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RimWorld => Mods => Releases => Topic started by: Alistaire on January 22, 2015, 03:55:59 PM

Poll
Question: POLL CENTRAL - 4 polls currently active, 3 closed
Option 1: dd.mm.yyyy  [results] link to the poll
Option 2:
Option 3: (30.12.2015) [results] Should weapons_guns.xml be split up into separate files for easy removal of weapons? (closed)
Option 4: (05.01.2016) [results] Which of these considered weapon suggestions would you like me to prioritize? (closed)
Option 5: (05.01.2016) [results] Which of these denied weapon suggestions would you want to see implemented after all? (closed)
Option 6: (30.12.2015) [results] Which location do you prefer for polls?
Option 7: (18.04.2016) [results] Which of these considered weapon suggestions would you like me to prioritize?
Option 8: (18.04.2016) [results] Which of these denied weapon suggestions would you want to see implemented after all?
Option 9: (30.04.2016) [results] !NEW! Which weapon types would you like to see added to Rimfire?
Title: [1.2-A8e] Rimfire - vanilla style gun mod (v2.6 / 12.01.2021)
Post by: Alistaire on January 22, 2015, 03:55:59 PM
(https://imgur.com/0JSzjJ5.png) Alpha 8 - Release 1.1+

Rimfire adds fourty-eight (http://rimworldwiki.com/wiki/Rimfire_(mod)#Feature_list) craftable and researchable, carefully balanced weapons to Rimworld along with a means to toggle whether certain weapons will spawn.
Rimfire versions 2.2+ include a HugsLib 2.2.3+ (https://ludeon.com/forums/index.php?topic=28066.0) Mod Settings Menu.




(http://orig08.deviantart.net/087b/f/2016/218/5/2/rimfire_a14_spritesheet_pixel_art_by_tdeleeuw-dactisd.png) (http://tdeleeuw.deviantart.com/art/Rimfire-A14-Spritesheet-pixel-art-626194525)



Release 1.1+

Rimfire v2.6 on Dropbox:
(https://imgur.com/EHKiIJU.png) (https://www.dropbox.com/s/qm8kyajq9ujp1ng/Rimfire_v2.6.zip?dl=0)(https://imgur.com/XtQS3zn.png) (https://github.com/UnlimitedHugs/RimworldHugsLib/releases)



Release 1.0
[!!!!] Make sure your HugsLib version is at least 6.1.1 (https://github.com/UnlimitedHugs/RimworldHugsLib/releases) [!!!!]

Rimfire v2.5 on Dropbox:
(https://imgur.com/EHKiIJU.png) (https://www.dropbox.com/s/4zvm9jnd560u5rk/Rimfire_v2.5.zip?dl=0)(https://imgur.com/XtQS3zn.png) (https://github.com/UnlimitedHugs/RimworldHugsLib/releases)



Alpha 8e-Release 1.1+ all versions of the mod: click here (http://rimworldwiki.com/wiki/Rimfire_(mod)#Mod_versions) or below

(https://imgur.com/R8U0yBu.png) (http://www.moddb.com/mods/alistaire)(https://imgur.com/DRmOz5K.png) (http://www.nexusmods.com/rimworld/mods/69/?)




User requests

Feel free to suggest features or guns;
  • The Milkor MGL was added after Zerg HiveMind (https://ludeon.com/forums/index.php?action=profile;u=14099) requested a grenade launcher (https://ludeon.com/forums/index.php?topic=10959.0) to be modded in.
  • The H&K USC, Ruger PC-9 and Beretta CX-4 were added after Loki88 (https://ludeon.com/forums/index.php?action=profile;u=26942) requested carbines (https://ludeon.com/forums/index.php?topic=9536.60).
  • The AK-47 and RPG-7 were added after several requests and for being some of the most voted options in the 1st "Considered" poll (http://strawpoll.me/6457476/r).
  • The Madsen LMG and Type 73 LMG were added for being the most voted option in the 1st "Considered" poll (http://strawpoll.me/6457476/r).
  • The language selection part of the MCM was added after Grimandevil (https://ludeon.com/forums/index.php?action=profile;u=8074) requested real-life gun names (https://ludeon.com/forums/index.php?topic=9536.msg189804).
  • The categorization part of the MCM was added after Kittaye (https://ludeon.com/forums/index.php?action=profile;u=53633) requested such functionality (https://ludeon.com/forums/index.php?topic=9536.msg206188).
  • The S&W Model 500 and Barrett M82A1 were added after Mr. Picard (https://ludeon.com/forums/index.php?action=profile;u=45519) requested a .500 Magnum and Barrett .50 Cal (https://ludeon.com/forums/index.php?topic=9536.msg152591#msg152591).
  • The Ruger 10/22 was added after Austupaio (https://ludeon.com/forums/index.php?action=profile;u=5723) requested a 10/22 (https://ludeon.com/forums/index.php?topic=9536.msg182146#msg182146).
  • The Rheinmetall MG60 was added after Iwillbenicetou (https://ludeon.com/forums/index.php?action=profile;u=11853) requested an MG60 (https://ludeon.com/forums/index.php?topic=9536.msg150566#msg150566).
  • The Ruger Mk III Standard, Ruger 10/22 and Spencer Repeating Rifle were added after several requests for Rimfire calibre weaponry and after it being the top voted option in the 2nd "Denied" poll (http://www.poll-maker.com/results664382x8C71f8aD-27#tab-2).




Mod Compatibility

For mod authors: Information on how to add GunModMCM (or HugsLib GunMod) compatibility to your gun mod can be found on the wiki (http://rimworldwiki.com/wiki/Rimfire_(mod)#GunModMCM_Compatibility).


  • A special compatibility version with Combat Realism (A8-13 (https://ludeon.com/forums/index.php?topic=9759.0), A15-16 (https://ludeon.com/forums/index.php?topic=27374.0)) can be downloaded on every download location so far. Alpha 8/9/10/12/13/14/16
  • Combat Extended compatibility patches are handled on CE's end. Alpha 17/18/Release 1.0
  • Between Magic and Tech: Infusion (A10-12 (https://ludeon.com/forums/index.php?topic=12783.0), A14+ (https://ludeon.com/forums/index.php?topic=21884.0)) is natively compatible with Rimfire. Load LT-Infusion after Rimfire. Alpha 10/11/12/14/16/17
  • Rimfire v2.1 comes with a Rimfire 2.1 + Clutter Misc Hands patch for mrofa's (https://ludeon.com/forums/index.php?action=profile;u=2507) Clutter Misc v1.0.3 (https://ludeon.com/forums/index.php?topic=17610.0). Alpha 14
  • Rimfire v2.3/2.4 uses xpatching for mrofa's Clutter Misc Hands compatibility. Alpha 17/18




Licenses

(https://licensebuttons.net/l/by-nc-nd/3.0/88x31.png) (https://creativecommons.org/licenses/by-nc-nd/4.0/)

The mod is licensed under CC BY-NC-ND 4.0 under most circumstances..
..unless you're a modpack author and contact me through forum PM about your modpack in which case I will state whether you can use the mod or not..
..or when you're making a compatibility patch for the mod (distribute these on the forums only).

Added 07 09 2015 I don't allow redistributions to come with a donation link.
Added 01 10 2015 Appropriate credit is of the form: "Rimfire [version number (E.g 1.7)] [version coding (E.g UO, CR_SK)] (..) by Alistaire" along with a link to the thread somewhere in there.





Author

Everything in the mod was made or edited by Alistaire.

  • Sounds (<v2.0: 32-bit WAV | v2.0+ 16-bit OGG) were taken from several Youtube shooting videos and thoroughly edited in Audacity (http://audacity.sourceforge.net/);
  • Graphics (PNG) were made with Photofiltre Studio (http://www.photofiltre-studio.com/download-en.htm);
  • Originally inspired by Guns+ (https://ludeon.com/forums/index.php?topic=8283.msg82336#msg82336) Alpha 8 by Hunter712 (https://ludeon.com/forums/index.php?action=profile;u=6880).
Title: Re: [MOD] (Alpha 8) Rimfire (v1.0)
Post by: Epyk on January 22, 2015, 03:58:28 PM
Guns, I can't get enough guns!

Nice looking mod.
Title: Re: [MOD] (Alpha 8) Rimfire - vanilla style gun mod (v1.0 - 22th Jan 2015)
Post by: inman30 on January 22, 2015, 05:36:44 PM
Indeed it does look nice, I must try it!
Title: Re: [MOD] (Alpha 8) Rimfire - vanilla style gun mod (v1.0 - 22th Jan 2015)
Post by: SilverDragon on January 22, 2015, 06:15:29 PM
Yeeehaw, more guns! :D Guns are funs.
Title: Re: [MOD] (Alpha 8) Rimfire - vanilla style gun mod (v1.0 - 22nd Jan 2015)
Post by: Derringer97 on January 23, 2015, 10:56:12 AM
HAHAHA my real name is derringer its nice to see im mod material ;D
Title: Re: [MOD] (Alpha 8) Rimfire - vanilla style gun mod (v1.0 - 22nd Jan 2015)
Post by: Enjoyment on January 23, 2015, 11:05:01 AM
looks pretty (and pretty vanilla), but why the "Vintovka Mosina" is the only gun with relief wood-part?
Title: Re: [MOD] (Alpha 8) Rimfire - vanilla style gun mod (v1.0 - 22nd Jan 2015)
Post by: Alistaire on January 23, 2015, 02:13:01 PM
Quote from: Enjoyment on January 23, 2015, 11:05:01 AM
looks pretty (and pretty vanilla), but why the "Vintovka Mosina" is the only gun with relief wood-part?

I used the Guns+ colours for most guns, and took a look at the Lee-Enfield for the Mosin's texture.
Guns+ doesn't have highlights on the wooden parts of its guns, so I didn't add them. I'll add them on the Galil and WA-2000 in the next version - that would look better indeed, thanks for pointing it out.




At every commenter so far: Thanks for checking out my mod! If you have any suggestions, feel free to leave them.

I've been playtesting the mod for a while today and I feel some gun sounds might be too loud, especially the Scout and WA-2000. If you would like a lower volume version of the mod, just ask.
Another thing I was thinking about was making a version with guns in the exact vanilla style (without anti-aliasing and transparency). If that's something you're interested in please leave a comment.
Title: Re: [MOD] (Alpha 8) Rimfire - vanilla style gun mod (v1.0 CR - 10th Feb 2015)
Post by: Alistaire on February 10, 2015, 03:10:52 PM
Worked on a Combat Realism (https://ludeon.com/forums/index.php?topic=9759) balanced version. It's up at the second dropbox download button at the moment.

Please note this version REQUIRES Combat Realism to work. Please also note that you will have to deactivate the standard 1.0 version of Rimfire.
Title: Re: [MOD] (Alpha 8) Rimfire - vanilla style gun mod (v1.0 CR - 10th Feb 2015)
Post by: Alistaire on February 18, 2015, 05:04:14 PM
Now to update the graphical style to fit Alpha 9! Expect a new version Soon(tm).
Title: Re: [MOD] (Alpha 8) Rimfire - vanilla style gun mod (v1.0 CR - 10th Feb 2015)
Post by: Epyk on February 19, 2015, 08:54:21 AM
Quote from: Alistaire on February 18, 2015, 05:04:14 PM
Now to update the graphical style to fit Alpha 9! Expect a new version Soon(tm).

