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RimWorld => Mods => Releases => Topic started by: masterjamie9 on September 01, 2017, 04:22:14 PM

Title: [1.0] (v1.3.0) Rambo Weapons Pack
Post by: masterjamie9 on September 01, 2017, 04:22:14 PM
(http://i.imgur.com/fccDndp.png)

Oi you! Do you like a weapon packs that are way too big? Do you enjoy a bills tab so unreasonably large a scrollbar may be required to explore it? Do you like to have large amounts of variants on weapons because that one weapons pack you usually use just doesn't have the specific MP5 you want? Well have I got the mod for you.

Introducing Rambo Weapons Pack, containing a fuckhuge amount of weapons from real life. That's it. It just adds a lot of guns.

Compatibility
This mod modifies vanilla weapons. In the case you have another mod that modifies or removes vanilla weapons, you're going to come across some compatibility issues.
RWP has a CE compatible version now. The compatibility of this version with other weapon packs is unknown.

Plans for the future:
More guns

Feedback
The most important thing I currently need is feedback. Things like balance, if certain guns are overpowered or underpowered. Obviously some guns will always be better than others, but if a certain gun seems to dominates their stage in the game that's a clear sign of imbalance. An example would be if all other mid-tier guns are ignored over AK's, simply because they're cheap to produce. I may tend to do this, but that's my playstyle. I need feedback from other users to get a general sense if this is actually universal or just me.
Ofcourse, suggestions for new guns and all that is appreciated as well. It's always nice to have some attention.
You can post all feedback either in this thread or on the RWP discord.

Download
Version 1.3.0: Vanilla(1.0) | CE (https://www.mediafire.com/file/mxy2ic629j48djg/Rambo_Weapons_Pack_v1.3.0.CE.zip)(1.0) (Vanilla version not done yet)
Version 1.2.4: Vanilla (http://www.mediafire.com/file/657wf41stjz3q58/Rambo+Weapons+Pack+v1.2.4.zip)(1.0) | CE (http://www.mediafire.com/file/i5a3ifslf5w635h/Rambo+Weapons+Pack+v1.2.4.CE.zip)(1.0)

Older versions
Version 1.2.2: Vanilla (http://www.mediafire.com/file/45ypjv504vz4r16/Rambo_Weapons_Pack_v1.2.2.zip/file)(B19) | CE (Combat extended unavailable: CE didn't update)
Version 1.2.1: Vanilla (http://www.mediafire.com/file/1m26d7pwria6kv4/Rambo_Weapons_Pack_v1.2.1.zip)(B18) | CE (http://www.mediafire.com/file/02xicx50clbcdkl/Rambo_Weapons_Pack_v1.2.1.CE.zip)(B18) (CE 0.19)
Version 1.2.0: Vanilla (http://www.mediafire.com/file/81il832o5k169or/Rambo_Weapons_Pack_1.2.0.zip)(B18) | CE (http://www.mediafire.com/file/3euensnvgwkbo2q/Rambo_Weapons_Pack_v1.2.0.CE.rar)(B18) (CE 0.19)
Version 1.1: Vanilla (http://www.mediafire.com/file/u6ssfqu8tbp99ih/Rambo_Weapons_Pack_1.1.zip)(B18) | CE (http://www.mediafire.com/file/1c7qyopovz70557/Rambo+Weapons+Pack+v1.1.CE.rar)(A17) (CE 0.17)
Version 1.0: Vanilla (http://www.mediafire.com/file/4kx2t2s53ip7sgv/Rambo+Weapons+Pack+v1.0.zip)(A17) (Changelog (https://pastebin.com/LdJH9XdW))
Version 0.2: Vanilla (https://www.dropbox.com/s/3w4efe4elv6aq4v/Rambo%20Weapons%20Pack%20v0.2.zip?dl=0)(A17)
Version 0.1: Vanilla (http://www.mediafire.com/file/ossp30z761rxj15/Rambo+Weapons+Pack+v0.1.zip)(A17)

As usual, back-up your saves if your using the new version on a save with the old version.

Links:
Weapons spreadsheet (https://docs.google.com/spreadsheets/d/14Z028qPCNGVSagf1gpX6KMaJnilg5JvXG1A3hDXmdPs/edit?usp=sharing)
Discord (https://discord.gg/CKK9uHT)
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1125630361)

Some lazy screenshots:
(https://steamuserimages-a.akamaihd.net/ugc/911281789950233347/A49B23AF5835DF2FDDC4AFDAE1BBC3FC4BFF75C2/)
(https://steamuserimages-a.akamaihd.net/ugc/948472905609997439/0B34DEB958F9E36B15B9725CC3474A4C3C4924B9/)
Title: Re: [A17] (v1.0) Rambo Weapons Pack
Post by: kubolek01 on September 02, 2017, 10:06:41 PM
Are you sick?! Years to know what is good and what's not!
Title: Re: [A17] (v1.0) Rambo Weapons Pack
Post by: AseaHeru on September 20, 2017, 02:10:34 PM
 No sterling, but four(non suppressed) sten flavors? What is this madness?
Title: Re: [A17] (v1.0) Rambo Weapons Pack
Post by: Luckspeare on September 21, 2017, 12:54:54 AM
Wait, where is the CX4 Storm?!
Title: Re: [A17] (v1.0) Rambo Weapons Pack
Post by: masterjamie9 on September 21, 2017, 02:02:39 AM
All in due time. Currently, I'm busy fixing up a CE Patch for this.
Title: Re: [A17] (v1.0) Rambo Weapons Pack
Post by: werty112 on September 24, 2017, 01:37:44 PM
There *MUST* be that one weapon mod where my Super-EPOE-Colonist can't handle all guns at once. And This mod is compatible with HC mod?

*EDIT* (after instaling this mod, opens maching table bills) AHHHHHHHHHHHHHHHHH!!!! MY SCREEN BLEEDS!!!!!!
Title: Re: [A17] (v1.0) Rambo Weapons Pack
Post by: pickbullmister on September 25, 2017, 03:56:03 AM
hey. not bad, quite the selection of fine armaments! :)
it seems the Lebel Mle 1886 is missing or the MAS 36 (to have fun in the jungle with the MAT-49 against PPSH and SKS) other than that, congratulations, this is some crazy amount of choice we got now.

bravo! c'est du bon boulot.

Title: Re: [A17] (v1.0) Rambo Weapons Pack
Post by: masterjamie9 on September 25, 2017, 11:00:19 AM
Quote from: werty112 on September 24, 2017, 01:37:44 PM
There *MUST* be that one weapon mod where my Super-EPOE-Colonist can't handle all guns at once. And This mod is compatible with HC mod?

*EDIT* (after instaling this mod, opens maching table bills) AHHHHHHHHHHHHHHHHH!!!! MY SCREAN BLEEDS!!!!!!

Not sure what you mean by HC mod, but looking at your edit I presume everything ended up fine.

Quote from: pickbullmister on September 25, 2017, 03:56:03 AM
hey. not bad, quite the selection of fine armaments! :)
it seems the Lebel Mle 1886 is missing or the MAS 36 (to have fun in the jungle with the MAT-49 against PPSH and SKS) other than that, congratulations, this is some crazy amount of choice we got now.

bravo! c'est du bon boulot.

Thanks! By the way, the MAS-36 is actually in the pack, you may have missed it.
(https://i.imgur.com/EV7dW1A.png)

The lebel I've been considering it but I've been focusing on adding AR's and pistols lately. Besides that the pack still lacks a bit in shotgun variety (like a single autoshotty and a few semi-automatics) and anti-material rifles.
Title: Re: [A17] (v1.0) Rambo Weapons Pack
Post by: Luckspeare on September 25, 2017, 01:37:35 PM
Quote from: masterjamie9 on September 21, 2017, 02:02:39 AM
All in due time. Currently, I'm busy fixing up a CE Patch for this.

What??  These are magical words.  CE patch...  awesome.  Thanks much for your work.
Title: Re: [A17] (v1.0) Rambo Weapons Pack
Post by: werty112 on September 27, 2017, 03:37:38 PM
Quote from: masterjamie9 on September 25, 2017, 11:00:19 AM
Quote from: werty112 on September 24, 2017, 01:37:44 PM
There *MUST* be that one weapon mod where my Super-EPOE-Colonist can't handle all guns at once. And This mod is compatible with HC mod?

*EDIT* (after instaling this mod, opens maching table bills) AHHHHHHHHHHHHHHHHH!!!! MY SCREAN BLEEDS!!!!!!

Not sure what you mean by HC mod, but looking at your edit I presume everything ended up fine.

