RimWorld

RimWorld

Paramount Combat Armaments
204 Comments
Ryanisunique107 5 Oct @ 8:24pm 
can yall add the jetpack from jetpack joyride please
Vril 5 Oct @ 3:03pm 
Small correction in description - it's not 20x24 but 20x42.
Ev 28 Sep @ 8:51pm 
Ah, disregard my question - just saw you had mirrored it onto Steam and addressed it in a comment at that page. I missed it because I always downloaded it from your git link. Either way, very excited to see what you do next.
Ev 28 Sep @ 8:43pm 
Hey Samael! Have loved this mod since the beginning. You're the GOAT. Do you still maintain your CE fork?
SpiffyTacoSauce 27 Sep @ 7:08pm 
@Samael Gray Thanks! Love the mod by the way :)
elcapowalter5 27 Sep @ 4:43pm 
The weapons don't appear, can someone help me get or create them?:steamsalty:
Samael Gray  [author] 27 Sep @ 1:01pm 
Nope, no addiction.
SpiffyTacoSauce 27 Sep @ 11:15am 
Probably somewhere in the comments already, but does the Nanosuit cause luci addiction over time? Or no since it's "microdose"?
Samael Gray  [author] 26 Sep @ 12:05am 
I don't see why it shouldn't be already.
Amadeus 25 Sep @ 1:32pm 
is it possible to be compatible with deads man switch ?
copperhead5858 21 Sep @ 1:21pm 
my favorite industrial weapon is the rm338
Samael Gray  [author] 6 Sep @ 11:34pm 
No idea, unsub, resub and make sure you only have one instance of CE if you play with the mod.
Taullis 6 Sep @ 11:10am 
Most of the SD-ROW turrets aren't firing for me and don't show a weapon range. Under the info tab it shows very small ranges like 8 or 15. Info tab also shows bullet type in the verb calculations under range... I can't seem to find a source for the error. Tried unsub/resub, but no luck

Other mod turrets seem to function properly like the charge minigun, or gunpowder ones. Any thoughts?
Winchi <Ꙃ> 1 Sep @ 5:08am 
What about muzzle flash mod support?
Samael Gray  [author] 24 Aug @ 2:35pm 
@onemorecup Unsub and resub to the mod, I see a lot of other xml errors in your logs which can mean a bunch of corrupted mods in your list.
Winetoo 24 Aug @ 12:48pm 
THIS is what i wanted from every weapon mod i ever installed. The guns just FEEL good.
Thank you!
vanillaification 1 Aug @ 5:39pm 
no gau-19 turret :broken_heart:
Samael Gray  [author] 30 Jul @ 11:48pm 
The CX-12 fires in 2 round bursts...
Nick 26 Jul @ 7:45pm 
This is BY FAR my favorite armory content mod right now.

Having my bionically-enhanced super-soldiers carrying weapons that are 3x their size and fire 57x438mm AP-HE/Sabot rounds is so fun.

Also, in my opinion, THE best mod for outfitting Warcaskets.
Samael Gray  [author] 26 Jul @ 12:28pm 
It's all included and commented about in the weapon XML file. Character Editor should also display them, as an ingame method.
NUGGET 26 Jul @ 3:39am 
@Samael Gray how can i tell which weapon has which tag?
WhereTheChew 19 Jul @ 2:23am 
awesome, thank ye kindly
Samael Gray  [author] 18 Jul @ 11:29am 
It's already added in the last update.
WhereTheChew 18 Jul @ 9:07am 
have you added vac resistance to the armor or will you be adding it?
Samael Gray  [author] 17 Jul @ 11:24pm 
@-=Ice=- Consider using the Spacer Shields mod.