My gun collection thanks you!
Title: Re: [MOD] (Alpha 8) Rimfire - vanilla style gun mod (v1.0 CR - 10th Feb 2015)
Post by: Alistaire on February 19, 2015, 06:42:20 PM
(http://fc00.deviantart.net/fs71/f/2015/050/3/0/rimfire_a9_spritesheet_pixel_art_by_tdeleeuw-d8ipc2m.png) (http://tdeleeuw.deviantart.com/art/Rimfire-A9-Spritesheet-pixel-art-515144542)

Day 1 after Alpha 9, the gun graphics are close to done.

I'm still working on the XML files, and I'll have to fix some sprites from looking weird in-game.




(http://fc07.deviantart.net/fs71/f/2015/051/e/6/rimfire_a9_spritesheet_pixel_art_by_tdeleeuw-d8ipc2m.png) (http://tdeleeuw.deviantart.com/art/Rimfire-A9-Spritesheet-pixel-art-515144542)

Day 2 after Alpha 9, cleaning up the graphics and colourswapping them to fit eachother better.

It seems like Rimworld vanilla guns use a 48x48 or 32x32 canvas, from what I've seen in-game. When is the A9 graphics pack there so I can compare? Eugh.
Title: Re: [MOD] (Alpha 9) Rimfire - Alpha 9 update (v1.1 - 20th Feb 2015)
Post by: Alistaire on February 20, 2015, 06:32:21 AM
Alpha 9 update is out!
Title: Re: [MOD] (Alpha 9) Rimfire - Alpha 9 update (v1.1 - 20th Feb 2015)
Post by: Latta on February 20, 2015, 06:53:30 AM
How beautiful it is with these fancy new graphics!
Are you someone who draw dots professionally?
Title: Re: [MOD] (Alpha 9) Rimfire - Alpha 9 update (v1.1 - 20th Feb 2015)
Post by: Alistaire on February 20, 2015, 07:31:05 AM
Quote from: Latta on February 20, 2015, 06:53:30 AM
How beautiful it is with these fancy new graphics!
Are you someone who draw dots professionally?

Yup, that's me - if you want to see more, I've got a DeviantART gallery (http://tdeleeuw.deviantart.com/gallery/).
Title: Re: [MOD] (Alpha 9) Rimfire - Alpha 9 update (v1.1 - 20th Feb 2015)
Post by: Rathael on February 21, 2015, 11:47:02 AM
This mod is giving the same error on world gen as Right Tool For The Job.
https://ludeon.com/forums/index.php?topic=6666.45
Title: Re: [MOD] (Alpha 9) Rimfire - Alpha 9 update (v1.1 - 20th Feb 2015)
Post by: Alistaire on February 21, 2015, 01:02:18 PM
Quote from: Rathael on February 21, 2015, 11:47:02 AM
This mod is giving the same error on world gen as Right Tool For The Job.
https://ludeon.com/forums/index.php?topic=6666.45

After generating just over three dozens of worlds I still can't seem to replicate such an error. Could you provide more details on it?
Title: Re: [MOD] (Alpha 9) Rimfire - Alpha 9 update (v1.1 - 20th Feb 2015)
Post by: Rathael on February 21, 2015, 03:42:00 PM
Hmm after having removed Edb Prepare carefully it has stopped. I can gen worlds with rimfire already active now. odd.
Title: Re: [MOD] (Alpha 9) Rimfire - Alpha 9 update (v1.1 - 20th Feb 2015)
Post by: Alistaire on February 24, 2015, 04:32:11 AM
Alpha 9 Combat Realism version out!
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.1 CR - 24th Feb 2015)
Post by: Vonholtz on February 24, 2015, 05:31:22 AM
are the sounds of the guns one you have added or did they change the sounds in alpha 9 for the game. I am sure some sounds of the gun fire sounds like it is from the old PC game Close Combat.  :D
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.1 CR - 24th Feb 2015)
Post by: Alistaire on February 24, 2015, 05:37:45 AM
I've added gun sounds to my own guns. The base sounds were painstakingly taken from gun videos on Youtube and the noises were edited out to give a cleaner audio file. Some gun sounds were bass boosted and such.
None were taken from video games, though, and I'm not familiar with the game Close Combat.
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.1 CR - 24th Feb 2015)
Post by: Ykara on February 24, 2015, 12:32:28 PM
I love this mod, especially its vanilla friendly textures. They fit the Rimworld artstyle very well, great job. I think that's the only gun mod I will keep ^^
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.1 CR - 24th Feb 2015)
Post by: NoImageAvailable on February 24, 2015, 03:41:30 PM
Been playing with this for my latest playthrough and that is some very nice spritework. Though it does make things rather easy when a sieging party spawns with all Deringers :D
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.2 - 27th Feb 2015)
Post by: Alistaire on February 27, 2015, 12:23:04 PM
(http://i1032.photobucket.com/albums/a409/wingbull/MilkorMGL_zpsp9vmix1v.png)




Rimfire v1.2 out! This version adds a Mikor MGL, and the CombatRealism version of the launcher also has frag ammunition!

Any other parts of the mod have not changed, and it's safe to keep playing on the same savegame as you normally would.
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.2 - 27th Feb 2015)
Post by: Alistaire on February 28, 2015, 12:29:05 PM
(http://i1032.photobucket.com/albums/a409/wingbull/Comparison_zpsj0miapfu.png)




So as always I wasn't happy with the current artstyle and decided to try mimicking the Alpha 9 style in more detail.
Obvious differences are in the trigger and the heavily simplified colour blobs, less obvious differences are in the amount of dark colours on the sprite.

  • v1.2 is the current 93r Machinepistol (burstfire machinepistol in-game);
  • I is the first try where I almost literally copy the Pistol's artstyle;
  • II is the second try where I add more details to make the gun look different enough to be recognizable from the vanilla one;
  • A9 is the vanilla Pistol.

Going from I to II, you can see that the sprite gets darker around the trigger and lighter around the important features of the gun.
Both sprites were tested in-game, and the darker gun (not final) looked way more recognizable, which is a good thing.
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.2 - 27th Feb 2015)
Post by: Makropony on March 01, 2015, 10:05:26 PM
The "Military rifle" doesn't seem to be working. My colonists can equip it, but can't fire it and it doesn't show up on the bar at the bottom as a weapon.
Scratch that, re-making a colony fixed it.
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.2 - 27th Feb 2015)
Post by: Alistaire on March 05, 2015, 03:30:37 AM
(http://i1032.photobucket.com/albums/a409/wingbull/Compare_zpsacvxawy3.png)




Working on the simplified version some more - they look better with the vanilla weapons. And an in-game look:

(http://i1032.photobucket.com/albums/a409/wingbull/Ingame_zps79mcw3d7.png)
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.2 - 27th Feb 2015)
Post by: skullywag on March 05, 2015, 03:55:41 AM
Alistaire I havent checked but make sure you have thing categories on your gun defs. Itll stop errors with edbs mods. Check his thread for the fix its on the last couple of pages or so.
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.2 - 27th Feb 2015)
Post by: Alistaire on March 05, 2015, 09:45:29 AM
I don't get why people keep telling me that. I copied the exact BaseGun thingDef and used it for every weapon in the mod - it has a single thingCategories list item, WeaponsRanged, which is the same as it is in the base game.

I've played Rimfire along with every EdB mod and had no console errors at all.

Also, EdB has several threads. If you could point me to the right one, that'd help too.
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.2 - 27th Feb 2015)
Post by: skullywag on March 05, 2015, 12:14:28 PM
Only if it was this issue:
https://ludeon.com/forums/index.php?topic=7380.msg110917#msg110917
If it wasnt then make sure your users are up to date with edbs mods, its usually the cause.
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.2 - 27th Feb 2015)
Post by: Mechanoid Hivemind on March 14, 2015, 04:49:46 PM
Is this compatible with the combat realism mod?
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.2 - 27th Feb 2015)
Post by: Novellum on March 14, 2015, 05:37:03 PM
Quote from: Mechanoid HiveMind on March 14, 2015, 04:49:46 PM
Is this compatible with the combat realism mod?
Yes, there's another download for CR for Rimfire on the OP.
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.2 - 27th Feb 2015)
Post by: Alistaire on April 07, 2015, 11:44:51 AM
(http://i1032.photobucket.com/albums/a409/wingbull/SoFar_zps6mzlxpkw.png) (https://www.youtube.com/watch?v=CXpuRIZzJog)




Exciting new graphics... and guns. Can you spot the three new ones?

I've been slaving out the "A9_Exact" graphics over the past month, and I've got three left. Because it's pretty mindnumbing work I added some more guns as well, to switch the update up a bit.

I'd like to know who is interested in the addition of potentially 29 (!!) new pistols, rifles, shotguns and heavy weaponry. All of them will be unique, making the mod entirely compatible with Project Armory's arsenal (the current mod has few duplicates, I'd like to know if anyone wants those to be removed too).

Because Alpha 10 is probably out not long from now, I'll have to update the mod for that version at some point. I assume the new weapons will not be Alpha 9 material, maybe not even Alpha 10 material (single author running the show). I hope that won't be the case.

So my questions are:

"Would you like me to add more guns?"
"Should the WA-2000 be removed (it's also in Project Armory)"




In other news

[MOD] (Alpha 9) Enhanced 3D Print Guns and Armor + Rimfire (https://ludeon.com/forums/index.php?topic=11923) ....
.... is a compatibility patch for Rimfire and 3D Print Guns and Armor.

Check it out if you're interested in that!




Thanks for reading through the update!
~Alistaire
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.2 - 27th Feb 2015)
Post by: HBKRKO619 on April 07, 2015, 01:39:31 PM
If it's full compatible with Project Armory, I want to say : more stuff is love, more stuff is life, let's go man ^^
Title: Re: [MOD] (Alpha 9) Rimfire - vanilla style gun mod (v1.2 - 27th Feb 2015)
Post by: Alistaire on April 15, 2015, 03:12:13 PM
So A10 is out, I'm gonna slave out the last few graphics, missing sounds and stats for the existing and new guns. So far the new guns are only three; three pistols as well.

A10 has close to no effect on the weapons code, so that's a plus.
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: Alistaire on April 16, 2015, 05:52:06 PM
V1.3 for Alpha 10 out!

Three guns have been added, graphics have been remade.
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: HBKRKO619 on April 16, 2015, 05:59:39 PM
Thank you Alistaire :)
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: Alistaire on April 18, 2015, 03:56:15 AM
[MOD] (Alpha10) Brunayla's Security Co + Rimfire Weapon Crafting Patch (https://ludeon.com/forums/index.php?topic=12314) ....
.... is a compatibility patch for Rimfire and Brunayla's Security Co.