Quote from: pickbullmister on September 25, 2017, 03:56:03 AM
hey. not bad, quite the selection of fine armaments! :)
it seems the Lebel Mle 1886 is missing or the MAS 36 (to have fun in the jungle with the MAT-49 against PPSH and SKS) other than that, congratulations, this is some crazy amount of choice we got now.

bravo! c'est du bon boulot.

Thanks! By the way, the MAS-36 is actually in the pack, you may have missed it.
(https://i.imgur.com/EV7dW1A.png)

The lebel I've been considering it but I've been focusing on adding AR's and pistols lately. Besides that the pack still lacks a bit in shotgun variety (like a single autoshotty and a few semi-automatics) and anti-material rifles.

High Caliber mod
Title: Re: [A17] (v1.0) Rambo Weapons Pack
Post by: Dimbledorf on September 27, 2017, 04:28:30 PM
Could you consider adding the following guns:
Zastava M72 (LMG)
Zastava M48 (bolt action rifle)
Zastava M70 (assault rifle)
maybe like slightly better ak equivalents, perhaps add type 56 (the chinese ak) as the cheapest rather innacurate rifle
Title: Re: [A17] (v1.0) Rambo Weapons Pack
Post by: CrazyGamer313 on October 21, 2017, 02:52:33 AM
Id would be nice if you could add the RPG-7 or the Panzerschrek or like an grenade launcher
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: masterjamie9 on November 02, 2017, 06:10:46 PM
(https://i.imgur.com/QBVvopB.png)

Wow there's that CE update people been asking about. After a long while of going through all the guns and flooding NoImageAvailable with new ammunitions for CE it's here.
I've had some extra time to add some weapons with the update, I've mostly been adding weapons that people have suggested so far, though I haven't gotten to all of them yet. Along with that, there's the addition of a few heavy weapons, grenade launchers to be specific.
Along with that, I've listed all weapons in seperate XML files so that unwanted weapons can easilly be taken out.

Also there's no new vanilla version yet. I'll get to getting those new gats in the vanilla version sooner or later. I just want to get this one out.

Here's the weapons dumped into the post in quality fashion.

(https://i.imgur.com/dGpWHLJ.png)Taurus Raging Judge
(https://i.imgur.com/to2ybA2.png)Daewoo K2
(https://i.imgur.com/vaOB7bn.png)Howa Type 89
(https://i.imgur.com/Iyzzur5.png)Tavor TAR-21
(https://i.imgur.com/JuQibu8.png)Tavor CTAR-21
(https://i.imgur.com/osHMz7k.png)Zastava M70
(https://i.imgur.com/4nNkMp6.png)Zastava M70 A
(https://i.imgur.com/wmdO6q8.png)Mle 1886 M93
(https://i.imgur.com/mS196TZ.png)Magazine Lee Enfield
(https://i.imgur.com/8aruKaf.png)Cx4 Storm
(https://i.imgur.com/3kXJJk0.png)Sterling L2A3
(https://i.imgur.com/biSdZbK.png)SV-98
(https://i.imgur.com/bAwRBvW.png)Orsis T-5000 .338
(https://i.imgur.com/KPNkT9O.png)Chauchat Mle 1915
(https://i.imgur.com/zqvDMeN.png)M240B
(https://i.imgur.com/o4tilJt.png)M79
(https://i.imgur.com/qtqe8i1.png)China Lake
(https://i.imgur.com/v815Gdo.png)XM25 CDTE

Download is in the OP

I had to re-upload this three times as I kept noticing a gun being missing. Shame on me.
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: Robloxsina66 on November 02, 2017, 11:57:18 PM
Quote from: masterjamie9 on November 02, 2017, 06:10:46 PM
(https://i.imgur.com/QBVvopB.png)

Wow there's that CE update people been asking about. After a long while of going through all the guns and flooding NoImageAvailable with new ammunitions for CE it's here.
I've had some extra time to add some weapons with the update, I've mostly been adding weapons that people have suggested so far, though I haven't gotten to all of them yet. Along with that, there's the addition of a few heavy weapons, grenade launchers to be specific.
Along with that, I've listed all weapons in seperate XML files so that unwanted weapons can easilly be taken out.

Also there's no new vanilla version yet. I'll get to getting those new gats in the vanilla version sooner or later. I just want to get this one out.

Here's the weapons dumped into the post in quality fashion.

(https://i.imgur.com/dGpWHLJ.png)Taurus Raging Judge
(https://i.imgur.com/to2ybA2.png)Daewoo K2
(https://i.imgur.com/vaOB7bn.png)Howa Type 89
(https://i.imgur.com/Iyzzur5.png)Tavor TAR-21
(https://i.imgur.com/JuQibu8.png)Tavor CTAR-21
(https://i.imgur.com/osHMz7k.png)Zastava M70
(https://i.imgur.com/4nNkMp6.png)Zastava M70 A
(https://i.imgur.com/wmdO6q8.png)Mle 1886 M93
(https://i.imgur.com/mS196TZ.png)Magazine Lee Enfield
(https://i.imgur.com/8aruKaf.png)Cx4 Storm
(https://i.imgur.com/3kXJJk0.png)Sterling L2A3
(https://i.imgur.com/biSdZbK.png)SV-98
(https://i.imgur.com/bAwRBvW.png)Orsis T-5000 .338
(https://i.imgur.com/KPNkT9O.png)Chauchat Mle 1915
(https://i.imgur.com/zqvDMeN.png)M240B
(https://i.imgur.com/o4tilJt.png)M79
(https://i.imgur.com/qtqe8i1.png)China Lake
(https://i.imgur.com/v815Gdo.png)XM25 CDTE

Download is in the OP

I had to re-upload this three times as I kept noticing a gun being missing. Shame on me.

I had a lot of red errors blowing up in the text box when I activated this mod
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: masterjamie9 on November 03, 2017, 02:35:37 AM
Quote from: Robloxsina66 on November 02, 2017, 11:57:18 PM
I had a lot of red errors blowing up in the text box when I activated this mod

What are the errors you're getting? And what mods did you have activated?
I'm going to assume you have Combat Extended active as well the CE version obviously needs Combat Extended to function. If you don't, there's the issue.
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: rambo on November 03, 2017, 09:54:25 AM
yay i was waiting for this mod (username)
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: Robloxsina66 on November 03, 2017, 05:09:00 PM
Quote from: masterjamie9 on November 03, 2017, 02:35:37 AM
Quote from: Robloxsina66 on November 02, 2017, 11:57:18 PM
I had a lot of red errors blowing up in the text box when I activated this mod

What are the errors you're getting? And what mods did you have activated?
I'm going to assume you have Combat Extended active as well the CE version obviously needs Combat Extended to function. If you don't, there's the issue.
yeah I already got the combat extended working heres my mod configs

