RimWorld

RimWorld

[OUTDATED, READ DESC] Gtek's Combat Extended Arsenal
97 Comments
GrahammerTek  [author] 9 Jul @ 10:02pm 
The updated release has been posted on the workshop! See the description for the new link.
GrahammerTek  [author] 30 Jun @ 10:02pm 
Combat Extended has just recently gotten its 1.5 update, this is just me letting you guys know that I'll be posting the 1.5 version of this mod soon. Maybe 2 weeks.

If you're in the CE Discord server, the testing version for my mod is in the community-showcase tab.
GrahammerTek  [author] 28 Jun @ 5:34pm 
@TwentyFour24242 - Yes, there will be duplicates. I think only the Uzi and the Five-SeveN are in both, I plan to do something about that in another update.
TwentyFour24242 28 Jun @ 4:06pm 
hey quick question, if I have the CE armory installed with this mod will there be duplicated weapons? I.E. multiple types of FN 5.7?
Aebe 15 Apr @ 3:50pm 
I can't believe myself to see whole bunch of assholes asking for 1.5 of mod based upon another mod did not even prepared for 1.5.
GrahammerTek  [author] 14 Apr @ 12:18pm 
Combat Extended is still working on their side of 1.5, please be patient.
loopi 14 Apr @ 9:45am 
a vanilla retexture of this mod would look nice
MAx0N 12 Apr @ 4:05am 
1.5!!!!!
that bird guy 12 Apr @ 12:07am 
1.5?
Sketchystan 10 Apr @ 4:34am 
the inclusion of the FN 1910 is worth a favourite and a like from me lol

Praise be J.M.B. and may he rest in gunsmith heaven
GrahammerTek  [author] 7 Apr @ 11:17am 
@Ron - One of the updates replaced it with the longer barreled IBR model, since the IBW wasn't very useful.
Ron 7 Apr @ 2:29am 
Why in game we have SA-58 IBR <- but in steam writed SA-58 IBW? why
Smiley Face Killer 27 Mar @ 9:46pm 
My vote is for making the Kabar craftable if that helps any on making your decision lol
But thank you, I haven't made it far enough for precision rifling. Looking forward to it
GrahammerTek  [author] 27 Mar @ 9:44pm 
@Smiley Face Killer - The AK47 is craftable, under precision rifling. Kabar isn't since it has the same stats as the M9 Bayonet, which is craftable. I might end up making both of them craftable since they look so different, haven't decided yet.
Smiley Face Killer 27 Mar @ 9:26pm 
Is the Kabar and AK47 craftable and I'm just not seeing it, or is it one of the uncraftable things?
Cause I wanna load my guys up with those (newish colony, super slow research speed here) but I'm not seeing the kabar under the smithy bench, so I assume you can't but I wanna ask any way
Senso 18 Mar @ 7:58am 
Yes, there are not enough grenade launchers in the mod, it would also be cool if duplicate weapons from your mod and official add-ons to CE were patched in the game, for example Uzi and Micro Uzi, which are in both mods, or AK47
GrahammerTek  [author] 15 Mar @ 10:56pm 
@Senso - There's a couple, I plan to merge the CE version with the vanilla combat version into the same mod, so I don't have to manage two separate posts. I will also add a mod option to remove the crafting restrictions for the weapons (so people can finally make the Tyrannosaurus rifle if they
really wanted to).

Other than that the mod will be the same as it ever was, though expect some new guns for roles that this mod currently doesn't cover so much, like machineguns, explosives, anti-materiel rifles, etc. The specifics are a secret.
Senso 15 Mar @ 10:38pm 
If it's not a secret, are there any large-scale changes planned for the mod for version 1.5?
GrahammerTek  [author] 13 Mar @ 2:46pm 
:UAC: This mod will be getting re-released separately for 1.5, after CE updates.
This version will stay up for 1.4 users.
justiceforjoggers 12 Feb @ 10:54pm 
Thanks, this'll help me round out against all the black powder weapons I now have
Duncanois 18 Jan @ 3:37pm 
The best work is done with patience in mind. There's no rush :)
GrahammerTek  [author] 18 Jan @ 2:50pm 
It might be a while before the next update, since there is a lot of stuff I am trying to remake. I might actually end up re-releasing the mod and combine it with the vanilla version, as it would make development much simpler. Just be patient with me.
Duncanois 16 Jan @ 9:14pm 
Looking forward to the next update! :D
Sea salt_helper 14 Jan @ 5:33am 
glad to see you keep updating
GrahammerTek  [author] 1 Jan @ 1:02pm 
@fred - Thank you, happy new year to you too. I do plan on adding more "power creep" weapons, though I want to be careful with what I pick. I can't say too much about which ones I wanna add specifically, but just know that more higher-tier weapons are coming.
fred 1 Jan @ 7:54am 
First of all, have an amazing year. Second, are you planning on adding more "power creep" variants of the current weapons in the near future? like you did with the SA58.
GrahammerTek  [author] 28 Dec, 2023 @ 10:23pm 
@5150 - Thank you. I can understand you well. Since this add-on is mostly focused on real-world weapons, fictional/movie firearms will be added into a separate add-on in the future. I am currently working on that.
5150 28 Dec, 2023 @ 10:45am 
Hello nice mod. I'm using it well. I have an inquiry. Do you have any plans to add the m41 pulse rifle used by uscm marines in the movie alien? I'd like to see the m41 interpreted in your style