Check it out if you're interested in that!
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: Nataris on April 23, 2015, 07:39:07 PM
Any plans to update the compatibility patch for Combat Realism?  Would be the missing piece of my next playthrough.  Ive been dieing to try both mods.

Great job with the work so far.  Very much appreciated.
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: NoImageAvailable on April 24, 2015, 03:16:42 AM
Quote from: Nataris on April 23, 2015, 07:39:07 PM
Any plans to update the compatibility patch for Combat Realism?  Would be the missing piece of my next playthrough.  Ive been dieing to try both mods.

Great job with the work so far.  Very much appreciated.

I'll be providing my own patch in the future. Makes it easier to keep it up-to-date with balance adjustments and such.
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: Mechanoid Hivemind on April 26, 2015, 11:01:01 PM
WHOOOOOO i got part of a mod :D yay yay yay this is awesome :D i missed the last build so i am jumping in this one :D freaking A. Ill give it a shot :D i am so excited :D. Btw i changed my name from mechanoid hivemind to zerg hive mind :F
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: Varg on April 27, 2015, 06:02:54 AM
Quote from: Alistaire on April 18, 2015, 03:56:15 AM
[MOD] (Alpha10) Brunayla's Security Co + Rimfire Weapon Crafting Patch (https://ludeon.com/forums/index.php?topic=12314) ....
.... is a compatibility patch for Rimfire and Brunayla's Security Co.

Check it out if you're interested in that!

Does that mean these weapons are mountable as well?
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: Alistaire on April 27, 2015, 07:22:09 AM
Quote from: Varg on April 27, 2015, 06:02:54 AM
Quote from: Alistaire on April 18, 2015, 03:56:15 AM
[MOD] (Alpha10) Brunayla's Security Co + Rimfire Weapon Crafting Patch (https://ludeon.com/forums/index.php?topic=12314) ....
.... is a compatibility patch for Rimfire and Brunayla's Security Co.

Check it out if you're interested in that!

Does that mean these weapons are mountable as well?

Brunayla's Security Co. doesn't use C# for mountable turrets, rather XML. The turrets are basically Improvised Turrets with slightly different stats and with a weapon required to build it. The turret is graphically the same as an Improvised Turret.
Rimfire weapons don't have a turret variant, because there's no XML file defining it.

You might be looking for OmniWeapons (https://ludeon.com/forums/index.php?topic=12203.0) by Skullywag (https://ludeon.com/forums/index.php?action=profile;u=13346), which adds a mountable base. That mod isn't compatible with Rimfire either.
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: Varg on April 27, 2015, 07:36:36 AM
Thank you for the quick reply!
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: Latta on April 27, 2015, 07:55:55 AM
Quote from: Alistaire on April 27, 2015, 07:22:09 AM
Quote from: Varg on April 27, 2015, 06:02:54 AM
Quote from: Alistaire on April 18, 2015, 03:56:15 AM
[MOD] (Alpha10) Brunayla's Security Co + Rimfire Weapon Crafting Patch (https://ludeon.com/forums/index.php?topic=12314) ....
.... is a compatibility patch for Rimfire and Brunayla's Security Co.

Check it out if you're interested in that!

Does that mean these weapons are mountable as well?

Brunayla's Security Co. doesn't use C# for mountable turrets, rather XML. The turrets are basically Improvised Turrets with slightly different stats and with a weapon required to build it. The turret is graphically the same as an Improvised Turret.
Rimfire weapons don't have a turret variant, because there's no XML file defining it.

You might be looking for OmniWeapons (https://ludeon.com/forums/index.php?topic=12203.0) by Skullywag (https://ludeon.com/forums/index.php?action=profile;u=13346), which adds a mountable base. That mod isn't compatible with Rimfire either.

For a turret that can mount anything, try Haplo's Misc. mod. It has an automatic gun mount, though requires a research.
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: Adamiks on April 27, 2015, 11:03:41 AM
Nice. Now i can choose what sniper rifle i should use.
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: Nataris on April 28, 2015, 08:57:49 PM
Quote from: NoImageAvailable on April 24, 2015, 03:16:42 AM
Quote from: Nataris on April 23, 2015, 07:39:07 PM
Any plans to update the compatibility patch for Combat Realism?  Would be the missing piece of my next playthrough.  Ive been dieing to try both mods.

Great job with the work so far.  Very much appreciated.

Great, thank you!  :)

I'll be providing my own patch in the future. Makes it easier to keep it up-to-date with balance adjustments and such.
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 - 16th April 2015)
Post by: Ninefinger on April 28, 2015, 09:14:34 PM
Quote from: Nataris on April 28, 2015, 08:57:49 PM
Quote from: NoImageAvailable on April 24, 2015, 03:16:42 AM
Quote from: Nataris on April 23, 2015, 07:39:07 PM
Any plans to update the compatibility patch for Combat Realism?  Would be the missing piece of my next playthrough.  Ive been dieing to try both mods.

Great job with the work so far.  Very much appreciated.

Great, thank you!  :)

I'll be providing my own patch in the future. Makes it easier to keep it up-to-date with balance adjustments and such.

I hope you dont mind but i have already made a patch for combat realism for my Ultimate Overhaul Modpack, if you would like to check it out you are more than welcome to use it or change it in any way it is called the Combat Realism + Rimfire Compatibility Patch: http://goo.gl/Ri2lIJ it is not so much of a patch but a complete rework. I also completely reworked  combat realism for more balance to better reflect weapon types, ignore the SCA10Core folder it is just modified files for compatibility with my modpack. The Rimfire Combat Realism Rework is all you need, but the combat realism would also have to follow suit and go with my modifications. in order for everything to sync, all the changes i made are in the Weapons_guns.xml, Anyways just trying to help.

the only thing is you would have to change this bit of code from SteelBar to just Steel since it is modified to be compatible with superior crafting in my modpack. And that is kind of  the reason why i haven't made it available as a separate download for anyone since i would need two of the exact same patches just with that one bit of code changed.
Cheers!
                      <smeltProducts>
                       <SteelBar>10</SteelBar>
                      </smeltProducts>
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 CR - 3th May 2015)
Post by: Alistaire on May 03, 2015, 10:16:22 AM

(http://i1032.photobucket.com/albums/a409/wingbull/Preview_zpsgu8mjsjl.png) (https://www.youtube.com/watch?v=OfVh1v7GGKY)




Combat Realism compatibility patch released

This time, NoImageAvailable (https://ludeon.com/forums/index.php?action=profile;u=12641) himself has provided the CombatRealism version of Rimfire. You can download it off of the usual download locations: Dropbox, Nexus Mods and ModDB.

Thanks for your interest in Rimfire and CombatRealism!
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 CR - 3th May 2015)
Post by: Adamiks on May 09, 2015, 08:32:28 AM
Is there any chance for Rimfire-Rimsenal compatible fix? Because i think that Scout in rimfire is better than all this shinny sniper rifles in Rimsenal and (this is the biggest problem!) scout isn't really too good referring to the vanilla game.
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 CR - 3th May 2015)
Post by: Alistaire on May 09, 2015, 09:52:28 AM
Quote from: Adamiks on May 09, 2015, 08:32:28 AM
Is there any chance for Rimfire-Rimsenal compatible fix? Because i think that Scout in rimfire is better than all this shinny sniper rifles in Rimsenal and (this is the biggest problem!) scout isn't really too good referring to the vanilla game.

I'm not sure I understand your suggestion. Do you want the Scout to be more OP so it's still a viable option when you're using the massively OP Rimsenal mod?
I think you're better off editing the stats yourself if you have an idea what you want changed.
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 CR - 3th May 2015)
Post by: Adamiks on May 09, 2015, 10:17:08 AM
I mean that scout is too OP referring to Rimsenal but isn't too OP to vanilla game (i mean rimfire weapons are balanced to vanilla game but no to rimsenal). For example in Rimsenal there is a sniper rifle with max range 50, 30dmg and this rifle is more expensive than scout (scout have 50range, 38dmg).
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 CR - 3th May 2015)
Post by: Alistaire on May 09, 2015, 11:12:38 AM
Quote from: Adamiks on May 09, 2015, 10:17:08 AM
I mean that scout is too OP referring to Rimsenal but isn't too OP to vanilla game (i mean rimfire weapons are balanced to vanilla game but no to rimsenal). For example in Rimsenal there is a sniper rifle with max range 50, 30dmg and this rifle is more expensive than scout (scout have 50range, 38dmg).

The base game Sniper Rifle has 45 range and 40 damage. The Scout is a sidegrade, as are all the weapons in Rimfire. Its stats are balanced to work with vanilla and any mods that balance to vanilla, because that kinda makes sense.
I don't believe Rimsenal modifies vanilla weapons, so I don't see why my weapons should be modified. Rimsenal balances its weapons in a different way. The 50 range 30 damage rifle you're talking about shoots bullets with speed 300(!!!!), is extremely accurate on long range and is therefore way more accurate than the Scout. Granted, the 2100 market value is a lot, but I am not going to patch Rimsenal to work with vanilla. That's rooki1's job.

In short, if you still feel something should be done I suggest you make the patch yourself or ask rooki1 about it.
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 CR - 3th May 2015)
Post by: Alistaire on May 10, 2015, 07:40:14 AM
(http://i1032.photobucket.com/albums/a409/wingbull/Preview_zpsgu8mjsjl.png)




Combat Realism compatibility patch updated

Combat Realism has updated, and sniper rifles now require Verb_ShootSniper instead of Verb_ShootRifle. To update, remove your previous version of /Mods/CombatRealism Rimfire/ and paste this one. You can download it off of the usual download locations: Dropbox, Nexus Mods and ModDB.
Title: Re: [MOD] (Alpha 10) Rimfire - vanilla style gun mod (v1.3 CR - 3th May 2015)
Post by: Alistaire on June 11, 2015, 07:30:36 AM
(http://i1032.photobucket.com/albums/a409/wingbull/5f5ddd46-79bc-49ce-ad1d-00a0ddd1a864_zpsl5u47uoc.png)




Rimfire v1.4 for Alpha 11 progress

Since the last update I hadn't worked a lot on Rimfire, including a few sniper rifles here and there, but with Rimworld Alpha 11 releasing and all that I'll have to update my mod. So far I finished a few sprites for new weapons, which are guaranteed to be included this v1.4 release. The sounds aren't finished, so I'll be editing gunshots for some time.

I expect v1.4 to hit the usual download locations before the end of the week, along with three new sniper rifles and a new pistol.
Title: Re: [MOD] (Alpha 11) Rimfire - vanilla style gun mod (NEW v1.4 - 14th June 2015)
Post by: Alistaire on June 14, 2015, 05:29:47 PM
V1.4 for Alpha 11 out!