  <li>Core</li>
    <li>Superior-Crafting-Revived-2.0</li>
    <li>HugsLib</li>
    <li>CombatExtended-0.17.1.6</li>
    <li>20th CWM CE v8</li>
    <li>Rambo Weapons Pack CE</li>
    <li>The DOOM Kit - CE Compatible Version</li>
    <li>The Ghillie Suit - CE Compatible Version</li>
    <li>Marine Corps Kit - CE Compatible Version</li>
    <li>SAS Black Kit - CE Compatible Version</li>
    <li>Spetsnaz Gorka Kit - CE Compatible Version</li>
    <li>The UAC Kit - CE Compatible Version</li>
    <li>War Mongrels - Outfits</li>
    <li>Umbra Company - Outfits</li>
    <li>Additional Traits v2.2 [A17]</li>
    <li>Additional-Joy-Objects-17.21</li>
    <li>Agriculture</li>
    <li>ModListBackup</li>
    <li>ApparelGizmosFromComps-0.17.0</li>
    <li>ApparelloA17</li>
    <li>A17 Barbed Wire</li>
    <li>Brittle Pillar</li>
    <li>CameraPlus-master</li>
    <li>CentralizedClimateControl</li>
    <li>Clutter Furniture</li>
    <li>Clutter Hands</li>
    <li>Clutter Structure</li>
    <li>Clutter Structure_doorStuff</li>
    <li>Clutter Structure_Windows</li>
    <li>Cupros-Drinks-17.31</li>
    <li>DeathRattle</li>
    <li>Detailed Body Texture</li>
    <li>DontShaveYourHead_17.1</li>
    <li>Drug Overhaul</li>
    <li>Dubs Bad Hygiene</li>
    <li>Dubs Rimkit(Medkit)</li>
    <li>Dubs Skylight</li>
    <li>eatKenny-Industrialisation-0.17.0.4</li>
    <li>ED-Embrasures</li>
    <li>ED-ShieldsBasic</li>
    <li>EdBPrepareCarefully</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>ExpandedRoofing-master</li>
    <li>Extended Human Body Simulation v1.1.0</li>
    <li>Diseases overhauled v1.2.0</li>
    <li>Crafted Mutants v1.0.0</li>
    <li>ExtendedImmunityDrugs</li>
    <li>ExtendedStorage-ExtendedStorage3.0.1.1</li>
    <li>FashionRIMsta -A17</li>
    <li>Fences And Floors</li>
    <li>FNotAgain-Mod-master</li>
    <li>GeneticRim-1.2.1</li>
    <li>HeatMap</li>
    <li>Holy Washer</li>
    <li>Hospitality</li>
    <li>Increased Forest Density - Deadly Version V4.5 A17</li>
    <li>Infused</li>
    <li>JTFieldSurgery</li>
    <li>LED-Lights-Extended-1.1</li>
    <li>LT-DoorMat</li>
    <li>MapReroll</li>
    <li>MassGraves-0.17.1.0</li>
    <li>Mechanite Augmentation</li>
    <li>Meltdown</li>
    <li>Mending</li>
    <li>MF A17</li>
    <li>MiningCo. ForceField</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Incidents</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>TombWorld</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>More Sculpture</li>
    <li>MoreConsumables</li>
    <li>MorePlanning</li>
    <li>NamesGalore-master</li>
    <li>Nandonalt - Colony Leadership</li>
    <li>Preset-Filtered-Zones-17.02</li>
    <li>Psychology</li>
    <li>Quarry-17.39</li>
    <li>Realistic Night &amp; Weather</li>
    <li>ReconAndDiscovery</li>
    <li>Retro Joy</li>
    <li>RF - Configurable Maps</li>
    <li>RF - Consolidated Traits</li>
    <li>RF - Editable Backstories - Base</li>
    <li>RF - More Trait Slots</li>
    <li>RimFridge</li>
    <li>RunAndGun-0.17.1.5</li>
    <li>RW_FacialStuff-0.17.3.4b</li>
    <li>Save Our Ship</li>
    <li>Smokeleaf_Industry-1.3b</li>
    <li>SSLightningRod-master</li>
    <li>StackXXL</li>
    <li>Storage-Solutions-1.2</li>
    <li>SunTzu-RaiderTactics-0.17.0.1</li>
    <li>SupportBeams</li>
    <li>Surgery Kit</li>
    <li>Synthmeat</li>
    <li>T-ExpandedCloth</li>
    <li>T-MiscStuff</li>
    <li>T-MoreFloors</li>
    <li>T-RawCropThoughts</li>
    <li>Temperature Control</li>
    <li>TradingEconomy V1.4</li>
    <li>TradingEconomy V1.4 CE Patch</li>
    <li>VeinMiner</li>
    <li>WM Self Launching Pods</li>
    <li>zombieland-master</li>
    <li>[CDC] - Growable Resources Pack!</li>
    <li>P-Music</li>
    <li>[A15] Expanded Traits 1.4</li>
    <li>A15 MBS Faux Rock Wall v1.0</li>
    <li>Rimsenal_Hair</li>
    <li>Rimatomics</li>
    <li>JecsTools-1.0.5.3</li>
    <li>Star-Wars---The-Force</li>
    <li>Call-of-Cthulhu---Cults-master</li>
    <li>Call-of-Cthulhu---Cosmic Horrors</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>RF - Smooth Stone Walls</li>
    <li>sd_bridges</li>
    <li>CaveworldFlora</li>
    <li>CaveBiome</li>
    <li>Powerless-17.210</li>
    <li>SimpleSidearms-1.2.1.1</li>
    <li>HandNFootwear-1.3</li>
    <li>MarvsDifficultyExpansion</li>
    <li>CrashLanding</li>
    <li>more factions</li>
    <li>Xeva's Hair</li>
    <li>LivingBattery-a17</li>
    <li>Tobe's Realistic Farming [TRF] 11_1</li>

Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: masterjamie9 on November 03, 2017, 06:13:09 PM
To the guy that deleted his posted pointing out the MKb xml file being just the Stg44, seems I made a fuck up there, I'll fix that in the next update. Thanks for pointing that out.
Along with that, the defnames were intentionally set to the vanilla guns (Gun_AssaultRifle for example) as to replace them. However, if this is causing actual error logs to pop up for you please let me know.

Quote from: Robloxsina66 on November 03, 2017, 05:09:00 PM
yeah I already got the combat extended working heres my mod configs

-snip-

Alright. My guess is I've probably did something fucky and caused incompatibility errors, likely with another weaponspack, since I don't get any errors when I load it with just CE and itself. I'll have to look into that.

Do you have the error logs as well?
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: Robloxsina66 on November 03, 2017, 08:25:41 PM
yeah hold on
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: Robloxsina66 on November 03, 2017, 08:42:15 PM
Quote from: masterjamie9 on November 03, 2017, 06:13:09 PM
To the guy that deleted his posted pointing out the MKb xml file being just the Stg44, seems I made a fuck up there, I'll fix that in the next update. Thanks for pointing that out.
Along with that, the defnames were intentionally set to the vanilla guns (Gun_AssaultRifle for example) as to replace them. However, if this is causing actual error logs to pop up for you please let me know.

Quote from: Robloxsina66 on November 03, 2017, 05:09:00 PM

yeah I already got the combat extended working heres my mod configs

-snip-

Alright. My guess is I've probably did something fucky and caused incompatibility errors, likely with another weaponspack, since I don't get any errors when I load it with just CE and itself. I'll have to look into that.

Do you have the error logs as well?

https://gist.github.com/HugsLibRecordKeeper/5ec1ecffca729665a3f9e0ac22c1e97e
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: masterjamie9 on November 04, 2017, 09:34:54 AM
Quote from: Robloxsina66 on November 03, 2017, 08:42:15 PM
https://gist.github.com/HugsLibRecordKeeper/5ec1ecffca729665a3f9e0ac22c1e97e
I think I realise the issue. I see a lot of errors like these:
Could not resolve cross-reference: No CombatExtended.AmmoSetDef named AmmoSet_300WinchesterMagnum found to give to CombatExtended.CompProperties_AmmoUser CombatExtended.CompProperties_AmmoUser

Could not resolve cross-reference: No Verse.ThingDef named Bullet_300WinchesterMagnum_FMJ found to give to CombatExtended.VerbPropertiesCE VerbProperties(WA 2000)

Could not resolve cross-reference: No CombatExtended.AmmoSetDef named AmmoSet_46x30mm found to give to CombatExtended.CompProperties_AmmoUser CombatExtended.CompProperties_AmmoUser

Could not resolve cross-reference: No Verse.ThingDef named Bullet_46x30mm_FMJ found to give to CombatExtended.VerbPropertiesCE VerbProperties(MP7)

Could not resolve cross-reference: No CombatExtended.AmmoSetDef named AmmoSet_9x18mmMakarov found to give to CombatExtended.CompProperties_AmmoUser CombatExtended.CompProperties_AmmoUser

Could not resolve cross-reference: No Verse.ThingDef named Bullet_9x18mmMakarov_FMJ found to give to CombatExtended.VerbPropertiesCE VerbProperties(PP-19 Bizon-1)

These errors are only for the new ammunitions and not for the old ones (like 9x19mmPara)
Combat Extended recently has gotten an update that adds these new ammunitions. I'm a bad and forgot to mention that this new version of CE (1.7 to be specific) is required as else the game obviously won't find the ammunitions. I'll add that to the OP.

My guess is you got CE 1.6 and thus miss the new ammunitions.
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: Robloxsina66 on November 04, 2017, 10:28:06 AM
ah I haven't updated yet hold on and let me test it
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: Robloxsina66 on November 04, 2017, 01:36:00 PM
nvm it works
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: PouncingFox on November 05, 2017, 09:24:48 AM
I'm quite amazed by this arsenal you've made. You actually made time to create multiple variations of a single gun and you've almost completed the AK family and even the M16. But, aside from just plain preference how do you plan to give purpose to every gun? I mean like for example, you can get the AK47 but, wouldn't you just skip the AK47 and straight to the AKM?
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: joaonunes on November 05, 2017, 06:27:55 PM
There can never be too many weapons, love this mod!! Uninstalled the previous weapons mods I had and found out one of them was actually causing a problem with CE, so I killed two birds with one stone :D

Quote from: PouncingFox on November 05, 2017, 09:24:48 AM
I'm quite amazed by this arsenal you've made. You actually made time to create multiple variations of a single gun and you've almost completed the AK family and even the M16. But, aside from just plain preference how do you plan to give purpose to every gun? I mean like for example, you can get the AK47 but, wouldn't you just skip the AK47 and straight to the AKM?

