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Guns Galore X - Remote Weapons System
   
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Mod, 1.4, 1.5
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1.975 MB
8 Jan @ 6:49pm
3 May @ 7:26pm
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Guns Galore X - Remote Weapons System

In 1 collection by Slippin' Jimmy
Guns Galore
15 items
Description
Vanilla and Combat Extended supported.

Guns Galore X is a supplementary series that runs parallel to Guns Galore, mostly for weird or unusual packs and/or commissions that don't quite fit in the scope of the main mod.



This pack adds "Remote Weapon Systems" (aka AI-controlled, like vanilla) versions of Guns Galore turrets. They're probably overpowered, but are only available at the very end of the GG tech tree.

Supported packs: Cold War (UK), Cold War (Germany & Austria), Cold War (USA), Cold War (China & Vietnam).



Q: CE Compatible?
A: Yes.

Q: Where do I craft the weapons?
A: At the Galore Gunsmith Table (for old weapons) or the Galore Weapon Machining Table (for modern weapons.) These can be found in the Production tab.

Q: Where do I research the weapons?
A: Everything is unlocked via Guns Galore's own research tab.

Q: How do I make the turrets?
A: You have to craft the dismounted variation of the gun first. Yes, you can use the dismounted version as a weapon as well.

Q: What are the compatible mods?
A: There is currently built-in support for Muzzle Flash, Vanilla Weapons Expanded - Heavy Weapons, and of course, Combat Extended.

Credit:

Jicker / Slippin' Jimmy - Art, XML

Taranchuk - Weapon Switch functionality.

Vanilla Expanded Team - Multi-Verb system and settings patching functionality.

CC BY-NC-ND[creativecommons.org]
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25 Comments
Slippin' Jimmy  [author] 4 May @ 3:50pm 
@Tatu

The turrets are separate, so you can use both. The only change you’ll get is the recipe.
Tatu 4 May @ 3:40pm 
Hey, what happens if I activate this mod and the cold war one that contains the fixed weapon?
V.A.L. Commorby 17 Apr @ 8:33pm 
wow thats my fault, thank you for the fast reply!
Slippin' Jimmy  [author] 17 Apr @ 6:23pm 
@V.A.L. Commorby

Each of the RWS is in a dropdown. Click on the M134 or Barrett and you should see the other ones show up.
V.A.L. Commorby 17 Apr @ 5:44pm 
Am I missing something? I can only construct a RWS for the M134 minigun and a MRWS for the .50 cal BARRET, but not for anything else. I cannot find the rest of the RWS's in either the guns galore tab nor in the construction bench itself.
Slippin' Jimmy  [author] 7 Mar @ 12:55pm 
The only differences really show up in the projectiles - some of them are stronger, but some of them are weaker. The only thing I'd say that makes mods like this OP is the fact that I removed the steel reloading requirement.
Slippin' Jimmy  [author] 7 Mar @ 12:54pm 
@I'm Bad

In vanilla, I generally use the balancing values that either the base game or Vanilla Expanded team comes up with for its equivalents.
I'm not him 7 Mar @ 6:20am 
I personally like to trade for things or scavenge things from old bases. I can work through the tech tree to unlock them if need be though. Can never have too many turrets for base defense after all, especially with anti material/tank rifles. Also your weapon mods are well balanced and don't out shine vanilla weapons, unlike some other weapon mods that add real life versions.
Slippin' Jimmy  [author] 7 Mar @ 1:02am 
@I'm Bad

Not at the moment it would seem. I can update them to be sold by combat suppliers and faction bases.
I'm not him 6 Mar @ 11:29pm 
Are these obtainable via trading? If not that would be a cool addition.