Four guns have been added, including two Anti-Materiel rifles.
The mod's archive has been cleaned up a bit, old images have been removed and the source code for the .dll isn't included in the main download locations.
Title: Re: [MOD] (Alpha 11) Rimfire - vanilla style gun mod (NEW v1.4 - 14th June 2015)
Post by: NephilimNexus on June 14, 2015, 06:04:29 PM
I look forward to giving my bald vat-clone assassin a WA-2000.
Title: Re: [MOD] (Alpha 11) Rimfire - vanilla style gun mod (NEW v1.4 - 14th June 2015)
Post by: ( Tchey ) on June 14, 2015, 06:28:17 PM
Nice one, i will try this mod in my next play. Thanks.
Title: Re: [MOD] (Alpha 11) Rimfire - vanilla style gun mod (NEW v1.4 - 14th June 2015)
Post by: Alistaire on June 15, 2015, 05:08:16 AM
I've cleaned up OP a lot to make it easier for people to navigate downloads.
A link to the wiki has been supplied (http://rimworldwiki.com/wiki/User:Alistaire/Mod:Rimfire#Versions) for old versions of the mod.
Title: Re: [A11] Rimfire (v1.4 / 14.06.2015)
Post by: Loki88 on June 18, 2015, 12:08:04 AM
Is there a gun in this that would be a close equivalent to the carbine from the old Guns+ mod? If not is it a pain in the arse to add? I really enjoyed that gun and sound that came with it. If my modding skills didn't = crap I would try to add it in to mine but I have a tendency to break things while modding :(
Title: Re: [A11] Rimfire (v1.4 / 14.06.2015)
Post by: Alistaire on June 18, 2015, 03:52:35 AM
Rimfire doesn't add such a weapon.

I'd like to add weapons from the Guns+ mod, sure, but I don't believe it's really my responsibility to both update and maintain a mod from
three alphas back. There's been two gun rebalances in these alphas, so the gun's stats can't be copied directly either.

I get you'd like to have the Carbine in Alpha 11, but the best way would probably be to ask Guns+' author about updating his mod or getting
his permission to use his sound effects and gun sprites to make a new Carbine mod. Old mods get updated without the owner's permission
too, so if you're planning to maintain the mod for a while that's a possibility. Adding a gun to Rimworld is one of the easiest things you can
do, and my mod's code was originally based off of Guns+' code (I copied its sound definition files and used them instead of the standard
Rimworld sound definition files).

If you're at all interested in modding Rimworld I'd suggest you compare the "*Rimworld*/Mods/Core/Defs/ThingDefs/Weapons_Guns.xml"
file in both Alpha 8 and Alpha 11 to find the code differences between the versions (especially the differences in weapon stats is important -
there's been rebalances), then apply this knowledge to the Alpha 8 version of Guns+. I would personally do exactly this if I was to update
the mod. I wrote a quick introduction to modding weapons (http://rimworldwiki.com/wiki/User:Alistaire/Tutorials/Weapons_Guns) on the wiki too, if you're interested. Other than that there's the Help subforum
if you really break things in a major way.

I'm sorry if you expected me to add the Carbine to my own mod, but I think Hunter712 has to maintain his own mods.



TL;DR:
  • Rimfire doesn't have a Carbine clone at the moment
  • Updating Guns+ might require permission
  • You could update the mod yourself; modding weapons isn't hard
Title: Re: [A11] Rimfire (v1.4 / 14.06.2015)
Post by: Loki88 on June 18, 2015, 09:19:06 AM
I didn't intend to step on toes, though it seems I did. I referenced Guns+ because that was the easiest way for me to describe what I was asking about. Not because I was hoping for you to update it or take the carbine from it. I also don't really have any intention of making my own weapons mod when someone with skills far superior to my own has already made essentially the exact mod I would want to make (this one). All I was hoping for is something like a PCC (Pistol Calibre Carbine) such as the Kel-Tech sub 2000, or the Marlin Camp Carbine. I apologize for the toe stepping and will stop being a pest.
Title: Re: [A11] Rimfire (v1.4 / 14.06.2015)
Post by: Alistaire on June 18, 2015, 10:01:02 AM
I'm not sure how you concluded from my answer that you are being a pest to me. If you were, I wouldn't have answered with more than a
paragraph in the first place.




On the addition of PCC's to Rimfire:

The mod currently features a bunch of SMG's and rifles, and a bunch more are planned in the future. The latest update completed my todo-list
of sniper rifles and with your message I'll try to focus on carbines for next update. Carbines weren't planned and I finished the SMG todo-list a
while ago, but I could throw in a few carbines if you'd like that.

Similar stats: The mod currently features an M-3 (greasegun SMG), a Kriss Vector (modern SMG) and a Galil (iraqi rifle) which have
properties similar to a pistol carbine. The base-game Survival rifle and Rimfire's Mosin (3-line rifle) might be good alternatives too.

Sounds: All guns in the mod have custom sounds. The XM-8 (military rifle) and the 93R (burstfire machinepistol) have really cool sound
effects in my honest opinion, so they might work as a replacement to the Carbine's ones.
Title: Re: [A11] Rimfire (v1.4 / 14.06.2015)
Post by: Loki88 on June 18, 2015, 10:24:21 AM
 I always assume I'm being a pest when asking someone to add things to their mods :P
Title: Re: [A11] Rimfire (UPDATED v1.5 / 19.06.2015)
Post by: Alistaire on June 19, 2015, 09:49:21 AM
(http://i1032.photobucket.com/albums/a409/wingbull/CX4_zpspqkqt6fe.png) (https://www.youtube.com/watch?v=UivcJ2VdhfA)




Rimfire v1.5 for Alpha 11 released

A quick non-alpha update, similar to the Grenade launcher update. This update adds three new carbines - the Ruger PC-9, H&K USC and Beretta CX-4.
Loki88 (https://ludeon.com/forums/index.php?action=profile;u=26942) requested Carbines to be added to Rimfire. If you feel like the mod is missing any weapon type or maybe a specific weapon even, feel free to request it.
Title: Re: [A11] Rimfire (UPDATED v1.5 / 19.06.2015)
Post by: Rafe009 on June 19, 2015, 03:10:23 PM
I really like this mod from an aesthetic perspective as it's one of the only mods where the guns don't look like something you would buy from Toys 'R Us made by Nerf/Hasbro corporation or some unholy thing that was churned out of Willy Wonka's factory after Stalin nationalized it for arms production and told Mr. Wonka to make arms. The gun play in Rimworld is really intense and guns start to feel personal so it's nice that they have their own personality if you will.

My concern is balance. I'm on my third year playing in a vanilla game and i finally bought a mini-gun, a poor one at that, because i've just not been able to salvage one. If i install this mod am i going to be overflowing with guns or does that constant pressure of scrounging for arms remain? Are some of these guns comparable or better than existing vanilla weapons in accuracy, damage, fire rate? I really don't want to play a different game and have a tremendous advantage in firefights, i just want my arms to have a bit more personality.
Title: Re: [A11] Rimfire (UPDATED v1.5 / 19.06.2015)
Post by: Alistaire on June 19, 2015, 03:45:51 PM
All guns in the mod are supposed to be sidegrades which have slightly tweaked stats from the vanilla weapons or upgrades which are superior
in a specific field. Because any added guns are available to both traders and raiders you shouldn't have an advantage in fights - enemies have
the same weapons. If anything, raiders become more varied in weapon choices since the mod's guns have similar market values to the vanilla
guns. Raiders can basically choose between a standard pistol, a weaker revolver type weapon or a stronger machinepistol which fires in bursts.
The stronger raiders will now also use a grenade launcher and anti-materiel rifles which are decently overpowered to match the strength of
similar weapons these enemies could spawn with in the base game (rocket launchers and laser rifles).

I like to compare Rimfire to Guns+, a mod which hasn't updated since Alpha 8 but which was the inspiration for this one, because the guns are
trying to be balanced, fit in with the game, offer slight variety in existing weapons and form new niches for specific gameplay purposes (the
addition of carbines as a weapon tier between SMGs and Rifles, the addition of anti-materiel rifles as an upgrade from sniper rifles).

If you feel like any of the guns require a rebalance, you're free to suggest it. Since the mod's initial release back in Alpha 8 there's been two
main game gun rebalances in which I had to do just that.

Additionaly, if you have any interest in Combat Realism (which at the point of writing hasn't updated to Alpha 11 yet, sadly) or any weapon
crafting mod, I've provided a compatibility patch for several mods in the past.
Title: Re: [A11] Rimfire (UPDATED v1.5 / 19.06.2015)
Post by: Loki88 on June 20, 2015, 01:09:32 AM
 :o The new carbines are amazing!!! I can't believe you did them that fast either. I love em, thank you! ;D
My harasser squad can be re made now.

On a side note, I just had one of those moments where I realize something I should have picked up on earlier. This mod is called Rimfire and actually has no rim fire guns in it :P I'm not suggesting they be added as extra firearms since they would be pretty useless unless you're hunting the hares and squirrels with them all day, just thought it was funny  :)

Anyway, thanks again for adding the carbines so quickly.
Title: Re: [A11] Rimfire (v1.5 / 19.06.2015)
Post by: Othobrithol on July 03, 2015, 04:34:50 PM
Great Mod, it's the only +weapons mod out there I use. It's unusually well balanced and doesn't throw off the game progression or clutter up the menus near as much as so many others.

but... as much as I do really love the carbines they seem pretty overpowered compared to both vanilla guns and your own weapons. Unless I am missing something they dish out damage on par with the charge rifle, but with better range and much better accuracy. In the rimfire set they seem to make the assault/military rifles totally obsolete as they have similar or better performance at range with up to twice the damage potential.

If I am mistaken in my reading of the data files, I apologize.

My personal tweaking is moving towards dropping their damage to be on par with SMGs, keeping similar range, but nerfing the long range accuracy. This makes them sort of a multipurpose personal defense weapon for non-soldier colonists; capable of adding fire for the long range shoot-outs (but being outshot by assault rifles etc), maintaining excellent close to mid lethality but not as potent as more specialized weapons (SMGs, LMGs, Charge Rifle).

Just my thoughts.

Keep up the good work!
Title: Re: [A11] Rimfire (v1.5 / 19.06.2015)
Post by: Alistaire on July 03, 2015, 05:14:35 PM
I must say I rushed the carbine update and tried beefing up the weapons to match Guns+' carbine. Besides I didn't have the time to playtest
them thoroughly; I haven't done a playthrough of Alpha 11 so far so I'm glad you gave some feedback.

If you came up with any, feel free to suggest more balanced stats for the carbines. Otherwise I could take a look at them and fix them based
on the things you already mentioned.
Title: Re: [A11] Rimfire (v1.5 / 19.06.2015)
Post by: Othobrithol on July 03, 2015, 08:47:14 PM
IMO, Baseline values for the weapon class would be around 10 +/- 2 for damage, Range in the mid to upper 20s, with accuracies of .75 / .85 / .5 / .5 ( long is meaningless in this case ofc). That would make them handy at 4-15 with accuracy trailing down quickly 16-25 but not as bad as the longer range SMGs.

Civilian PCC is the most in need of nerfing, it's a super weapon. Dmg 8 or 9, Burst 2, Range 26 makes it basically a very toned down charge rifle and a middle of the road weapon on all accounts.
The Police carbine is actually pretty balanced as-is. I'm thinking this one needs to stay single shot with a good (12?) dmg, better aimtime/cd, range 30ish with a balanced accuracy with the highest medium in the class (.75 or .8) making it sort of a skirmishing semiautomatic rifle.
Storm gets middling dmg of 9 or maybe 10, burst 3, lowest range (22?) and better accuracy in touch/short (.85ish?) and worse at medium (.45). that will make it closer to an SMG but capable of long range.