It depends on the way you play.
For example, right now I'm having a really hard time finding steel in the map, so I use whichever weapons pops up first. If the ammo types are all different I might reconsider doing it, otherwise any weapons that fits the situations I am hoping to face will do it.
Title: Re: [A17] (v1.1) Rambo Weapons Pack (CE version release)
Post by: masterjamie9 on November 06, 2017, 10:30:20 AM
Quote from: PouncingFox on November 05, 2017, 09:24:48 AM
I'm quite amazed by this arsenal you've made. You actually made time to create multiple variations of a single gun and you've almost completed the AK family and even the M16. But, aside from just plain preference how do you plan to give purpose to every gun? I mean like for example, you can get the AK47 but, wouldn't you just skip the AK47 and straight to the AKM?

Simply put, I don't. Some weapons may have a bit more purpose in CE than in vanilla and vice versa. For example, when you get to the point that you're crafting weapons, in vanilla I'd likely just skip to the AK-100 series weapons, like the AK-103 and AK-104, which fire 7.62x39mm, instead of making AK-47's or AKM's. However in CE chemfuel's required for the plastic parts of these guns, and thus the AK47 and AKM are a little more viable.
Besides that, there are also guns that are just plain bad choices to use. The FP-45 liberator and the remington model 95 derringer are both incredibly cheap and fast to produce, however they're very worthless guns. The only moments you might find a use in them is when you've just killed your first raider who was equipped with one of these instead of a club and need an extra ranged weapon instead of a knife.

Like joaonunes says it also depends on playstyle. If crafting weapons isn't available to you, you might end up using these weapons anyways due to the game making these available to you instead of the more efficient ones. For example, you've killed a raider that had an AK-47 or there's a caravan selling an old M16 model instead of an M16A4.
There's a very wide choice of weaponry ranging from absolute poor tier to ridiculous caliber rifles. How people will equip themselves is a case of either their preferences (maybe they want to look like a militia with old AK-47's instead of modern AK-100's) or efficiency.

Other than that, I do try to give some weapons a little bit of purpose if they're rather expensive for their uselessness in comparison to weapons of equal value. Many of the high power pistols are rather expensive in the vanilla version. A colonist with a rifle of equal value will find themselves more combat effective than with one of these pistols. However, the high-power pistols will rather serve as a social bonus type of item. Pistols of high status grant a social bonus, like the desert eagles. Along with that wild west like weapons, like the revolvers also grant social bonuses, which goes up with caliber.


Also, I don't think I'm that close to completing the AK and M16 family. For the AK, there's still the RPK's, the AK-12 series, the balanced recoil models (107, 108, 109), the PP-19-01 Vityaz, still quite a few saigas and I haven't even started with the many AK rifles common in other countries, like the Finnish Valmet, the Iraqi Tabuk sniper, the Hungarian AMD and the list could just keep on going like that.
Similarly, the M16's family has a huge amount of variants as well, ranging from 9mm submachineguns to light machineguns.
Title: Re: [B18] (v1.1) Rambo Weapons Pack (Vanilla B18 update)
Post by: masterjamie9 on November 18, 2017, 11:39:51 PM
Here's the 1.1 update for vanilla that I was supposed to do 2 weeks ago. Turned a bit lazy but considering the whole B18 borking situation now seemed like a fine time to update.

This means vanilla 1.1 will work on B18. You'll have to wait for CE to update for Rambo CE to update.

It also introduces the new weapons that were added in the CE version. Tell me what you think about the launchers as they're a bit of a new thing for vanilla. Other than that, not really any new guns.

As usual,
Download is in the OP
Title: Re: [B18] (v1.1) Rambo Weapons Pack (Vanilla B18 update)
Post by: cashgrany on November 21, 2017, 12:48:14 PM
hi masterjamie9, can I use your mod as a base for mine? I would not use any of your art; just the architecture.
Title: Re: [B18] (v1.1) Rambo Weapons Pack (Vanilla B18 update)
Post by: masterjamie9 on November 21, 2017, 03:06:06 PM
Quote from: cashgrany on November 21, 2017, 12:48:14 PM
hi masterjamie9, can I use your mod as a base for mine? I would not use any of your art; just the architecture.

I don't really know what you mean with the architecture as it's just a simple weapons mod.
Title: Re: [B18] (v1.1) Rambo Weapons Pack (Vanilla B18 update)
Post by: Multistream on December 06, 2017, 11:22:23 AM
Thats a great mod, but I still don't see any point in removing vanilla weapons
Title: Re: [B18] (v1.1) Rambo Weapons Pack (Vanilla B18 update)
Post by: masterjamie9 on December 07, 2017, 03:00:26 PM
Quote from: Multistream on December 06, 2017, 11:22:23 AM
Thats a great mod, but I still don't see any point in removing vanilla weapons

They're not really removed but they're replaced. However in the next update the vanilla version will have they weapon defs set up in a similar way as the CE version so that people can easilly edit or remove the vanilla edits to retain the default weapons.
Title: Re: [B18] (v1.1) Rambo Weapons Pack (Vanilla B18 update)
Post by: AseaHeru on December 15, 2017, 12:27:32 AM
 So, I am guessing a CE B18 update for this will be after CE's B18 update is more-or-less stable?
Title: Re: [B18] (v1.1) Rambo Weapons Pack (Vanilla B18 update)
Post by: masterjamie9 on December 15, 2017, 01:54:09 AM
Quote from: AseaHeru on December 15, 2017, 12:27:32 AM
So, I am guessing a CE B18 update for this will be after CE's B18 update is more-or-less stable?

The plan was to update yesterday night, but CE decided it didn't want any of that and somehow, things like properties, ammouser and firemodes get ignored by CE. This causes the guns just to be broken.
I presume something in the way CE wants it's guns defined changed and we'll probably have to wait for CE guns to update to see what's changed.
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: masterjamie9 on December 18, 2017, 08:16:18 PM
Wow new update!!!

Excuse the low quality attempt at changelogs and the drop in quality in preview images. It's late and Imgur decided that JPEG's are the true format now.

Here's a raw changelog. I'll update it with proper previews of before and afters on updated guns and previews of the new guns tomorrow.
I'm beginning to notice a pattern where I keep saying I'll do it tomorrow.

Changelog
--New guns:
-Handguns
(https://i.imgur.com/zYxZH1M.png)Welrod Mark I
(https://i.imgur.com/0Y8AYBS.png)Welrod Mark II
(https://i.imgur.com/v0qZ0C2.png)Medusa M-47

-Submachineguns
(https://i.imgur.com/eL2vaho.png)MAC-11
(https://i.imgur.com/KOpfHM6.png)vz.82

-Rifles
(https://i.imgur.com/zS2mUqj.png)De Lisle Commando Carbine

-Assault rifles
(https://i.imgur.com/2yyFNql.png)AN-94

-Machineguns
(https://i.imgur.com/rofiedy.png)HK21
(https://i.imgur.com/t00CFE9.png)RPK
(https://i.imgur.com/BSNFeh4.png)RPKS
(https://i.imgur.com/eJJN4g5.png)RPK-74
(https://i.imgur.com/mZgBOoR.png)RPKS-74
(https://i.imgur.com/RkA0QDz.png)Zastava M72

--Updated textures:
    Old    -    New
(https://i.imgur.com/kkcAuzt.png)(https://i.imgur.com/wDOl0zI.png)M16
(https://i.imgur.com/b7qREpE.png)(https://i.imgur.com/3jpx9UO.png)M16A1
(https://i.imgur.com/2C4Nisx.png)(https://i.imgur.com/NXn1qpW.png)M16A2
(https://i.imgur.com/15cj32y.png)(https://i.imgur.com/Ygc8gha.png)M16A4
(https://i.imgur.com/7JFlNX7.png)(https://i.imgur.com/sqdcQbs.png)M4
(https://i.imgur.com/AleOXYs.png)(https://i.imgur.com/c8XMBVr.png)HK416 D145RS
(https://i.imgur.com/vEv9dsq.png)(https://i.imgur.com/6LbAS7j.png)HK416 D10RS
(https://i.imgur.com/V4yOwpp.png)(https://i.imgur.com/PrhklvR.png)LR-300-ML
(https://i.imgur.com/66N5145.png)(https://i.imgur.com/v3OmeK7.png)MAC-10
(https://i.imgur.com/Mdl5rbj.png)(https://i.imgur.com/Fhaoa4p.png)vz.61
(https://i.imgur.com/BJNcxmX.png)(https://i.imgur.com/6KKXyh4.png)P90
(https://i.imgur.com/DR4urTP.png)(https://i.imgur.com/fjOzPQj.png)SKS-45
(https://i.imgur.com/f0r6VLN.png)(https://i.imgur.com/GrgGQKB.png)KRISS Vector Gen1

--Balance Changes:
-Desert Eagle .357 .44 .50AE
Now requires Gas Operation research (Previously required Blowback Operation)

-KS-23(M)
Now requires Precision Rifling research (Previously required only Gunsmithing research)

-Saiga-12K
Now requires Gas Operation research (Previously required Blowback Operation)

---Vanilla

--Balance Changes:
-Submachine gun ranges buffed, pistol ranges nerfed.
Most SMG's will outrange pistols now.

