RimWorld

RimWorld

CE Black Powder Rifles (Manny edition)
24 kommentarer
flyfire2002 7 nov @ 10:40 
Is there a reason that these guns' Defs are inheriting from BaseMakeableGun instead of BaseHumanMakeableGun? The previous base def lacks tradeTags "WeaponRanged", making them not sellable to traders and to bases. Ditto the Blackpowder Revolvers (I didn't check but I'd imagine they have the same issue)
gamerjack606 2 dec, 2024 @ 22:12 
i will say this does need a flintlock pistol [insert your reasons why]
Brad Armstrong  [skapare] 4 feb, 2024 @ 10:41 
Its just a melee weapon
Super Seducer 3 feb, 2024 @ 20:31 
Is the bayonet used in this mod functional? Or is it just a themed melee weapon. It doesnt seem to be able to fit on any guns.
Casey Jones 9 jan, 2024 @ 22:11 
Ohhh this is what I was looking for! Thank you :)
trexxet 17 dec, 2023 @ 11:01 
i've made a patch to remove these cool guns from oogas boogas: https://steamproxy.net/sharedfiles/filedetails/?id=3115360054
Brad Armstrong  [skapare] 27 nov, 2023 @ 17:44 
tech industrial most likely, that tag is on the percussion guns
WarlordKandyman 26 nov, 2023 @ 3:00 
This is a long shot but im playing with medieval overhaul and some recipes show up on the anvil it replaces the smithy with but a lot stuff on normal smithy from this mod is missing. Anyone know why some is there and most is not ? is the tech industrial ?
Best black powder gun pack by far.
electronicT 8 okt, 2023 @ 3:53 
Hi sorry, absolutely love this mod, don't really feel like playing without it, but I can't seem to ind the standard musket ball in crafting menus which really limits my abilities to use other black powder weapon mods like the Guns Galore ones, just looking to ask if there is any way I could about fixing it whether it's a patch or something other.
-Thanks
Yaveton 1 sep, 2023 @ 0:42 
Hi, I love this mod, finally I don't feel like rushing Gun Smithing.
Got a few caveats about it:
Bullets seem to be too slow, I feel like they shouldn't be as slow as they are now, but deffo not as fast as smokeless ammo.
The tech of Gunpowder shouldn't give you ability to make "magazine" muskets/rifle, f.e. Ferguson Rifle - I'd say it should be locked behind Breach Loading tech, and the rifles with multiple loads in one barrel maybe as "Advanced Muzzle Loaders"?
So that after researching Gunpowerd I don't have a choice of either spending 1 component on a rifle that reloads in 10s and has 1 shot, or a rifle that has 4 shots and also takes 10s
Ya Boi Kal 3 jun, 2023 @ 21:12 
Really cool mod, btw. I was a big fan of the cap and ball revolvers. You got me wanting to get a Model 1858 carbine IRL.
Brad Armstrong  [skapare] 2 jun, 2023 @ 20:31 
Can only shoot ball IRL
Ya Boi Kal 2 jun, 2023 @ 18:31 
Any reason the Kalthoff repeater can't use conical musket balls or musket shot? Is that lore or just not a feature?
Brad Armstrong  [skapare] 25 maj, 2023 @ 14:38 
Mechanoids
Brad Armstrong  [skapare] 25 maj, 2023 @ 14:37 
It's more of a sniping tool for hitting mecanoids and turrets out of range
jinn in outer space 25 maj, 2023 @ 13:53 
belgian wall rifle. its not the worst thing but it takes so long for them to set up and fire the imperial pawn carrying them always dies. If its intentional thats cool too, I can see from a lore perspective everyone using the wall guns since theyre kind of like low maintenance anti material rifles. In that case I would love to see a damage buff to them. Given how big the calibre is and long it takes to setup and fire the damage is a little underwhelming.
Brad Armstrong  [skapare] 24 maj, 2023 @ 21:20 
What did you see spawn?
jinn in outer space 24 maj, 2023 @ 14:10 
any way to make it so they dont spawn on empire soldiers
jinn in outer space 20 maj, 2023 @ 13:46 
what was the update
KhanTheMad 12 dec, 2022 @ 8:29 
what research do these use
Brad Armstrong  [skapare] 28 nov, 2022 @ 13:03 
Maybe in a different mod
Dvoknr 28 nov, 2022 @ 0:25 
Any chance for guns like the Martini Henry or other popular guns?
理塘維新派純真丁一郎 6 nov, 2022 @ 6:44 
封面哈人
Gungrabbin' Obama 1 okt, 2022 @ 6:33 
ebin