I didn't make any effort to adjust for cd or aim time (which seemed fine), but just focused on the dmg, burst, range and accuracies. I compared the values for PDW, Heavy SMG, Charge Rifle (which is really an SMG tbh), vanilla assault rifle, And your Galil and XM8. As a side note, I think the touch/short accuracy is inflated in many weapons. Really only pistols, smgs and shotties should get above 0.8 that close. In my files I've tapped quite a few of your weapons down 0.1 in their less optimal ranges to create more contrast and bring them closer in line to vanilla weapons which seem to peak at .8 to .9 only in their very best range.

Title: Re: [A11] Rimfire (v1.5 / 19.06.2015)
Post by: Alistaire on July 04, 2015, 06:34:56 AM
Alright I changed the weapon stats from;

<!-- ==================== Beretta CX4 ============================= --> (storm carbine)
013 DMG - 070 SPD - 092 WMP - 031 RNG
Cooldown 0.69
Burst 2x 021
% 0.91 - 0.92 - 0.89 - 0.70
600 $
<!-- ==================== Ruger PC-9 ============================== --> (police carbine)
014 DMG - 065 SPD - 075 WMP - 034 RNG
Cooldown 0.60
% 0.92 - 0.96 - 0.90 - 0.70
560 $
<!-- ==================== HK USC ================================== --> (civilian PCC)
012 DMG - 072 SPD - 083 WMP - 032 RNG
Cooldown 0.66
Burst 3x 011
% 0.93 - 0.95 - 0.91 - 0.70
640 $


to;

<!-- ==================== Beretta CX4 ============================= --> (storm carbine)
010 DMG - 070 SPD - 092 WMP - 028 RNG
Cooldown 0.69
Burst 2x 021
% 0.91 - 0.92 - 0.79 - 0.60
600 $
<!-- ==================== Ruger PC-9 ============================== --> (police carbine)
012 DMG - 065 SPD - 070 WMP - 032 RNG
Cooldown 0.60
% 0.91 - 0.94 - 0.83 - 0.60
560 $
<!-- ==================== HK USC ================================== --> (civilian PCC)
008 DMG - 072 SPD - 083 WMP - 027 RNG
Cooldown 0.66
Burst 3x 011
% 0.90 - 0.87 - 0.78 - 0.60
640 $


The civilian PCC sounds better with a 3-burst, and I made the range 27 to at least make it come somewhat close to rifle range. A damage of 8 with its below average burst speed makes it a hard hitting slow rifle or smg, with the benefits of shooting far and having a low cooldown of both these weapons.

The police carbine is mostly a survival rifle (which is pretty overpowered in vanilla if you look at the stats) with faster dropping accuracy and lower damage but higher fire rate.

The storm also sounds better with a 2-burst, so I lowered the damage a bit. I can't make one of the weapons have a range of 22, because that's below pistol range and carbines are supposed to fire pistol bullets up to rifle range.
Title: Re: [A11] Rimfire (v1.5 / 19.06.2015)
Post by: Othobrithol on July 04, 2015, 01:22:18 PM
It looks like a serious improvement to me. I'll run my next colony with your stock mod and let you know.

I totally agree about the survival rifle. It's a beast. My guess is he wanted you to have a solid, good weapon at the start.

As a last note, a weapon I'd like to see is a pair of peacemakers if you can pull that off. It seems lacking in the current game with all the western motif. I was thinking something like a weaker minigun but with the aim/cd reversed. As soon as the wielder wants to fire, a huge spray of pew pow pew paching hurled inaccurately at the target followed by a long delay while the wielder reloads. A great room to room weapon and good versus melee.

Thanks for accepting my input.
Title: Re: [A11] Rimfire (v1.5 / 19.06.2015)
Post by: Alistaire on July 05, 2015, 05:46:31 AM
The Alpha 11b update changes parts of Assembly-CSharp.dll, which could mean Rimfire Alpha 11 won't work for Alpha 11b.
I'm compiling a version with Alpha 11b's DLL which includes the Carbine changes. This Alpha 11b version will be Rimfire v1.6.
Title: Re: [A11b] Rimfire (UPDATED v1.6 / 05.07.2015)
Post by: Alistaire on July 05, 2015, 02:01:01 PM

Rimfire v1.6 for Alpha 11b released


The Rimfire v1.6 update is to be used ONLY with Alpha 11b and newer. The carbines have been rebalanced according to Othobithol (https://ludeon.com/forums/index.php?action=profile;u=46042)'s feedback.
There are no further gameplay changes in v1.6, and people running an Alpha 11a playthrough won't have to upgrade.
Title: Re: [A11b] Rimfire (UPDATED v1.6 / 05.07.2015)
Post by: Havan_IronOak on July 07, 2015, 11:01:17 AM
Just downloaded your mod and look forward to giving it a go in my next world. (Starting a fresh world and colony tomorrow) any chance that in your next release you'd add a non-lethal weapon or two? There WAS a non-lethal mod that was created a few releases back but it's not been brought up to date.

I used to start one of my colonists with a beanbag shotgun and it seemed to be a nice way to incapacitate an early raider or two. I much prefer to get them into one of my prison cells rather than into my freezer.
Title: Re: [A11b] Rimfire (UPDATED v1.6 / 05.07.2015)
Post by: Mr.Cross on July 07, 2015, 11:57:09 AM
I was thinking about asking you to add in some DMR's (Designated marksman rifle's for those who don't know) But the more I think about it, the more I wonder. How would this be a better alternative to assault rifles or sniper rifles in rim world? I don't think it's there would be a big enough difference in the range for Assault Rifles, or would be better in accuracy at closer ranges for a sniper rifle. Both of which would be better suited at the opposite. Especially since you can switch optics.

Title: Re: [A11b] Rimfire (UPDATED v1.6 / 05.07.2015)
Post by: Alistaire on July 07, 2015, 01:32:53 PM
@Havan_IronOak

Short answer: There probably won't be non-lethal weapons in Rimfire.

Long answer: I'm not planning to add a non-lethal weapon to Rimfire. The aim of the mod isn't to change vanilla combat; I'm rather trying
to beef up gun variety while keeping the guns balanced and similar enough to vanilla's "Modern" tech level. Unless Tynan decides to add
non-lethal weapons in the base game's Modern tech, I'm not gonna add such weaponry.




@Mr. Cross

The problem with adding a DMR is that the term is used to describe slightly modified assault rifles rather than actually specialized, factory
produced designs for the purpose they serve. A way to introduce such rifles in Rimworld would be to allow players to add scopes and modify
barrels on their guns. Adding them through Rimfire would mean the addition of a scoped variant of some rifles with a different name, which
would make it harder and more frustrating to sell each variant of a rifle to traders, deny specific guns in stockpiles etcetera for only a small
increase in gun variety in a category that most Rimworld players will never need to use - You already gave good reasons why it wouldn't
work, and if you look at the amount of rifles specifically designed to serve as a DMR it should be obvious there's no market for them.
Title: Re: [A11b] Rimfire (UPDATED v1.6 / 05.07.2015)
Post by: Mechanoid Hivemind on July 07, 2015, 04:20:05 PM
You should get some turrets going to since there is a very limited choice on turrets right now. I would love to see the return of the vulcan cannon from more vanilla turrets mod. Food for thought :D
Title: Re: [A11b] Rimfire (UPDATED v1.6 / 05.07.2015)
Post by: Rafe009 on July 07, 2015, 06:27:49 PM
Quote from: Zerg HiveMind on July 07, 2015, 04:20:05 PM
You should get some turrets going to since there is a very limited choice on turrets right now. I would love to see the return of the vulcan cannon from more vanilla turrets mod. Food for thought :D

I hope not. The Mod author seems to have an intent of finely balancing his mod with the game and what can you do to turrets besides amp up their damage/range? Such a change which would throw balance out the window.

Also glad he didn't go for non-lethal weapons. While it's a realistic addition it's not a system that's built into the game with how the game is intended to be played. My understanding is if you want to capture enemy you should be using melee and preferably blunt instruments like riffle butt or a baton (which you can make yourself). In this sense the benefit of obtaining captives, to sell, harvest organs or recruit/liberate is balanced by the increased risk of having to close a distance to them or smart base-building that requires you to funnel your melee/brawlers behind the advancing waves of enemy to cut them off when they attempt ot retreat.

If instead we had non-lethal ranged those considerations wouldn't be as needed and base building(which is the core aspect of this game) as well as strategy could be discarded for massive fire-teams.
Title: Re: [A11b] Rimfire (UPDATED v1.6 / 05.07.2015)
Post by: Mr.Cross on July 07, 2015, 07:31:37 PM
If instead we had non-lethal ranged those considerations wouldn't be as needed and base building(which is the core aspect of this game) as well as strategy could be discarded for massive fire-teams. -Rafe009
While that may be the case, Even then with your point, All you would need to do is only add a tazer or stun gun (give it a short range) and put it at a decent price range for one of them, say 2000+ silver? (I'm no good with pricing) and vola, balancing issues some what controled. And if that weren't enough, just make the shot accuracy 50% with a long 'reload' and if they screw it up... Well it won't be pretty.

@Alistaire - Yea, I figured. I essentially just wanted to see your thoughts on the idea's. However, some more LMG's might be nice, even if it's for the Aesthetic appeal,
Title: Re: [A11b] Rimfire (UPDATED v1.6 / 05.07.2015)
Post by: Alistaire on July 08, 2015, 11:53:48 AM
@Mr.Cross

LMG's have been on the todo-list for a while now. I'll work on them at some pointâ„¢.




@Rafe009, @Mr.Cross

The thing with non-lethal guns is that Tynan is asking for artifacts over at his Mod requests for vanilla (https://ludeon.com/forums/index.php?topic=13182.0) topic, and this idea would be much
better as an artifact. Balancing it according to @Mr.Cross' suggestions would make it even more of an artifact.




@Zerg HiveMind

I would much rather see the author of More Vanilla Turrets update his ones. They are already good and I wouldn't want to spend time on
something that someone else has both already done and done better than I would like to invest time in.




@Othobrithol

I like the idea of a "Jim's Gun" (the gun from Earthworm Jim which fires a lot of shots but hits something only very occasionaly) in Rimworld,
but once again rather as an artifact than a standard gun. Not that it would be too overpowered, but it's a bit too gimmicky in my opinion.
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: Mr.Cross on July 08, 2015, 12:19:04 PM
I may just try to mod this in. However one big snag... I don't know how to mod. however I will try.
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: kaptain_kavern on July 08, 2015, 02:50:42 PM
There is an old tuto on the wiki (http://rimworldwiki.com/wiki/User:Alistaire/Tutorials/Weapons_Guns) for that. Some things may have changed with the tags (check in up-to-date mods) but it'll give you more than the basics.