-VSSK Vykhlop:
Damage 32 > 42
Acc-T 48 > 35
Acc-C 85 > 65
Acc-M 60 > 55
Acc-L 36
Lowered steel cost from 280 to 185

-KS-23(M)
generateCommonality 0.05 > 0.10


---CE

--Added guns that were previously missing:
SP89
Jericho 941R
LR-300-ML
Winchester M1897 shotguns
Winchester M1912 shotguns
KRISS Vector Gen1
Mat-49 9x19mm and 7.62x25mm

--Balance Changes:
-7.62x39mm shotspread increased:
AK(S)47 0.09 > 0.12
AKM(S) 0.09 > 0.12
AK-103 0.09 > 0.11
AK-104 0.11 > 0.13
vz. 58 P/V 0.09 > 0.11
Zastava M70 (A) 0.09 > 0.11
TKB-022PM 0.09 > 0.10
OTs-14-1A-01 Groza-1 0.13 > 0.14
RPD 0.06 > 0.08
RPK(S) 0.05 > 0.07

-KRISS Vector Gen1
Recoil 1.83 > 1.46
Component cost 5 > 6
Work required 29900 > 34815

ASh-12.7
Shotspread 0.09 > 0.11
Recoil 2.00 > 2.68
----------------------
(https://i.imgur.com/v0qZ0C2.png)
As a last note, the new revolver, the Medusa M-47, has an interesting role. It's a revolver that is able to load multiple types of 9mm ammunition, no matter if it's rimmed or not. From .357 Magnum, to 9x19mm, to 380 ACP, etc. Look it up if you're interested in how it works. In Rambo CE, it's able to fire .357 Magnum, .38 Special, 9x19mm Parabellum, 9x18mm Makarov and 380 ACP. More 9mm ammo than that isn't available in CE at the moment. While the M-47 can fire .357 Magnum, I should note it cannot fire .357 SIG. Rambo Vanilla has no ammunition mechanics, so it's just a lousy .357 Magnum in vanilla.
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: Umbreon117 on December 18, 2017, 11:06:09 PM
What...is wrong with you. Do you like torturing yourself every time you have to update the mod!?  :o
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: masterjamie9 on December 19, 2017, 04:50:15 PM
Anyways, changelog's updated with images now. Now you can see what the new gats look like and how the oldies have a new look.
Along with that, the OP previews are better quality now.

Also, I am planning the next update to involve a lot of splodey things. Like rocketlaunchers, grenadelaunchers and anti-materiel rifles. Things we've been lacking severely. If you got suggestions for big guns you want to see, best do it now as they'll get preference over other guns this update. Generally anything that's """carryable""" by a one man crew. Here's a list I compiled of what I'm already considering. Guns with question marks have possible issues finding info regarding the gun or the ammunition it fires.

--------------

--bullet deliverers--

Kord Machine Gun (12.7x108mm)
6P62 (12.7x108mm)

NTW-20 (20x82mm)
NTW-14.5 (14.5x114mm)
NTW-20x110mm (20x110mm Hispano)
RT-20 (20x110mm Hispano)

Boys AT rifle (.55 Boys)
AW-50 (.50 BMG)
PGM Hecate II (.50 BMG)
McMillan M88 (.50 BMG)
Tac-50 (.50 BMG)
LAR Grizzly Big Boar (.50 BMG)
KSVK 12.7 (12.7x108mm)
Gepard AM rifles
Mauser 1918 T-Gewehr? (13.2mm TuF)
Wz. 35 AT rifle? (8x107mm DS)
PzB-39? (7.92x94)

Cheytac Intervention (.408 Cheytac)

RSh-12 (12.7x55mm AR)

--grenade lobbers--

RG-6 (6x 40x53mm VOG-25)
RGM-40 Kastet (40x53mm VOG-25)

Hawk MM1 (12x 40x46mm)
Milkor MGL (6x 40x46mm)
CIS 40 GL (40x46mm)
GL-06 (40x46mm)
EGLM (40x46mm)
HK169 (40x46mm)
HK69A1 (40x46mm)
KAC M203 (40x46mm)
CZ 805 G1 (40x46mm)
M320 (40x46mm)

XM109 (25x59mm)

PIAT
Panzerfaust

--rocket lunchers--

RPG-7
M1 Bazooka (M6 HEAT)
Raketenpanzerbüchse (88mm rocket)
Carl Gustaf Recoilless Rifle

----------------------

Quote from: Umbreon117 on December 18, 2017, 11:06:09 PM
What...is wrong with you. Do you like torturing yourself every time you have to update the mod!?  :o
This isn't even that much. Past updates had more new content (as in more new guns) but I had to focus on the older guns which were from when I started this up.
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: People's Commissariat of Loli's Protection on December 20, 2017, 05:41:04 AM
Don't forget the glorious PTRS-41, also it would be fun to see some mortars (like that one from High Caliber).

Edit:Just notice it was already in the mod, I really need to pay more attention
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: Cmoa666 on December 20, 2017, 08:45:13 AM
Nice work.
For some heavy weapons, can I suggest the m202 Flash, the mk.153 Smaw and the  Panzerfaust 3 ?
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: AseaHeru on December 21, 2017, 03:34:24 PM
Found bug with CE B18 version: RPK-74 and RPKS-74 are chambered for 7.62x39 instead of 5.45x39.

Also, for suggestions, can we get a few more 5.7mm weapons, at the least a pistol?
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: masterjamie9 on December 22, 2017, 02:17:25 AM
Quote from: People's Commissariat of Loli's Protection on December 20, 2017, 05:41:04 AM
Don't forget the glorious PTRS-41, also it would be fun to see some mortars (like that one from High Caliber).

Edit:Just notice it was already in the mod, I really need to pay more attention
I may add something like a Japanese knee mortar, which would serve as a shorter range, but more mobile mortar compared to the standard rimworld mortar.

Quote from: Cmoa666 on December 20, 2017, 08:45:13 AM
Nice work.
For some heavy weapons, can I suggest the m202 Flash, the mk.153 Smaw and the  Panzerfaust 3 ?
Shit, good that you remind me of the M202 flash, definitely don't want to miss that. The greatest thing about that launcher is that you can fire all four rockets at the same time.

Quote from: AseaHeru on December 21, 2017, 03:34:24 PM
Found bug with CE B18 version: RPK-74 and RPKS-74 are chambered for 7.62x39 instead of 5.45x39.

Also, for suggestions, can we get a few more 5.7mm weapons, at the least a pistol?
Thanks for notifying me on that.
I'd reckon you're yearning for a Five-Seven.
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: masterjamie9 on December 22, 2017, 12:51:18 PM
Quick 1.2.1 update to fix some issues:

Vanilla:
- Welrod Mk2 defnames were set to Mk1, causing it to be overwritten by the Mk1 and basically not exist. It should now appear properly.

CE:
- RPK-74 and RPKS-74 ammunition set to 5.45x39mm (Was previously incorrectly set to 7.62x39mm)
- AA-12 ranges set to 16 (previously set to 44, which is way too long of a range for a shotgun)
- KS-23 ranges set to 16 (previously set to 20)
- Automatic battlerifles (e.g. SCAR-H, G3, FAL) now require the Precision Rifling research.
- L1A1 SLR and C1A1 SLR (semi-automatic battlerifles) now require the Gas Operation research.

download is in OP
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: teag2 on January 01, 2018, 02:48:35 PM
I started a new game (with CE), then added the CE version of mod just after the game started. It worked fine for the most part, but all the compacted machinery on the map turned in to Winchester M1982 Riots.
I'm gonna do some more testing with this to see whats up.
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: masterjamie9 on January 03, 2018, 05:35:54 PM
https://www.youtube.com/watch?v=8uKYET9gxZQ
Here's a preview of the M202 FLASH in CE.

