with the 1.5 mods?
Celia 28 sep @ 10:02 
cool!
Local  [skapare] 27 sep @ 20:14 
I wont be adding movie weapons to this mod. But it might return in some form, I have no plans for it atm tho...
5150 27 sep @ 19:40 
Do you think it would be possible to bring back the F44 from the old Local's CE Guns mod as one of the unique weapons? I used that weapon extensively back in 1.5. It was powerful, looked amazing, and had great sound. It was incredibly satisfying to use it to take down the Anomaly creatures. Honestly, I think it's too good to just discard. The design and the configuration really show how much care was put into it.
5150 27 sep @ 18:21 
Finally!!! Nice update!!
crockett 22 sep @ 7:29 
@Helltorm901 Yeah I had apparently been sleeping on shotguns in CE for early game and had been using bolt actions instead. My current run has no emp yet but even with just slugs 3 guys with shotgun took out multiple insect hives and a few mechs in some ancient dangers I raided.
crockett 22 sep @ 7:21 
@Local, ok thanks for the suggestion. I'll look at the RPG's I haven't tried those yet.

@Yarrow, in my experience you can run both together or turn either off. Since 1.6 I was just running Local's gun mods because the CE team was still working on their versions. If you run both together you will likely have some duplicate guns but shouldn't cause any issues.
Yarrow 22 sep @ 2:44 
Are we meant to run this mod with the CE armoury mod made by the CE team?
Hellstorm901 21 sep @ 19:45 
@crockett If the EMP shotgun rounds are damaging hediffs (Body parts) on the Mechanoid then probably yes due to the way Rimworld allocates damage
Local  [skapare] 21 sep @ 17:43 
AT Launchers are your best bet. You mentioned the NLAW, if you're using my Launchers mod then I recommend the M1 Gustaf or the RPG-7: the Gustaf has great range with its bipod, and the RPG-7 is fast to aim. Both can reliably 1-2 shot Centipedes and are pretty cheap to build (you'll be spending the most on their ammo).

I wouldn't bother with grenade launchers against heavy mechs.

In this mod (Guns) the mounted GAU-19 gun will absolutely melt Centipedes.
crockett 21 sep @ 17:27 
@Hellstorm901 yeah I have the SciFi pack as well, but I was looking for a mid game option as I start getting Centipedes well before getting to the Spacer Weapons. As far as the EMP, will they actually kill a Mecs in CE? I did notice when using shot guns on my support pawns loaded with EMP the EMP rounds were causing damage. Can you actually kill the mecs with the EMP rounds alone?
Hellstorm901 21 sep @ 10:00 
@crockett Local made a SciFi weapons pack for 1.6 that adds in weapons which might help you with Mechs
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3530875373
Hellstorm901 21 sep @ 9:58 
@crockett Mechanoids are designed to be more challenging in general in Combat Extended as you are fighting things which don't feel pain and would realistically only go down if they were obliterated or had vital components destroyed

I believe in CE you are meant to use explosives, EMP weapons and energy weapons to fight them
crockett 21 sep @ 9:52 
Question to either the author or others who use this mod. Does anyone have a suggestion on what guns to use vs the larger centipedes? I've tried a few of the sniper rifles paired up with the AP-I ammo and perhaps you could eventually take down a single centipede here or there the damage is far from what you'd need to take on larger groups.

It seems when using the launchers the NLAW is pretty consistent at killing them, but it's only a 1 shot, then the pawn has to go get another. That's fine for a base defense where you can have a close by stockpile but not when you are attacking somewhere.

What are people using when having to deal with the later mid game and beyond when you start getting lots of big mechs?

(I'm only using the Local's Gun, launcher and turret mods just to keep the game simple with out 500 guns)
Local  [skapare] 17 sep @ 3:10 
That isn't going to change
Vril 17 sep @ 2:47 
This mod would be perfect if this issue is resolved. Also the issue is with texture sprites - they have different orientation that what 90% other gun mods add and vanilla, being diagonal instead of horizontal.
Vril 17 sep @ 2:46 
Why are you not patching the guns that are already added by CE Guns and Armory? You will get duplicates like for example SKS or P90. Look at GTEK mod, he patches those guns with his own textures.
Soflanc 5 sep @ 20:53 
This MOD excels in every aspect the gun sounds are very good, the firearms mechanics are realistic, the selection of firearms added is excellent, and the research tab is fantastic too. As far as I know, this is undoubtedly the #1 firearms MOD for RimWorld.
Antheatre 4 sep @ 21:03 
love the 'not vanilla' gun sounds, keep modding!
and +1 with 20mm 14,5mm heavy and 9x39 and 4.3
Hellstorm901 4 sep @ 18:01 
@Local I get what you mean about handguns in CE due to how penetration works so until you feel like adding in a lot of handguns for the hell of it maybe you could do some iconic handguns such as a Desert Eagle, the Golden Gun from James Bond (And give it some stupidly powerful calibre)