Also props goes to Alistaire, RimFire's creator ;) so...
I take this occasion to say thank you for that tuto
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: Alistaire on July 08, 2015, 03:07:13 PM
The tutorial was made after the Alpha 11 launch, and Alpha 11b has no changes from the normal version so you should be good.

I don't believe you can make a non-lethal gun using only XML though, you're probably gonna need C#.
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: Mr.Cross on July 08, 2015, 03:11:59 PM
Well shit, I'm learning C# ( Slowly ) I think I might be able to do it. Just let me look at that tut first. Any help with C# or pointers would be appreciated.
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: Alistaire on July 08, 2015, 04:02:23 PM
Start off by reading the tutorials on the wiki. Decompiling source code is really important; it helps you get a feeling for Rimworld's code base
and you can copy existing code whenever it's close to what you need. To start writing custom code you need to set up your project, and the
first tutorial explains that.

http://rimworldwiki.com/wiki/Modding_Tutorials/Writing_custom_code
http://rimworldwiki.com/wiki/Modding_Tutorials/Decompiling_source_code

If you ever want to know how others made their mod work you can check their source code (if provided) or ask them on their mod's topic.
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: Mr.Cross on July 08, 2015, 05:21:53 PM
Alright thanks!
Title: Re: [A11b] Rimfire (UPDATED v1.6 / 05.07.2015)
Post by: Othobrithol on July 09, 2015, 07:44:51 PM
Quote from: Alistaire on July 08, 2015, 11:53:48 AM

@Othobrithol

I like the idea of a "Jim's Gun" (the gun from Earthworm Jim which fires a lot of shots but hits something only very occasionaly) in Rimworld,
but once again rather as an artifact than a standard gun. Not that it would be too overpowered, but it's a bit too gimmicky in my opinion.

I was thinking more along the line of Yosemite Sam, but it's probably a generational thing :P
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: Alistaire on July 12, 2015, 08:30:06 PM
Someone told me I should add more common weaponry to Rimfire. Therefore I ask you guys, what do you want me to focus on?

The poll will be open till I feel like I've gathered enough opinions. Feel free to comment and elaborate on your choice.
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: Othobrithol on July 13, 2015, 06:58:20 AM
I think that would vary by what is meant by "common".  One aspect of this mod that is superior to the bigger collections is that it is rather concise. Having 15 variations of assault rifle each only marginally different all suffering from balance creep doesn't necessarily mean "better".

I guessed I'd choose to interpret "common" to mean "average" and "non-specialized". As I have mentioned before I find many of your weapons to be a bit too good so I'd think the collection would be improved by some cheaper, but less optimal weapon choices. A Kalzashnikov on par with the vanilla's clearly M16ish assault rifle, some rifle variants less powerful than the survival rifle, maybe a few more variations on SMG or shottie (or a pair of bigass pistoles. :P)

Completely contrary to this ideal, I've been playing with the Jaffa mod and I'd love a p90.

Regardless, less is more in this case. Maybe if the collection was broken into 3-4 files sets like Apparello..
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: Alistaire on July 13, 2015, 08:14:33 AM
A big problem with adding more guns is, oddly, naming them. Rimworld is such a brat with weapon naming since Alpha 9, where the Lee-Enfield
became a Survival Rifle - a very broad name which doesn't describe a Lee-Enfield at all. To keep the mod close to the base game's naming, I
have to go through all kinds of twists and turns to come up with a new label.
If I just skip that part and call each Assault Rifle exactly that, instead of "Modern Rifle" and "Combat Rifle" (even though those are less than
descriptive names), that means people will open a trade screen and find 15 different guns with the same name.

The problem with adding an M16 and an M4A1 is that those guns are amazingly hard to describe in two words in a way that would still make a
difference to the reader. Therefore I added guns and rifles with unusual shapes, as to make it easier to give them names.

If you take a look at the earlier versions of Rimfire you can find the "WA-2000 Sniper rifle" which is now a "Marksman rifle". What this did is
blocking the addition of more marksman rifles. I'm still hoping for Tynan to make the names better than they currently are, even if it was as
much as changing "Assault rifle" to "M16 Assault rifle" and "Survival rifle" to "M1 Bolt-action rifle" (survival rifle is a stupid name).


So there's the problem with adding more guns - not the balancing, rather the naming. Sadly.
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: Iwillbenicetou on July 13, 2015, 12:33:12 PM
Did you add the M4A1, M4A4, AK47, Glock, and the MG60? maybe not all of them, since it's nice to limit yourself on weapons so you don't have Project Armory's selection
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: NoImageAvailable on July 13, 2015, 01:53:18 PM
Quote from: Alistaire on July 13, 2015, 08:14:33 AM
The problem with adding an M16 and an M4A1 is that those guns are amazingly hard to describe in two words in a way that would still make a
difference to the reader. Therefore I added guns and rifles with unusual shapes, as to make it easier to give them names.

Well-known guns generally have some kind of characteristics commonly associated with them. I think you could come up with fairly decent names by looking at these common associations and deriving names from them. This can be anything from gun type, to producer, to common users, etc.

For example, the AK-47 is commonly associated with the Soviet Union as well as various Third World and irregular forces. Given the outline and a name like Soviet/Rebel/Guerilla/Insurgent rifle most people can probably figure out what weapon this is. An M4A1 is a shortened carbine version of the M16, which is in the game as the assault rifle. Calling it assault carbine would convey both its functionality as a downscaled assault rifle as well as its status as a derivate. Weapons with unique construction features could be named after such, for example a Famas could be called a bullpup rifle.

Basically when looking at commonly known guns you should ask yourself, what do people think of when they hear AK-47/M4/etc? How does this gun differ from other guns? Additionally some guns have nicknames which can also serve as inspiration, e.g. G36 and plastic gun.
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: Othobrithol on July 15, 2015, 09:28:56 AM
Assault Carbine sounds good, but Plastic Gun isn't a commonly known nickname outside of fans/users. You should also, imho, try to avoid any names that identify with nationality or cast an opinion as to which side is "in the right" within contemporary conflicts. "Rebel Rifle", "Insurgent Rifle"  carry a rather judgemental connotation. And in the year 5500 I doubt anyone knows, or cares, who the Soviets were.

One angle you might be able to exploit is adding a third word to the naming in some cases to differentiate. A Kalashnikov might be a "Rugged Assault Rifle" to emphasize it's durable construction, while its description and stats demonstrate it comes at the cost of accuracy.
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: NoImageAvailable on July 15, 2015, 11:17:33 AM
Quote from: Othobrithol on July 15, 2015, 09:28:56 AM
And in the year 5500 I doubt anyone knows, or cares, who the Soviets were.

Well I doubt anyone would know who the Iraqis were yet we have an Iraqi rifle (somewhat strange considering the Galil is an Israeli weapon). But yeah, most of those names were simply off the top of my head and rugged assault rifle would fit the principle just as well. I don't think "rebel" carries much of a connotation either.
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: Othobrithol on July 15, 2015, 01:52:11 PM
I had originally included the "Iraqi Rifle" in the list too, but edited out. It's what motivated the objection in the first place. First time I saw it, I was ..."wha?" and promptly renamed it (To Galil Rifle). As yes, I think you are right, "Rebel's" connotations are far lighter than "Insurgent"...there is a certain romantic nobility in rebellion.
Title: Re: [A11b] Rimfire (v1.6 / 05.07.2015)
Post by: Alistaire on July 15, 2015, 08:15:32 PM
Yeah I'm not happy about any of the names, such as the awkwardly named "3-line Rifle" (Mosin Nagant) as to not interfere with later line rifles I
or someone else might add. I haven't changed the defNames nor the XML comments above their defs, nor the gun list in OP because no one
would have a use for a list full of completely unrecognisable gun names when checking which niche guns they remembered.

When naming the Galil I just stopped trying. Soviet rifle would interfere with any other soviet rifles I could add, and I spent several hours
searching synonyms for durable, rebel and cheap, all of which suited almost every other gun similar to the Galil I could think of.
Title: Re: [A11b] [Poll] Rimfire (v1.6 / 05.07.2015)
Post by: Mr. Picard on July 20, 2015, 08:57:24 PM
Hey, can you mod in a .500 Magnum, or the Barrett .50 Cal?
Title: Re: [A11b] [Poll] Rimfire (v1.6 / 05.07.2015)
Post by: Loki88 on July 21, 2015, 02:05:22 AM
I vote for the uncommon guns / ones I likely would not have heard of ( maybe have heard of 1 or 2, who knows ) on the grounds of adding flavour, variety, and extra individuality for this mod.

Cheers!
Title: Re: [A11b] [Poll] Rimfire (v1.6 / 05.07.2015)
Post by: Cassgon on August 02, 2015, 01:46:59 AM
Quote from: Mr. Picard on July 20, 2015, 08:57:24 PM
Hey, can you mod in a .500 Magnum, or the Barrett .50 Cal?
You could name it the P.I. XD
Title: Re: [A11b] [Poll] Rimfire (v1.6 / 05.07.2015)
Post by: Alistaire on August 08, 2015, 12:49:10 PM
Poll update

I'm back from holidays and it seems the poll still isn't decisive enough for me to focus on only common or uncommon weaponry. It took three
weeks to get a somewhat large amount of votes in, sadly, and the amount of votes isn't nearly as large as I hoped (about 10% of the unique
downloads count) so I'm not convinced polling features in the thread will give me useful results.
Of course polling "Common or Uncommon" without an "I don't care" option won't accurately represent everyone's thoughts on the topic, and I'll
try to add such options in later polls.

In other news I'll be either busy or very busy in the coming weeks and after that I'll be very busy or very, very busy (depends). Posting
suggestions in the thread will eventually get them in the mod, but I won't work miracles for a bit.




Quote from: Mr. Picard on July 20, 2015, 08:57:24 PM
Hey, can you mod in a .500 Magnum, or the Barrett .50 Cal?

They're added to the backlog, I'll see if I can work on them at some point.
Title: Re: [A11b] [Poll] Rimfire (v1.6 / 05.07.2015)
Post by: Mr.Cross on August 08, 2015, 02:32:09 PM
Quote from: Alistaire on August 08, 2015, 12:49:10 PM-Snippets of being busy in the foreseeable future -

Alistaire not able to make miracles for the foreseeable future?! What is this world coming too! I hope i have at least entertained you for a second, As for not being able to work on this very often, we can wait. where as your life and job cannot. Just don't burn yourself out.
Title: Re: [A12] [Poll] Rimfire (v1.7 / 22.08.2015)
Post by: Alistaire on August 22, 2015, 07:16:55 AM
Rimfire v1.7 for Alpha 12 released

A quick alpha update, literally v1.6 for Alpha 12. The code has hardly changed and there were no new weapons added,
but the DLL file was updated with the A12 codebase so you should probably still download v1.7.
Title: Re: [A12] [Poll] Rimfire (v1.7 / 22.08.2015)
Post by: zenfur on August 22, 2015, 04:10:27 PM
Wow, that was quick. Great mod!

Also I have some feedback.