Quote from: teag2 on January 01, 2018, 02:48:35 PM
I started a new game (with CE), then added the CE version of mod just after the game started. It worked fine for the most part, but all the compacted machinery on the map turned in to Winchester M1982 Riots.
I'm gonna do some more testing with this to see whats up.
I've got no clue what could be the cause of this. Does this happen to you when adding it to any save? Does this happen on a new game that starts with Rambo CE initially instead of adding it afterwards? Also, what's your modlist?
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: teag2 on January 05, 2018, 10:10:49 PM
I tried a few more times but was unable to reproduce the issue, so I guess it was a one time thing or a temporary mod conflict issue.
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: cocoman111 on January 14, 2018, 06:15:45 PM
Now I'm going to be stuck with the dilemma of which weapons to craft
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: MisterMasada on January 15, 2018, 12:41:45 PM
Could I suggest the Mk. 18 Mod 0 grenade launcher? It was a crank powered belt fed grenade launcher used by the US in Vietnam, this video here https://www.youtube.com/watch?v=09RKpXYuxyQ (https://www.youtube.com/watch?v=09RKpXYuxyQ) talks about it in good detail. I think it would be a good "entry level" AGL for a colony.

Also, I *think* I saw Kords mentioned before, so I have to ask (and I really hope this is a yes), are you planning on creating emplaced weapons that you *have* to install somewhere to use? I like man portable GPMGs and whatnot, but my pawns can't usually carry enough ammo for them to be useful, perhaps have two versions of some of these weapons, a fixed version and a man portable one.
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: masterjamie9 on January 18, 2018, 03:43:01 PM
Quote from: MisterMasada on January 15, 2018, 12:41:45 PM
Could I suggest the Mk. 18 Mod 0 grenade launcher? It was a crank powered belt fed grenade launcher used by the US in Vietnam, this video here https://www.youtube.com/watch?v=09RKpXYuxyQ (https://www.youtube.com/watch?v=09RKpXYuxyQ) talks about it in good detail. I think it would be a good "entry level" AGL for a colony.

Also, I *think* I saw Kords mentioned before, so I have to ask (and I really hope this is a yes), are you planning on creating emplaced weapons that you *have* to install somewhere to use? I like man portable GPMGs and whatnot, but my pawns can't usually carry enough ammo for them to be useful, perhaps have two versions of some of these weapons, a fixed version and a man portable one.
I've seen the Mk.18 Mod 0 and will definitely consider it if I ever consider mounted weaponry, but currently I'm keeping a focus on portable weapons.
Yeah, the kord's mentioned but it will be the infantry bipod variant, not the tripod mounted variant. Like I mentioned earlier I plan to focus on portable weapons. I know Kord machine guns are commonly used in a mounted configuration but they have an infantry configuration as well. I figured that there likely isn't a mod that adds any "mobile" high caliber machineguns.
Oh yeah also, if you find your machinegunners to run out of GPMG ammunition in CE (I'd reckon this most commonly occurs to you when you're caravaning), it's a good idea to either equip your machinegunners with squad automatic weapons (SAW) instead. These are machineguns that use intermediate cartridges. Their advantage is that their users can share ammunition with regular riflemen who hold assault rifles. Examples of these are the M249 (5.56x45mm), RPD and RPK (7.62x39mm) and RPK-74 (5.45x39mm).
Another option is to equip your standard rifleman colonists with battlerifles in the same ammunition as the GPMG instead.
Also base CE adds in the KPV machinegun and the M240B as options for mounted machineguns, if you find yourself missing mounted machineguns.
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: AseaHeru on April 05, 2018, 11:25:37 PM
 With the MAS-36 lurking about, is there any chance of us getting the other french weapons utilizing 7.5x54mm French, such as the MAS-49, any one of the pile of random machineguns chambered for it, or the FR F1?
For that matter, with only one 5.7x28mm weapon added, any chance of other weapons using the same cartage, such as the AR-57 and the Five-Seven? In general, I would love to see more weapons to fill out calibers touched upon already within the mod.


Addition of the KS-23K to round out that series of wonder would also be grand to see.
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: DiamondBorne on April 13, 2018, 02:10:10 PM
Pardon my OCD but do you planning on add fluff description for weapons?
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: tombery8 on June 19, 2018, 02:17:49 AM
I think some new crafting tables for this mod will help.
Table for simple gun
Table for more complex gun
Table for big gun
etc...

=> Will help player 's eyes from current longggg craft list  :P
Title: Re: [B18] (v1.2) Rambo Weapons Pack (CE B18 version released)
Post by: masterjamie9 on August 25, 2018, 12:37:22 PM
Time to unkill the thread.

Anyways, I haven't spent much time on updating, as you can tell from the long amount of time without any update whatsoever. Recently I've started working on the Heavy Ordnance update I was planning a while back which involved more heavy weapons and explosive weapons. To keep you guys from waiting any longer, and because I need a bit of balance testing, I'm going to release what I currently got done.

The only version I have is CE, which would only be compatible for B18, as I generally work through the CE version first and then update the vanilla version accordingly. However I intend to wait for 1.0 before bothering with working on the vanilla version. That means no "B19" compatibility.

Mediafire Download (http://www.mediafire.com/file/ntr0hff3gadxefu/Rambo_Weapons_Pack_1.T3.0.CE.RAR/file) CE B18
Note that only new content is included in this update. If you want both the old content (which is most of the regular guns) and the new content, have Rambo Weapons Pack first in your load order, then Rambo Weapons Pack (HO Update).

New weapons:
(https://i.imgur.com/nCbxtmK.png)
Carl Gustav M3 (84x246mmR)
Recoilless rifle with basic capability. Comes with HEAT and HE rounds.
(https://i.imgur.com/fzUNK56.png)
Hawk MM-1 (40x46mm Grenade)
12 shot revolver grenade launcher. It's high capacity comes at a cost though. Long reload time.
(https://i.imgur.com/UTDlH6Z.png)
M1 Bazooka (M6 Rocket)
Old rocketlauncher from the second world war.
(https://i.imgur.com/i2TM856.png)
M1A1 Bazooka (M6A1 Rocket)
Improved version of the M1 Bazooka. Slightly better penetration and damage.
(https://i.imgur.com/04Sf96o.png)
M9 Bazooka (M6A3 Rocket)
Further improved bazooka. This version comes with both HEAT and Incendiary rounds.
(https://i.imgur.com/PNBhxjO.png)
M72 Law (Single-use HEAT Rocket)
Basic single-use anti-tank rocket launcher.
(https://i.imgur.com/9Mlqq26.png)
M202 FLASH (M74 Incendiary Rocket)
Deadly 4 shot incendiary rocket launcher. Can fire all 4 rockets at the same time, or 1 at a time.
(https://i.imgur.com/SqXqWLn.png)
Norinco LG6 (40x46mm)
5-shot drum-fed automatic grenadelauncher.
(https://i.imgur.com/mwO3IYL.png)
PIAT (83mm PIAT Grenade)
Old British WW2 anti-tank weapon. Very short range, has both HEAT and Incendiary rounds available.
(https://i.imgur.com/Ym9w0Ai.png)
QLZ-87 (35x32mm Grenade)
5-shot drum-fed automatic grenadelauncher. Utilizes high velocity grenades for longer ranges.
(https://i.imgur.com/UnMz297.png)
RG-6 (40mm VOG-25 Grenade)
6-shot revolver grenade launcher. Caseless ammunition allows for a slight faster reload time compared to other grenadelauncher.
(https://i.imgur.com/xRdMRBe.png)
RGM-40 Kastet (40mm VOG-25 Grenade)
Single-shot grenade launcher. Caseless ammunition allows for a slight faster reload time compared to other grenadelauncher.
(https://i.imgur.com/dOlPuVh.png)(https://i.imgur.com/LC4BRTI.png)
RPG-7 and RPG-7V (PG-7 Rocket)

(https://i.imgur.com/AzwnDyV.png)
RPG-28 Klyukva (Single-use HEAT Rocket)
Single-use anti-tank launcher. Really ridiculous amount of penetration.
(https://i.imgur.com/mkWMyGw.png)
RPO-A Schmel (RPO-A: Thermobaric, RPO-D: Smoke, RPO-Z, Incendiary) (Single-use rocket)
The RPO-A and RPO-Z are very powerful single-use anti-infantry rocket launchers. The RPO-D brings a very wide smokescreen.
(https://i.imgur.com/KODbyEz.png)
Type 89 Grenade Discharger (50mm Type 89 Mortar Shell)
Mobile commando mortar. You can use it on the move, but raiders will do the same.
(https://i.imgur.com/3amaNma.png)
RT-20 (20x110mm Hispano)
Single-shot anti-tank rifle that uses 20mm autocannon ammunition.
(https://i.imgur.com/4mHxrhN.png)
6P62 (12.7x108mm)
Man-portable heavy machinegun. It has only 14 rounds in it's magazine, but perhaps you'll find some use for it when attacking other settlements.
(https://i.imgur.com/W167TTD.png)
Barrett XM109 (25x59mm Grenade)
Anti-tank grenadelauncher firing very high velocity grenades. Has options for HE, EMP and HEDP. An HEDP grenade (High-Explosive Dual-Purpose) is merely a HE grenade with fragmentation wrapped around the shaped charge, serving as an inbetween to HE and HEAT grenades.

