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[HRK] Gun Nut - Desert Tech Firearms
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Mod, 1.4, 1.5
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11.463 MB
15 mei 2021 om 5:11
12 apr om 2:45
18 wijzigingsnotities (weergeven)

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[HRK] Gun Nut - Desert Tech Firearms

In 1 verzameling van Harkon
HARKON'S GUN NUT COLLECTION
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[ko-fi.com]



WELCOME TO GUN NUT - DESET TECH FIREARMS!

This mod adds most of the catalog of the american firearms manufacturer Desert Tech, including the MDRX bullpup assault rifle, the MDRX .308 bullpup battle rifle, the MICRON bullpup PDW, the SSR bullpup sniper rifle and the HTI bullpup anti-material rifle.

This mod was funded by Brian B on my Modding discord[discord.gg].

Gun Nut is a mod series that focuses on giving the player the ultimate upgrades for real life and fictional weapons while trying to keep a vanilla feel in balance and artwork. This mod can be played in vanilla or with combat extended.












Desert Tech bullpups follow the same philosophy that you find in VWE - Quickdraw. These firearms allow you to quickly respond to sudden enemy encounters, as they allow you to reduce the aiming time to zero. There are drawbacks however - whilst these weapons fire a little bit faster than their vanilla counterparts, the cooldown after firing the shots is slightly increased.
  • Suppressed weapons will give a small boost to hunting stealth.
  • PDWs/Pistols/SMGs are usable with one hand (requires VEF or CE).
  • Sniper rifles only spawn on sniper pawns.
  • Heavy weapons reduce pawn movement in vanilla.

Camo/Texture settings


There is two ways to choose camos for your guns:
  • With the settings menu you can change, per gun, the "base" weapon texture. The benefits of this is that it gives you more control but all the "base" weapons will be changed.

  • With ideology styles you can change the texture of all the weapons crafted by the faction. This option is good for RP but it lacks the control of the first option.

  • Both options can be used at the same time without problem.

  • A mod that allows you to select more than 3 styles like Vanilla Ideology Expanded - Memes and Structures can help with the second option.





- This mod is compatible with Combat Extended.



Q: Can the mod be added to existing saves?
A: Yes.

Q: Can the mod be removed from existing saves?
A: Is never a good practice to remove mods from ongoing saves. That said, this mod is quite simple and you should be able to fully remove it if you do it properly.

Q: Where do I craft these new weapons?
A: At the machining table or at the fabrication bench if they are tagged as spacer, charged or something of the sort.

Q: Why does the recipe for some of the weapons requires chemfuel/wood?
A: This may only be a CE thing but It is because most of this weapons have plastic, polymer or wooden parts and I like to reflect that in the crafting cost of the weapon.

Q: Are the weapons properly balanced? (Vanilla)
A: I try to balance my weapons as good as I can, however, if you see any number that sticks out too much please let me know in the comments or join my discord[discord.gg] and I'll try to adjust it. Have in mind that weapons marked with the "commissioned" red tag are usually balanced by the commissioner and not by me which makes changing the values a little bit more tricky. You can also join my discord[discord.gg] to access the vanilla balance sheets.

Q: Are the weapons properly balanced? (CE)
A: Same stuff as in the previous question but this time around weapons should feel much more balance in general thanks to the ballistic system from CE and the rules it follows to balance weapons. You can also join my discord[discord.gg] to access the combat extended balance sheets.

[discord.gg]
Q: Where can I contact you for commissions, suggestions, etc?
A: If you want to commission some rimworld art or a mod I'm taking commissions, join my discord[discord.gg] for more info on how this works and send me a DM if you are interested to Harkon#9372. Do not add me on steam I won't accept friend requests from people I don't know.










Art and xml done by me, Harkon.

I do not claim any ownership of the sound files included in this mod.

Rimworld is owned by Tynan Sylvester.
CC BY-NC-ND 4.0 [creativecommons.org]

You may create patches or translation for this mod, as long as you do not re-upload artwork or code.

Do NOT upload this mod on other websites.


[discord.gg]
[discord.gg]
[ko-fi.com]

[www.paypal.com]
27 opmerkingen
Harkon  [auteur] 28 jun 2023 om 3:06 
Muzzle flash support is been added slowly to all my guns.
Wyrd 23 jan 2023 om 3:25 
As an alternative to disabling things in the mod options or adding the style to an Ideology, the mod "Craft with Color" lets you set the style of an item in the crafting bill
g0jira 14 jan 2023 om 3:34 
hi, i love your guns, any chance you could add patch for this? https://gtm.you1.cn/sharedfiles/filedetails/?id=2917732219
bromanguy 7 nov 2022 om 10:34 
Thank you for the update!
Harkon  [auteur] 7 nov 2022 om 4:05 
1.4 UPDATE
- Balance pass for both in vanilla and CE.
- New DT SSR in .338 Lapua Magnum.
- New DT HTI in .408 Cheyenne Tactical.
- New settings for camo selection.
- New camo selection using Ideology styles.
- Updated mod page infoGFX to reflect the changes.
lil snood 31 aug 2022 om 6:33 
finally my cannibal cultist can use a weapon made by people like themselves
Harkon  [auteur] 29 sep 2021 om 7:53 
1.3 UPDATE
- Report any stuff that I might have missed.
- You may get some harmless errors on first load.
- Some of the weapons in existing saves may disappear (use dev mode if you want them back)
- You will get a duplicate research project while I update the rest of the smaller gun nut packs.
- Included .dds textures for those of you using mods like graphic settings, should improve load time, quality and performance.
- Description will be properly updated at a later date.
- All Gun Nut mods now require Gun Nut CORE to work properly.
么 ELEMENT 么 20 sep 2021 om 7:35 
1.3 plz
Firestorm🗿 2 aug 2021 om 7:59 
All of Harkon's mods have been tested by others who say that it works fine with 1.3. Harkon is apparently short on time right now but will get round to what is most likely writing the few lines of code and duplicating files necessary to not throw an inconsequential red error upon game boot.
Timou 2 aug 2021 om 4:05 
Update please 1.3