In my opinion current Multiple Grenade Launcher doesn't live up to it's description and my expectations. It's quite underwhelming. Possibly add another weapon working like this one, and here are few ways how you could spice this weapon up:
- make it shoot 3 particles with smaller explosion radius (+ shape) in quick succesion, lower damage a little and slightly increase aiming time, medicore scatter,
- make it shoot 6 particles like above, shot in slow succesion, double aiming time and warmup time, high scatter, lower damage.
- make it shoot a little faster, [add frag grenade (mortar?) shrapnel-like effect]and/or[increase missile speed]

One of these options would make me happ-ier :)
Title: Re: [A12] [Poll] Rimfire (v1.7 / 22.08.2015)
Post by: Alistaire on August 22, 2015, 05:13:54 PM
You can apply those changes yourself, if you'd like:

- RimWorld906Win\Mods\Rimfire\Defs\ThingDefs\Weapons_Guns.xml
- Scroll to the bottom of the file
- Change <verbs><li><warmupTicks>, <statBases><RangedWeapon_Cooldown>
- Add <verbs><li><burstShotcount>, <verbs><li><ticksBetweenBurstShots>
- Go one def up to see the projectile of the weapon, change <projectile><speed>

The description is completely accurate though. Compare its stats with:

- RimWorld906Win\Mods\Core\Defs\ThingDefs
- Ctrl+F search GrenadeFrag

And you can see the launcher is superior to normal frag grenades in most aspects except for the warmupTicks (to simulate having to aim a
high weight weapon).

I love adding fragmentation to the launcher, but the mod relies on CombatRealism to do that. I really like how CombatRealism does it and
I won't add my own fragmentation effects for that reason. It's gonna get an update for A12 I read, so expect that soon.

Sorry if I won't edit the stats right now, but same as with the Carbines I'd rather get some concrete stats rather than speculations - you
might want to playtest your suggestions first.
Title: Re: [A12] [Poll] Rimfire (v1.7 / 22.08.2015)
Post by: zenfur on August 22, 2015, 07:36:35 PM
Sure, I'll test this out and let you know! Thanks.
Title: Re: [A12] [Poll] Rimfire (v1.7 / 22.08.2015)
Post by: CaptOdee on August 23, 2015, 11:41:43 PM
Would love to see the Smith&Wesson M&P15
Title: Re: [A12] [Poll] Rimfire (v1.7 / 22.08.2015)
Post by: Alistaire on August 24, 2015, 05:38:28 PM
That gun would look and mechanically work exactly like an M4A1, so I'd rather just add an M4A1 then.

EDIT: Come to think of it, the base game Assault Rifle is already very similar to that.
Title: Re: [A12] [Poll] Rimfire (v1.7 / 22.08.2015)
Post by: Alistaire on August 26, 2015, 02:50:21 PM
For anyone wondering whether the mod will work for A12b.. ..it does!

I haven't recompiled the AntiMateriel.dll because I can't be asked to upload a new version of Rimfire when that still works. What
did change in A12b is the following:

- Assault rifle has a 0.03 sec higher cooldown;
- Charge rifle does 1 more damage;
- I believe there's another one of these things, so minor even I forgot it.

So you see there's really no use in a Rimfire v1.8, things still work!
Title: Re: [A12d] [Poll] Rimfire (v1.7 / 22.08.2015)
Post by: Alistaire on September 03, 2015, 02:04:24 AM
As always, NoImageAvailable will provide their own Rimfire compatibility patch. I'm not sure when it comes out, but when
it does it'll be up on all usual download locations. Oh my!
Title: Re: [A12d] [Poll] Rimfire (v1.7 / 22.08.2015)
Post by: Alistaire on September 05, 2015, 02:50:26 PM
(http://i1032.photobucket.com/albums/a409/wingbull/HKCaws_zpsltsjntjr.png) (https://www.youtube.com/watch?v=BRGndldqxlQ)

Rimfire v1.8 & v1.8 CR for Alpha 12 released

Hello! It's been a busy... while... and with me helping on CombatRealism's latest aiming system rework it was also full of RimWorld modding!
Because of course I can't just release a CombatRealism patch I decided to add a new gun and redo all the sound defs for this update. Please tell me if you like it, the gun sounds are way less overpowering in my opinion.




And because I want to start doing these things, here is a small changelog:

  • A new gun has been added, the HK CAWS,
  • All guns have had their sound effects redone. The volumes and pitches were fixed and they all have a reverb now,
  • The AR-50 (deadeye rifle) is now an Anti-Materiel rifle too, with a low 50 extra damage to buildings,
  • Anti-Materiel weapons now use a <comp> instead of a custom <ThingDef> to increase compatibility, sadly they still require a custom projectile.




Along with that I decided to move some parts of the mod post to the wiki page. The gun list will be placed there momentarily to keep it all a bit neater.


Thanks for reading this update! Enjoy Rimfire v1.8!
~ Alistaire




EDIT: For anyone who downloaded the mod like 10 minutes after initial release, I fixed the bit that gives errors on startup, please redownload!
Title: Re: [A12d] Rimfire (NEW v1.8 & v1.8 CR / 05.09.2015)
Post by: akiceabear on September 05, 2015, 08:08:14 PM
Thank you! One of my favorites with CR!
Title: Re: [A12d] Rimfire (NEW v1.8 & v1.8 CR / 05.09.2015)
Post by: FMJ Penguin on September 07, 2015, 06:37:23 AM
Heya just wanted to say thanks for the mod Alistaire!

Not normally a weapon nut as far as mods go but tried yours out and really dig the fact that you gave them all game-friendly names instead of the real-world names. Also really like that you spent the time to give them all unique sounds too which is something that RW in general can always use more of.

Speaking of sounds. Dug up this old one I had made for the base game lmg back in alpha 8 but never uploaded it. Lmg used to us the minigun's sound which bugged me(may still use it but haven't tried the lmg for a long time so donno). Maybe you can find some use for it though.
https://www.dropbox.com/sh/22egvfqe97kw709/AAAeqKWAmtTv92BKN6XzJ-3Ua?dl=0 (https://www.dropbox.com/sh/22egvfqe97kw709/AAAeqKWAmtTv92BKN6XzJ-3Ua?dl=0)

Thanks again for the mod.
Title: Re: [A12d] Rimfire (NEW v1.8 & v1.8 CR / 05.09.2015)
Post by: Siberianhamster on September 07, 2015, 08:02:09 PM
Thanks Alistaire. Downloading now.
Title: Re: [A12d] Rimfire (UPDATE v1.8 CR / 10.09.2015)
Post by: Alistaire on September 10, 2015, 09:54:36 AM
Rimfire v1.8 CR for Alpha 12 updated

CombatRealism updated and it now requires a newer version of the patch, which is now up on all download locations.

Please redownload the patch, thanks!
Title: Re: [A12d] Rimfire (UPDATE v1.8 CR / 10.09.2015)
Post by: LustrousWolf on September 12, 2015, 04:00:19 AM
I get this error, I believe it is this mod that adds in squads? https://gyazo.com/0ff6032660460be1e39e9b916670ed2a
Title: Re: [A12d] Rimfire (UPDATE v1.8 CR / 10.09.2015)
Post by: Alistaire on September 12, 2015, 04:11:05 AM
Quote from: LustrousWolf on September 12, 2015, 04:00:19 AM
I get this error, I believe it is this mod that adds in squads? https://gyazo.com/0ff6032660460be1e39e9b916670ed2a

I'm entirely sure this mod has nothing to do with that error.
Title: Re: [A12d] Rimfire (UPDATE v1.8 CR / 10.09.2015)
Post by: bazalisk on September 12, 2015, 04:43:01 AM
Quote from: LustrousWolf on September 12, 2015, 04:00:19 AM
I get this error, I believe it is this mod that adds in squads? https://gyazo.com/0ff6032660460be1e39e9b916670ed2a

Do you use Clutter mod?

i had this issue for ages and found that clutter mod was conflicting with Mech. Defense 2 for some odd reason.

i removed clutter and everything has been fine since. 

hope this helps :D
Title: Re: [A12d] Rimfire (v1.8 CR / 10.09.2015)
Post by: Alistaire on September 17, 2015, 01:08:48 PM
Rimfire v1.8 CR for Alpha 12 updated.. again

CombatRealism updated and it now requires a newer version of the patch, which is now up on all download locations.
This version allows Rimfire to use the new armor system.
Title: Re: [A12d] Rimfire (v1.8 CR / 10.09.2015)
Post by: Loki88 on September 17, 2015, 01:51:36 PM
Is there a real world gun that you based the hunting rifle off of, or is it just from your imagination? It's quickly becoming my favourite to have colonists equipped with along with the storm carbines.
Title: Re: [A12d] Rimfire (v1.8 CR / 10.09.2015)
Post by: Alistaire on September 17, 2015, 02:12:29 PM
Quote from: Loki88 on September 17, 2015, 01:51:36 PM
Is there a real world gun that you based the hunting rifle off of, or is it just from your imagination? It's quickly becoming my favourite to have colonists equipped with along with the storm carbines.

The one labelled "hunting rifle" is a Steyr Scout (https://en.wikipedia.org/wiki/Steyr_Scout):

(http://www.accuratereloading.com/sscout.jpg)

The "storm carbine" is a Beretta Cx4 Storm (https://en.wikipedia.org/wiki/Beretta_Cx4_Storm):

(https://rdougwicker.files.wordpress.com/2014/01/beretta-cx4-storm-3.jpg)




All guns in Rimfire are real guns, but to keep it vanilla friendly I renamed them.

I liked the Scout in Counter-Strike because it didn't have such a huge cooldown between shots, and I had already made a drawing of it before.
The Beretta Cx4 Storm looked really nice and there were usable sounds of it on Youtube (which is a huge plus).

Thanks for downloading Rimfire, I'm glad you're enjoying it!
Title: Re: [A12d] Rimfire (v1.8 CR / 10.09.2015)
Post by: Beathrus on September 17, 2015, 05:57:48 PM
This Mod + another to make Guns, always makes me happy. Because my people end up with actual usable weapons, instead of like, a hodgepodge of equipment.
Title: Re: [A12d] Rimfire (v1.8 CR / 10.09.2015)
Post by: zenfur on September 19, 2015, 07:52:53 AM
Hey there!

I've playtested my milkor suggestions and it feels better. I like 3-shot one the most. Check it out if you want and apply the change :) If you want to keep this one as well I suggest adding http://www.kf-wiki.com/wiki/M79_grenade_launcher (http://m79) which would work as the old one.