Anyways, I'd love feedback on the balance of these weapons. Both from the player's side and from the raider's side (They will be having these new toys as well). Some things to look out for are:
-How well the QLZ-87 and Norinco LG6 operate, considering their automatic nature can bring quite a barrage of grenades upon whatever you want them to fire at, without being limited to a mounted turret. Along with how dangerous they may pose to you when in the hands of raiders.
-The danger of the M202 FLASH to your colonists. I reckon it may be a pain in the ass to see your colonists incinerated from a volley of M74's.
-The effectiveness of the RPO-A and RPO-D. They can bring quite a large explosion, even if they're single-use. If they're too easy to spam into raids I might nerf their explosion radius or increase the FSX needed to make them.
-The RPG-28 Klyukva. This is a seriously ridiculous rocketlauncher designed by the Russians with 1000mm RHA penetration. Basically, it currently has the most penetration of all man-portable rocketlaunchers in the world. I've made it so it can 1-shot mechanoids. If it's too easy to spam them I may increase the amount of FSX needed to craft them.
-The Type 89 Grenade Discharger. It might be a pain to have raiders pop up with these unannounced during regular raids.
-The 6P62. No longer will you be the only one using heavy machineguns. Raiders will spawn with these opposed to the KPV turrets you would have available.
-The Barrett XM109. Considering it's basically a sniper rifle with explosive ammunition, it might be overpowered as a 1-shot kill tool.

Now to answer some of the posts made that I've so far neglected.
Quote from: AseaHeru on April 05, 2018, 11:25:37 PM
With the MAS-36 lurking about, is there any chance of us getting the other french weapons utilizing 7.5x54mm French, such as the MAS-49, any one of the pile of random machineguns chambered for it, or the FR F1?
For that matter, with only one 5.7x28mm weapon added, any chance of other weapons using the same cartage, such as the AR-57 and the Five-Seven? In general, I would love to see more weapons to fill out calibers touched upon already within the mod.


Addition of the KS-23K to round out that series of wonder would also be grand to see.
I'll look into it. The Five-Seven and AR-57 are definitely in my plans. The Five-Seven'll probably come with the full HO update when that's done, but I'm focusing on the main part of the update first, the explosives.
As for the KS-23K, I can't quite remember if I've said this before, but the only reason I hadn't bothered with it yet is because there's no reliable information on it. Some sources state it's a pump action, some state that it's a semi-automatic. I've so far come to the conclusing it's a semi.

Quote from: DiamondBorne on April 13, 2018, 02:10:10 PM
Pardon my OCD but do you planning on add fluff description for weapons?
I've started doing this since recently but it'll be a long time before everything's done, so most weapons will stick with an empty description for now. I'm going to focus on the less known weapons first as they're the least known about and usually have the most interesting stories.

Quote from: tombery8 on June 19, 2018, 02:17:49 AM
I think some new crafting tables for this mod will help.
Table for simple gun
Table for more complex gun
Table for big gun
etc...

=> Will help player 's eyes from current longggg craft list  :P
I'm planning to add a single table for all the RWP guns, so that people don't have to see a huge list in their machining table when all they want to craft is some armor.
I'm not going to make multiple tables though, as eventually that just means that your base is going to be cluttered with tables.
Title: Re: [B19] (v1.2.2) Rambo Weapons Pack
Post by: masterjamie9 on August 29, 2018, 10:45:30 AM
Vanilla version updated to 1.2.2, which now works with Rimworld B19.
CE version will have to wait for Combat Extended to update for B19.

There hasn't been any real changes or additions. Stopping power attributes were added to weapons deemed appropriate. The weapons now require crafting skill dependant on the type of firearm and how complicated the firearm is. You won't need more than 7 crafting though, which is what's needed for a charge rifle.

The vanilla steamversion has also been updated to B19. If you're still using B18 Rimworld and want to revert your Rambo Weapons Pack back to B18 to keep your save working, get the mediafire download for 1.2.1 in the OP.
Title: Re: [B19] (v1.2.2) Rambo Weapons Pack
Post by: dyslexier on September 05, 2018, 10:07:11 AM
This is quality
Title: Re: [B19] (v1.2.2) Rambo Weapons Pack
Post by: raydarken on October 09, 2018, 12:44:22 PM
By far my favorite weapons pack and the one which I feel is the most balance. Thank you for taking the time to work on this for us! ;D
Title: Re: [B19] (v1.2.2) Rambo Weapons Pack
Post by: dvegit0 on October 09, 2018, 07:24:45 PM
i really want to use this mods, but i simpli can't, i need some way to organize the weapons, idk, another bench, different benches for different tiers of those weapons, because that fkng huge list in the machining table distresses me so much
Title: Re: [B19] (v1.2.2) Rambo Weapons Pack
Post by: raydarken on October 10, 2018, 10:42:43 AM
Quote from: dvegit0 on October 09, 2018, 07:24:45 PM
i need some way to organize the weapons,
Dub's Mint Menus is what you need friend!

https://ludeon.com/forums/index.php?topic=29043.0

You can also search items which is amazing.
Title: Re: [B19] (v1.2.2) Rambo Weapons Pack
Post by: masterjamie9 on October 19, 2018, 10:01:46 PM
Mod's updated to Rimworld 1.0, although no changes really had to be made except for the version of the mod.
No new toys or anything, however I've added a workbench and dumped all the guns in said workbench, so you no longer have to deal with a massive bills fuckfest in your machining table. Instead, all of that goes to the Rambo weapons table, which for now will just be a lazily recolored machining table. You unlock the table the moment you research machining, just like the machining table.


Quote from: raydarken on October 10, 2018, 10:42:43 AM
Dub's Mint Menus is what you need friend!

https://ludeon.com/forums/index.php?topic=29043.0

You can also search items which is amazing.
That looks pretty rad, I'll probably recommend that around.
Title: Re: [1.0] (v1.2.4) Rambo Weapons Pack
Post by: masterjamie9 on October 21, 2018, 04:28:58 PM
Quick doublepost to notify a hotfix.
There was an issue regarding v1.2.3, the workbench lacked a WorkGiverDef, so pawns couldn't interact with the workbench. This has been fixed with hotfix v1.2.4.

The steam version has been updated accordingly. If you got the manual download version, check the OP for 1.2.4 or use the link below.

http://www.mediafire.com/file/657wf41stjz3q58/Rambo+Weapons+Pack+v1.2.4.zip
Title: Re: [1.0] (v1.2.4) Rambo Weapons Pack
Post by: masterjamie9 on December 06, 2018, 03:49:03 PM
CE version for 1.0 since I've been asked multiple times by daring people who pulled the github version of CE that half-works.

Changelogs:
-Added rambo workbench like in the vanilla version.
-M-47 Medusa:
--Removed ability to fire 9x18mm Makarov. 9x18mm Makarov actually has a slightly larger than 9mm bullet.
--Added ability to 7.62x25mm Tokarev and 7.63x25mm Mauser. While the caliber for these dimensionally identical cartridges is smaller than 9mm, the wider base fits fine into the M-47 medusa, allowing them to be loaded and fired, although without engaging the rifling of the gun.
-Browning Auto-5 renamed to Browning Auto-5 12g in prep for 20 gauge addition in 1.3.0 update.
-M79, China Lake and XM25 CDTE grenadelaunchers now require the new CE simple launcher research, instead of precision rifling.
-You may notice some work in progress descriptions in some of the assault rifles.

You can find a download link in the OP or right here (http://www.mediafire.com/file/i5a3ifslf5w635h/Rambo+Weapons+Pack+v1.2.4.CE.zip)
Title: Re: [1.0] (v1.2.4) Rambo Weapons Pack
Post by: stem on January 02, 2019, 04:29:03 AM
could you consider adding the SAR 21 or BR18
Title: Re: [1.0] (v1.2.4) Rambo Weapons Pack
Post by: masterjamie9 on January 23, 2019, 08:38:29 PM
(https://i.imgur.com/ucMQabs.png)

Heavy Ordnance Update

Currently only for CE. The vanilla version isn't finished yet.