Also could I make two stupid recommendations fitting our new Odyssey update. The Morita Assault Rifle from Starship Troopers and the Pulse Rifle from Alien (But which fires 45 ACP and its description mocks you for expecting it to fire "10×24mm Caseless" when it's just a mocked up Thompson)
Dewa 3 sep @ 19:32 
They're under the existing manned turrets from CE, just click their icon and it'll show you the new turrets
elruben 3 sep @ 15:29 
where is the 5 manned turrets? it wont show up in dev mode
Retrogam3r_96 2 sep @ 17:49 
@Vril Local's CE Launchers has loads
Vril 31 aug @ 14:39 
Would be cool if we got more weapons for exotic calibers 20,25mm, grenade launchers for 40mm or 14.5/23mm AMR rifles.
Local  [skapare] 25 aug @ 11:32 
they use separate defnames so there shouldn't technically be any issues in that regard, you'll just get alot of duplicates, and the research tab will be a huge mess

the m82 will come back soon(tm)
Dewa 25 aug @ 11:25 
So should i uninstall this one if i want to use your current packs? really want an M82 available which isn't in this mod yet sadly
Local  [skapare] 25 aug @ 10:32 
No guarantee, pistols and pistol caliber things in general are very weak in CE.
There might be more sidearms at a later date but the focus is back onto rifles for now.
@local Thank you for your mods, I always play with it when I run a CE based modlist.
Will you add more pistols and revolvers like Glocks, S&W's M&P serie, Sig Sauer's P serie, CZ etc... ?
Retrogam3r_96 25 aug @ 10:23 
Wait the Rossi got stronger?! awesome
Local  [skapare] 24 aug @ 20:41 
I'll look into it
Retrogam3r_96 24 aug @ 17:43 
Would it be possible to patch ammo variety shotgun ammo and ammo variety grenade launcher ammo ?
Jmawn 22 aug @ 16:56 
Anyone else having an issue where most guns fire all ammo instantly? While the pawns have the weapon equipped I cannot see the weapon info, I think both of these problems are related.
Retrogam3r_96 16 aug @ 21:08 
@local awesome thanks for the good work and great mods
XXFQ007 16 aug @ 18:44 
@Not-Here 1.5 have old but split version, this is for 1.6 All in One.
Local  [skapare] 16 aug @ 16:37 
@Retrogam3r_96 I just added the Judge, which can use .410 shells.
Retrogam3r_96 13 aug @ 13:34 
Hey I know you just updated but next update could :steamthumbsup:we get something in 410 gauge because I can't find any goods mods for it and I've got a massive stock from all the MILTORs I keep killing
Antheatre 12 aug @ 5:02 
Just want to say, locking these guns behind categorized research is brilliant.
You could have a huge amount of guns without flooding the bill, cheers and keep the new stuff coming.
Dr.Thrax 12 aug @ 4:08 
Now the waiting of the other 1.5 to be updated to 1.6
Hellstorm901 10 aug @ 4:44 
@Hollow Light
This mod is 1.6, if you click the authors profile and then workshop you will see he's got a bunch of gun mods for 1.5 which compose the guns in this mod
|-Femboy Security-| 9 aug @ 20:36 
1.5 ?
T.T
Dewa 8 aug @ 21:40 
only thing I personally don't like with this mod is that the research for the guns are seperate from the vanilla research (blowback operation, precision rifling, etc)

Other than that, really nice Arsenal mod that isn't too bloated and pretty high quality
Animal 7 8 aug @ 3:12 
Ah, that is true. I may have just been blind.
EliotXII 7 aug @ 22:34 
@Animal 7 The SKS is there :steamfacepalm:
Local  [skapare] 7 aug @ 21:49 
?? Its right there
Animal 7 7 aug @ 14:32 
Also i'm a bit disappointed the SKS didn't make it over to this mod, because it's one of my favorite guns, and i have had trouble finding other mods with it, at least of the same quality which yours always have in excellence.
Animal 7 7 aug @ 14:29 
I had the idea that stamped rifles from the old mod could be produced as bulk recipes or something, Being about the price of 1.5 guns, for 2 gun with the same amount of work as one. To compensate for the fact they aren't that good.