I'm using a translator, so I'm sorry if it sounds rude or awkward to me.
lajF 15 Dec, 2023 @ 6:27am 
also other way to balance it is by using a reinforced barrel as a crafting material
lajF 15 Dec, 2023 @ 6:22am 
oh aight, thanks for quick reply. i got drop pod ammo for it and was wondering if something is bugged in my game cuz i couldnt find it in research tab. i agree it would be way overpowered if you could craft it lol. tho i guess you could balance it out by damaging the shooter aswell from sheer amount of recoil, lets say if a pawn with shooting lower than 10 uses it he will get bruises or even fractured bones. but thats just an idea i quickly came up with, im not sure how hard it would be to implement or if its even possible
GrahammerTek  [author] 15 Dec, 2023 @ 5:54am 
@lajF - You can only find it in raids or through trading, since if it was craftable it would be extremely powerful at a very low material cost. If you really want to get your hands on a lot of them however, there is a mod simply called "Make Anything Craftable" that let's you assign recipes to uncraftable weapons, which my mod has a lot of.
lajF 15 Dec, 2023 @ 5:38am 
is tyrannosaurus gun craftable or do you have to find/trade it?
Duncanois 25 Nov, 2023 @ 3:26pm 
Oh okay, great! Thanks for the incredible mod btw :)
GrahammerTek  [author] 25 Nov, 2023 @ 3:12pm 
@Duncanois - Yes, it has a night vision scope which does increase their night vision stat.
Duncanois 25 Nov, 2023 @ 1:25pm 
Are there any specific quirks with the NFWS? I see it requires optoelectronics as a prerequisite research before you unlock it (alongside precision rifling). Just curious if it does anything in specific like increasing a pawn's base night vision stat when equipped.
MagnusCerebrum 20 Nov, 2023 @ 12:39pm 
I think I'll just refuse to craft them until I research gunsmithing, that last comment made zero sense to me no offense
GrahammerTek  [author] 20 Nov, 2023 @ 12:03pm 
The whole point of the Luty SMG was to be a gun that anyone could make, even without knowledge of how firearms work, so I think it's fine how it is.
GrahammerTek  [author] 20 Nov, 2023 @ 12:01pm 
@MagnusCerebrum - It would probably make sense for the luty to require gunsmithing at least, but the automatic conversions are literally a block of plastic/metal wedged into it, so it shouldn't really require much research.
MagnusCerebrum 20 Nov, 2023 @ 11:45am 
Thats fine and all but I dont even have gunsmithing researched yet that should be the minimum requirement
Holli 20 Nov, 2023 @ 11:25am 
@MagnusCerebrum the switched tec9 and glocks require the guns themselves so they wouldn't require blowback operation, they're just guns with an addition to them
MagnusCerebrum 20 Nov, 2023 @ 11:03am 
"luty smg", tec9 automatic, glock 17 and 21 switched are all available as soon as machining is researched, please move to blowback operation research
GrahammerTek  [author] 20 Nov, 2023 @ 10:18am 
@DkPepper - I've heard some people tell me this is a good replacement for CE Armory, though there are a few things in Armory that aren't here. I don't use Armory so that's all I know. You'll still want to keep CE Guns though, I purposefully didn't add any of their guns here.
DkPepper 20 Nov, 2023 @ 9:27am 
does this mod basically completely replace CE armory and ce guns?
Duncanois 13 Nov, 2023 @ 2:21am 
This mod is literally one of my must-have mods now. Great job on the amazing work :D
GrahammerTek  [author] 12 Nov, 2023 @ 10:31am 
@BadOaks - Yep, my bad. I forgot to convert to kg. Glad you like the mod though!
BadOaks 12 Nov, 2023 @ 10:16am 
Just noticed the HCAR seems to be a little heavy at 12.07 kg. Is that meant to be in lb instead of kg? Quick google search puts the HCAR at 5.67 kg (12.5 lb) for the 20 inch barrel and or 5.33 kg (11.75 lb) for the 16 inch.

Fantastic mod btw! I'm really enjoying the variety it brings and looking up all the guns I find on raiders.
beef boss :^) 6 Nov, 2023 @ 9:00am 
Very nice and niche weapons that are not all in other CE mods, I was even adding the CMMG Mk9 on my own mod but nice to see someone add it before me.
GrahammerTek  [author] 1 Nov, 2023 @ 7:58pm 
@John DeWolf - That's intended, since those are meant to be improvised weapons that were scavenged by raiders. I have plans for more of them. That said, the tonfa would probably be nice to be able to craft anytime.

@Une ptite Tomate - Not really, other than try to use as many weapons using the same caliber as possible, so you don't have to worry about keeping 12 different ammo types in stock.
John DeWolf 1 Nov, 2023 @ 7:39pm 
Ok the issue is that the melee weapons are missing recipe maker fields.
John DeWolf 1 Nov, 2023 @ 7:15pm 
Are the pool cue, tonfa and crowbar supposed to be craftable? According to both cherry picker and autolinks there is a recipe but they don't show up on any workbench.