@Caustic Sarcasm Each weapon type/category in the mod has its own unique weaponTag you can use, that's how I distribute the weapons across the pawnKinds.
Caustic Sarcasm 17 Jul @ 4:39pm 
So Ive found a mod called total control that allows me to give factions access to modded weapons, having a bit of trouble though because I'd like to give access to all of PCAs armory, but PCA doesn't define its entire library of weapons under a definition, so I have to select weapons by their type (i.e. smgs, snipers) which is a lot of clicking to do for each faction. Anyone have similar issues?
Caustic Sarcasm 17 Jul @ 3:31pm 
How can I make enemies use these weapons, I haven't seen enemies use anything outside vanilla arsenal
-=Ice=- 16 Jul @ 3:28pm 
Great mod, Samael, I like it very much!
What do you think about adding some kind of ultratech melee shield, for use with spear, monosword, etc? Using it with CE's default shields is a bit weird.
Samael Gray  [author] 15 Jul @ 11:54pm 
Make sure you don't have two instances of CE in your mod folders, being the local and steam versions at the same time.
Coonlord 15 Jul @ 6:10pm 
hey there the mod look awesome however all my weapons seem to only sustain one caliber and 7.62x51 NATO
Gamesense0 6 Jul @ 5:22am 
I just discovered this mod yesterday and now just thinking of it makes me smile :lunar2019piginablanket:
Samael Gray  [author] 4 Jul @ 1:38pm 
1.6 compatibility is here, have fun!
Barteg 14 Jun @ 7:07am 
Good call on the 30mm handheld
Still the best weapons mod on the workshop
Ryanisunique107 12 May @ 4:24am 
FUCK YEAAAAHAH
Samael Gray  [author] 12 May @ 1:59am 
@Ryanisunique107 All of the previously unavailable weapons for the non-CE players are now craftable and buildable.
Samael Gray  [author] 5 May @ 10:56pm 
@eugh They are all craftable, check whether you have the required research projects unlocked or not. There are usually multiple for each weapon.
Ryanisunique107 5 May @ 9:36pm 
if i had to guess its in a different work bench
eugh 5 May @ 5:14pm 
Sorry if I'm blind and this has been stated, but are all the weapons craftable? I only see the charge weapons, and I haven't seen any research for the rest
Ryanisunique107 29 Apr @ 8:55am 
thank you
Samael Gray  [author] 29 Apr @ 3:23am 
It's not locking behind a certain mod, it's the limitations of the vanilla game that is unable to replicate what the weapon does with CE. Without CE it'd just be a gun that shoots a big boolet or explosion, not both.

But I've given some thought to the weapons that are CE-only and will do something about them.
Ryanisunique107 28 Apr @ 8:05pm 
why would you lock the coolest gun behind a mod i cant have :steamsad:
Samael Gray  [author] 28 Apr @ 10:17am 
It's the RX-40 charge RARC, only available with CE.
Ryanisunique107 28 Apr @ 4:13am 
what the name of that cool huge ass fucking rail gun looking gun in the 3rd picture
cybrex 25 Apr @ 2:54am 
Love this mod, but can you add H-12 charge HMG back, GX-12 is too heavy.
Samael Gray  [author] 18 Apr @ 10:31pm 
I'm aware of that issue and have implemented the solutions I could think of, and it still occurs for some people. Worst/Best part is that it doesn't happen with minimal mods so it might just be another mod messing things up.
Multi 18 Apr @ 6:27pm 
Hi! I'm sorry if someone else already asked this, but for some reason the ammunition is not craft-able in any work station and it caused a ton of other random ammunition to not show up either in work stations, even with all research done. It still exists and can be spawned in and viewed, just not manufactured. I have CE (1.4) and various other armament mods, but it seems to just be this one causing it, I'm a huge fan of the content and just hoping to figure out a fix, thanks!!!
Samael Gray  [author] 16 Apr @ 4:18am 
Small trivia: The GM6 Lynx is an anti-materiel rifle through and through and there are enough AMR style Lynx's out there so I decided to swap the high magnification scope on it with a holo sight, remove its bipods and give it an angled foregrip and you suddenly have a rifle that more resembles a battle rifle than an AMR. All for fun and having something high caliber and fun.
Max Havoc 16 Apr @ 2:25am 
I love the fact the Lynx is considered a battle rifle by this mod, I for one %100 agree with this designation
Sverd 28 Mar @ 9:53am 
Understandable, thanks for your work