--New guns
-Handguns
(https://i.imgur.com/cEK6iVc.png)Sharps Pepperbox 1C
(https://i.imgur.com/se7hCAE.png)My Friend Model 1
(https://i.imgur.com/oKXlQqA.png)Defense Distributed Liberator
(https://i.imgur.com/9fF2d59.png)Gyrojet Pistol Mark 1 Model B
(https://i.imgur.com/q2srTe6.png)FN Five-SeveN
(https://i.imgur.com/PevgQFj.png)HK UCP
(https://i.imgur.com/TNAaLlH.png)RSh-12
(https://i.imgur.com/E52KlfL.png)Pfeifer Zeliska
(https://i.imgur.com/8dlFkjF.png)Triple Action Thunder

-Shotguns
(https://i.imgur.com/2QqauiN.png)Auto & Burglar Model A
(https://i.imgur.com/9wIC4ik.png)TOZ-106

-Rifles
(https://i.imgur.com/AAuk14Q.png)MAS-49
(https://i.imgur.com/2fzCcgr.png)Marlin Model 1895 Trapper
(https://i.imgur.com/SyUiNCR.png)Double Deuce

-Assaultrifles
(https://i.imgur.com/bzwMf0k.png)QBZ-85

-Machineguns
(https://i.imgur.com/T6XyZoI.png)LWMMG
(https://i.imgur.com/FxVErmC.png)6P62
(https://i.imgur.com/IYfg64r.png)Kord 6P57

-Sniper Rifles
(https://i.imgur.com/BLU2z4c.png)Cheytac M200 Intervention
(https://i.imgur.com/mHMvj0y.png)Fat Mac

-Antimateriel Rifles
(https://i.imgur.com/PZZlMSf.png)Mauser 1918 T-Gewehr
(https://i.imgur.com/OGVpmHp.png)Boys AT Rifle Mk 1
(https://i.imgur.com/B3Svaq1.png)Hécate II
(https://i.imgur.com/Ub97axQ.png)Gepárd M1 (50BMG and 12.7x108mm)
(https://i.imgur.com/YfSwyTk.png)AW50
(https://i.imgur.com/6uJKXOF.png)AW50F
(https://i.imgur.com/tIAN9co.png)RT-20
(https://i.imgur.com/iWP0Is3.png)NTW-20 (14.5x114mm, 20x82mm and 20x110mm)

-Grenade Launchers
(https://i.imgur.com/lBuaV0l.png)Barrett XM109
(https://i.imgur.com/dgp5fx2.png)HK69A1
(https://i.imgur.com/wtbp8FJ.png)HK269
(https://i.imgur.com/Z8xpKTo.png)FN EGLM
(https://i.imgur.com/btQYB4o.png)RGM-40 Kastet
(https://i.imgur.com/WeP2evu.png)RG-6
(https://i.imgur.com/HvpwRX6.png)Hawk MM-1
(https://i.imgur.com/jUV0nV4.png)Milkor MGL Mk 1S
(https://i.imgur.com/0Al98eO.png)Milkor MGL Mk 1S
(https://i.imgur.com/VPguewN.png)PAW-20
(https://i.imgur.com/QAiU33o.png)Norinco LG6
(https://i.imgur.com/cxqlYuS.png)QLZ-87

-Spigot Mortar
(https://i.imgur.com/tbfNGUd.png)PIAT

-Single-shot rocketlaunchers
(https://i.imgur.com/lUko88n.png)M72 LAW
(https://i.imgur.com/V1mNVLg.png)RPO-A Shmel (Incendiary, smoke and thermobaric)
(https://i.imgur.com/OJw0a1K.png)RPG-28 Klyukva

-Reloadable rocketlaunchers
(https://i.imgur.com/L2MXAu6.png)M1 Bazooka
(https://i.imgur.com/m4ZwrBJ.png)M1A1 Bazooka
(https://i.imgur.com/lD2xuTE.png)M9 Bazooka
(https://i.imgur.com/h3KijJ5.png)RPzB 43 Ofenrohr
(https://i.imgur.com/1q6jqrQ.png)RPzB 54 Panzerschreck
(https://i.imgur.com/XJ7do8w.png)Fliegerfaust B
(https://i.imgur.com/uuDyhUV.png)RPG-7
(https://i.imgur.com/pYTWhud.png)RPG-7V
(https://i.imgur.com/smtNdxX.png)Carl Gustav M3
(https://i.imgur.com/q7qtpvi.png)M202 FLASH

-Commando Mortars
(https://i.imgur.com/jXV75Se.png)Type 89 Grenade Discharcher "Knee Mortar"

--Balance changes
-G11 K2
Magazine size reduced from 50 to 45.

AKS-74U, SG552, Colt Python, Medusa M-47
Can now be fired with a shield

Medusa M-47
Added ability to fire .38 ACP and 9x21mm Gyurza, two new ammunitions that were added to CE.

--Additional additions
-New pawn type: Mercenary Grunt
Mercenary Grunts are exactly like Mercenary Gunners, except they will only spawn with assault rifles and battle rifles. They have the same chance to spawn as Mercenary Gunners.
The reason for this addition was because of the severe lack of assault rifles and battle rifles I've noticed amongst raiders when playing with CE. Maybe it's because of the large amount of other options a Mercenary Gunner has a chance of spawning with. (namely, the wide variety of pistols, submachineguns, shotguns and rifles)

-Increase of weapon money for Mercenary Machinegunners
A second issue I've noticed is that every machinegunner and his dog has an RPK. Occasionally, something like a Bren, a Chauchat or BAR shows up, but none of the belt-fed LMG's like the PKM, M60 or MG42 for example. I've noticed the machinegunner's weapon money is too low to spawn with them, so I've raised the weapon money so they'll spawn with all machineguns now.

-New revolver sounds by Blinkfarm (https://www.youtube.com/blinkfarm)
Simple little addition that adds a cylinder spin sound effect when a revolver is picked up.

Download link in the OP or right here. (https://www.mediafire.com/file/mxy2ic629j48djg/Rambo_Weapons_Pack_v1.3.0.CE.zip)

Quote from: stem on January 02, 2019, 04:29:03 AM
could you consider adding the SAR 21 or BR18
I'll add them to the list of gunsuggestions that I keep track of.
Title: Re: [1.0] (v1.3.0) Rambo Weapons Pack
Post by: Kanareika1 on February 03, 2019, 01:06:41 PM
RPO-A craft is wasting resources, but no result.
Error: https://pastebin.com/wimsnVhk
Also, it seems like thermobaric RPG-7 grenade is not working. Just hit ground without any effects. No errors in dev console.
1.3.0 CE version.
Title: Re: [1.0] (v1.3.0) Rambo Weapons Pack
Post by: masterjamie9 on February 04, 2019, 09:29:28 AM
Quote from: Kanareika1 on February 03, 2019, 01:06:41 PM
RPO-A craft is wasting resources, but no result.
Error: https://pastebin.com/wimsnVhk
Also, it seems like thermobaric RPG-7 grenade is not working. Just hit ground without any effects. No errors in dev console.
1.3.0 CE version.


The thermobaric RPG-7 grenade not working was a CE sided bug, which was fixed in a new version of CE.
I'll look into the RPO-A not being able to craft.
Title: Re: [1.0] (v1.3.0) Rambo Weapons Pack
Post by: Garnett on February 19, 2019, 12:14:33 PM
So far my favourite mod for Rimworld together with CE thank you for your work.
I noticed that all the Rocketlaunchers you can craft x5 seem to have the problem of wasting resources but not getting built.
Can i suggest the AR-10 also the FG-42 and Browning M1919 to complete the German and American WW2 armory since most of their stuff is already there.

Title: Re: [1.0] (v1.3.0) Rambo Weapons Pack
Post by: AseaHeru on March 08, 2019, 05:06:48 PM
 Also for the pile of gubbins wished for, the ability to fire grenade launchers indirectly(or more of them, incase I missed one) would be awesome. Sometimes you just want something other than a Type 89 for attacking things with indirect fire. And speaking of, if you have interest in mucking with more ammunition types, having beehive or shot rounds for 40x46 and similar would be awesome. Because the only thing better than a grenade launcher is a giant shotgun thats also a grenade launcher...

Im also throwing 7.5 Swiss and weapons using it into the pile of "please please add with an explosive cherry on top".(mostly the StG 57 and the K31, perhaps a Lmg 25?)
Title: Re: [1.0] (v1.3.0) Rambo Weapons Pack
Post by: SteveDream on March 26, 2020, 04:04:31 PM
Can you update this mod, please?