RimWorld
[OUTDATED, READ DESC] Gtek's Combat Extended Arsenal
97 条留言
GrahammerTek  [作者] 7 月 9 日 下午 10:02 
The updated release has been posted on the workshop! See the description for the new link.
GrahammerTek  [作者] 6 月 30 日 下午 10:02 
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  [作者] 6 月 28 日 下午 5:34 
@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 6 月 28 日 下午 4:06 
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 4 月 15 日 下午 3:50 
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  [作者] 4 月 14 日 下午 12:18 
Combat Extended is still working on their side of 1.5, please be patient.
loopi 4 月 14 日 上午 9:45 
a vanilla retexture of this mod would look nice
MAx0N 4 月 12 日 上午 4:05 
1.5!!!!!
that bird guy 4 月 12 日 上午 12:07 
1.5?
Sketchystan 4 月 10 日 上午 4:34 
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  [作者] 4 月 7 日 上午 11:17 
@Ron - One of the updates replaced it with the longer barreled IBR model, since the IBW wasn't very useful.
Ron 4 月 7 日 上午 2:29 
Why in game we have SA-58 IBR <- but in steam writed SA-58 IBW? why
Smiley Face Killer 3 月 27 日 下午 9:46 
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  [作者] 3 月 27 日 下午 9:44 
@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 3 月 27 日 下午 9:26 
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 3 月 18 日 上午 7:58 
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  [作者] 3 月 15 日 下午 10:56 
@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 3 月 15 日 下午 10:38 
If it's not a secret, are there any large-scale changes planned for the mod for version 1.5?
GrahammerTek  [作者] 3 月 13 日 下午 2:46 
: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 2 月 12 日 下午 10:54 
Thanks, this'll help me round out against all the black powder weapons I now have
Duncanois 1 月 18 日 下午 3:37 
The best work is done with patience in mind. There's no rush :)
GrahammerTek  [作者] 1 月 18 日 下午 2:50 
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 1 月 16 日 下午 9:14 
Looking forward to the next update! :D
Sea salt_helper 1 月 14 日 上午 5:33 
glad to see you keep updating
GrahammerTek  [作者] 1 月 1 日 下午 1:02 
@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 月 1 日 上午 7:54 
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  [作者] 2023 年 12 月 28 日 下午 10:23 
@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 2023 年 12 月 28 日 上午 10:45 
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 2023 年 12 月 15 日 上午 6:27 
also other way to balance it is by using a reinforced barrel as a crafting material
lajF 2023 年 12 月 15 日 上午 6:22 
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  [作者] 2023 年 12 月 15 日 上午 5:54 
@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 2023 年 12 月 15 日 上午 5:38 
is tyrannosaurus gun craftable or do you have to find/trade it?
Duncanois 2023 年 11 月 25 日 下午 3:26 
Oh okay, great! Thanks for the incredible mod btw :)
GrahammerTek  [作者] 2023 年 11 月 25 日 下午 3:12 
@Duncanois - Yes, it has a night vision scope which does increase their night vision stat.
Duncanois 2023 年 11 月 25 日 下午 1:25 
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 2023 年 11 月 20 日 下午 12:39 
I think I'll just refuse to craft them until I research gunsmithing, that last comment made zero sense to me no offense
GrahammerTek  [作者] 2023 年 11 月 20 日 下午 12:03 
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  [作者] 2023 年 11 月 20 日 下午 12:01 
@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 2023 年 11 月 20 日 上午 11:45 
Thats fine and all but I dont even have gunsmithing researched yet that should be the minimum requirement
Holli 2023 年 11 月 20 日 上午 11:25 
@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 2023 年 11 月 20 日 上午 11:03 
"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  [作者] 2023 年 11 月 20 日 上午 10:18 
@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 2023 年 11 月 20 日 上午 9:27 
does this mod basically completely replace CE armory and ce guns?
Duncanois 2023 年 11 月 13 日 上午 2:21 
This mod is literally one of my must-have mods now. Great job on the amazing work :D
GrahammerTek  [作者] 2023 年 11 月 12 日 上午 10:31 
@BadOaks - Yep, my bad. I forgot to convert to kg. Glad you like the mod though!
BadOaks 2023 年 11 月 12 日 上午 10:16 
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 :^) 2023 年 11 月 6 日 上午 9:00 
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  [作者] 2023 年 11 月 1 日 下午 7:58 
@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 2023 年 11 月 1 日 下午 7:39 
Ok the issue is that the melee weapons are missing recipe maker fields.
John DeWolf 2023 年 11 月 1 日 下午 7:15 
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.