My settings:
<ThingDef ParentName="BaseBullet">
<defName>Projectile_MilkorMGL</defName>
<label>MGL grenade</label>
<projectile>
<speed>50</speed>
<flyOverhead>false</flyOverhead>
<damageDef>Bomb</damageDef>
<damageAmountBase>40</damageAmountBase>
<explosionRadius>1.4</explosionRadius>
<!--<explosionDelay>90</explosionDelay>-->
</projectile>
</ThingDef>

<ThingDef ParentName="BaseHumanGun">
<defName>Gun_MilkorMGL</defName>
<statBases>
<MarketValue>1900</MarketValue>
<AccuracyTouch>0.90</AccuracyTouch>
<AccuracyShort>0.60</AccuracyShort>
<AccuracyMedium>0.30</AccuracyMedium>
<AccuracyLong>0.20</AccuracyLong>
<RangedWeapon_Cooldown>2.5</RangedWeapon_Cooldown>
</statBases>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<projectileDef>Projectile_MilkorMGL</projectileDef>
<ai_IsBuildingDestroyer>true</ai_IsBuildingDestroyer>
<warmupTicks>280</warmupTicks>
<noiseRadius>4</noiseRadius>
<forcedMissRadius>1.5</forcedMissRadius>
<range>40</range>
<minRange>5</minRange>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<soundCast>RF_ShotMilkorMGL</soundCast>
<muzzleFlashScale>14</muzzleFlashScale>
<burstShotcount>3</burstShotcount>
<ticksBetweenBurstShots>20</ticksBetweenBurstShots>
</li>
</verbs>
Title: Re: [A12d] Rimfire (v1.8 CR / 10.09.2015)
Post by: FMJ Penguin on September 19, 2015, 07:59:39 AM
Quote from: Beathrus on September 17, 2015, 05:57:48 PM
This Mod + another to make Guns, always makes me happy. Because my people end up with actual usable weapons, instead of like, a hodgepodge of equipment.

Same here. Only two weaponish mods I use anymore are the wep-crafting one and this. Oh and the tools one just because they're kinda neato hehe(albeit kinda pointless)
Title: Re: [A12d] Rimfire (v1.8 CR / 10.09.2015)
Post by: Beathrus on September 19, 2015, 08:04:27 AM
Quote from: FMJ Penguin on September 19, 2015, 07:59:39 AM
Quote from: Beathrus on September 17, 2015, 05:57:48 PM
This Mod + another to make Guns, always makes me happy. Because my people end up with actual usable weapons, instead of like, a hodgepodge of equipment.

Same here. Only two weaponish mods I use anymore are the wep-crafting one and this. Oh and the tools one just because they're kinda neato hehe(albeit kinda pointless)

Me too, I use this One and Latta's weapon making mod. And yeah, the tools one is kinda pointless for me too. Since Apparello gives a tool belt that is amazing... oh wait, nevermind. x.x That is the Tools mod. I should snag that.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: Alistaire on September 26, 2015, 09:20:44 AM
Rimfire v1.8 CR for Alpha 12.... yup it updated again

CombatRealism updated and it now requires a newer version of the patch, which is now up on all download locations.
The version changes shot variations and such.

Along with that I discussed removing the CombatRealism patch downloads from ModDB and NexusMods and only provide a Dropbox link. If anyone has opinions on that, do tell.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: IzzyHRC on November 05, 2015, 08:49:40 AM
Hey, nice artwork, for a moment there I tought the FN P90 was in there... I was mistaken :(
Want to try it out nonetheless!

Just a few questions. (sorry if it got asked already)
Will adding this mod to an existing world (aka save game) cause any issues?
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: Alistaire on November 05, 2015, 08:56:46 AM
Quote from: IzzyHRC on November 05, 2015, 08:49:40 AM
Hey, nice artwork, for a moment there I tought the FN P90 was in there... I was mistaken :(
Want to try it out nonetheless!

Just a few questions. (sorry if it got asked already)
Will adding this mod to an existing world (aka save game) cause any issues?

You can add Rimfire to existing worlds but you can't remove it since the references to the items would break.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: Austupaio on November 13, 2015, 01:34:18 PM
I feel many weapon mods go a little overboard with the amount of content they add (I'm guilty of this too), I like that this one is fairly concise and has such a consistent feel to it. Also, while I must commend you on the very witty name, I think it's a missed opportunity that there are no actual rimfire firearms in this pack as far as I can tell! :P

Unless you're telling me that derringer is in 22LR, god help whichever colonist on a hostile alien planet is stuck with that.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: Alistaire on November 13, 2015, 03:07:50 PM
Quote from: Austupaio on November 13, 2015, 01:34:18 PM
I feel many weapon mods go a little overboard with the amount of content they add (I'm guilty of this too), I like that this one is fairly concise and has such a consistent feel to it. Also, while I must commend you on the very witty name, I think it's a missed opportunity that there are no actual rimfire firearms in this pack as far as I can tell! :P

Unless you're telling me that derringer is in 22LR, god help whichever colonist on a hostile alien planet is stuck with that.

Thanks, though the amount of content also has a lot to do with me being busy with other things. I've got some half finished guns on hold and
a backlog of, what, twenty assault rifles alone? If I find out how to make defNames use a random combination of sprite, description and stats
I'll get those guns out as an extension to the base game guns (as to keep trade screens and stockpile settings clean).

And indeed, no guns are chambered for rimfire cartridge, unless you really really want the Ruger carbine to be chambered for it.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: Austupaio on November 13, 2015, 03:16:40 PM
Ah, so you do have the need to keep adding things... it's hard to know when to stop, isn't it? As for the randomization of a single base item, yes, if you could work it out, that'd be amazing. I've wanted to do something similar (and not just in mods for Rimworld either) but I'm not that adept with any codebase to make it work particularly well. It would allow for a nice amount of variety without necessarily flooding the player for options.

Nice, I didn't even notice the Ruger in there. What is that, like the .40 Police Carbine? I didn't even know those existed until fairly recently. You know, a basic wooden-stocked 10/22 wouldn't be a terrible addition. I'd give it one of my people I send out to hunt snakes and other vermin, so that my real guns can stay with my guards. Plus if anything would survive that ravages of times and end up on an alien planet hundreds of years from now, 10/22s would be right there with AKs.

Not because of any special durability or anything, there's just so damned many of them. Over 5 million built since the 60s, and that's just the standard version.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: toric on November 17, 2015, 03:25:33 PM
does anyone have complete documentation of the specs of each item? what guns do you guys use the most or find more effective?

i personally love the deadeye rifle, it can be near OP with CR
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: 123nick on November 25, 2015, 05:04:08 AM
do you think adding in the 6P62 would be a good idea? its a russian .50cal assault rifle, with a 20round mag. here is a illustrated picture of it side on: http://cfile27.uf.tistory.com/image/141A571E4CD64E551B5B79 in real life: http://www.thefirearmblog.com/blog/wp-content/uploads/2010/05/tmp_dropzone_080604122216_6p_62_1-tfb.jpg  wikipedia article: https://en.wikipedia.org/wiki/6P62 i think it could be named a "heavy assault rifle" or "heavy battle rifle" or something like that, and for balance something that has low accuracy but does high damage per shot, but with a long aim and/or set up time, so its risky too use because a enemy may close to melee before its fired, but when it does fire it can murder or maim most things charging at your drafted colonist.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: Austupaio on November 25, 2015, 09:46:44 AM
Could be interesting, worth noting though that in trials it proved to malfunction quite frequently and did indeed have poor accuracy. It's too bad there's no way to model unreliability in Rimfire at the moment. I mean without making entirely new functions.
Title: Re: [A12d] Rimfire (v1.8 CR / 10.09.2015)
Post by: Ungrateful on December 02, 2015, 03:59:18 PM
Quote from: Beathrus on September 17, 2015, 05:57:48 PM
This Mod + another to make Guns, always makes me happy. Because my people end up with actual usable weapons, instead of like, a hodgepodge of equipment.
So you can actually craft these weapons? If so what mod do you use?
Title: Re: [A12d] Rimfire (v1.8 CR / 10.09.2015)
Post by: Ungrateful on December 02, 2015, 04:02:25 PM
Quote from: FMJ Penguin on September 19, 2015, 07:59:39 AM
Quote from: Beathrus on September 17, 2015, 05:57:48 PM
This Mod + another to make Guns, always makes me happy. Because my people end up with actual usable weapons, instead of like, a hodgepodge of equipment.

Same here. Only two weaponish mods I use anymore are the wep-crafting one and this. Oh and the tools one just because they're kinda neato hehe(albeit kinda pointless)
What weapon crafting mod If i may ask? I have yet to find a way to craft the rimfire variants, I just want to have all my pawns equipped with modern smg's  :'(
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: NoImageAvailable on December 02, 2015, 05:06:55 PM
Quote from: Austupaio on November 25, 2015, 09:46:44 AM
Could be interesting, worth noting though that in trials it proved to malfunction quite frequently and did indeed have poor accuracy. It's too bad there's no way to model unreliability in Rimfire at the moment. I mean without making entirely new functions.

Honestly, I don't think this would be very hard to add. Just change the verb code on firing the next burst shot to include a random check against condition or whatever, then trigger some custom jamming behavior.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: toric on December 02, 2015, 06:14:36 PM
Quote from: NoImageAvailable on December 02, 2015, 05:06:55 PM
Quote from: Austupaio on November 25, 2015, 09:46:44 AM
Could be interesting, worth noting though that in trials it proved to malfunction quite frequently and did indeed have poor accuracy. It's too bad there's no way to model unreliability in Rimfire at the moment. I mean without making entirely new functions.

Honestly, I don't think this would be very hard to add. Just change the verb code on firing the next burst shot to include a random check against condition or whatever, then trigger some custom jamming behavior.

thats probably more your realm to add, however. maybe add in a few more variables? increase reliability if behind full cover? (they are standing straight up and not prone on the ground) decrease if they are outdoors, it is raining, they are in snow, marsh, water, etc? takes longer to unjam in the dark, in extreme cold, and depending on manipulation?
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: LittleGreenStone on December 07, 2015, 07:16:50 AM
I have a problem, unfortunately.

Weapons don't show up at all, checked using dev. mode.
I'm trying to play with the Combat Realism version.

I'm triple checked everything;
it's correctly placed in the game folderwise,
it's enabled,
I have the requirements and am using this order: CCL, CR, CR Enhanced Defense, CR+Rimfire (also tried with loading CR+Rimfire before CR ED),
I have made a new world and colony,
I've restarted my PC also,
and now I've ran out of ideas.

Does anyone have an idea what could be the problem? Something I haven't tried yet?
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: Grimandevil on December 25, 2015, 02:52:38 PM
Quote from: LittleGreenStone on December 07, 2015, 07:16:50 AM
Does anyone have an idea what could be the problem? Something I haven't tried yet?
what's your full mod list?

I'm probly posting in a wrong thread, but that's somehow related to this mod, as i want to see more guns variety while playing.
Is there a way to completely remove charge rifle from the game or forbid it to spawn, and how exactly can i do it?
i'm sick of every 2'nd raider armed with it.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: NoImageAvailable on December 25, 2015, 03:39:27 PM
Quote from: LittleGreenStone on December 07, 2015, 07:16:50 AM
Does anyone have an idea what could be the problem? Something I haven't tried yet?

Are there any errors or warnings in the output log?

Quote from: Grimandevil on December 25, 2015, 02:52:38 PMIs there a way to completely remove charge rifle from the game or forbid it to spawn, and how exactly can i do it?
i'm sick of every 2'nd raider armed with it.

Add the following tags to the gun to prevent it from spawning:

    <canBeSpawningInventory>false</canBeSpawningInventory>
    <tradeability>Never</tradeability>


You'll also need to edit the pawnKindDef of the mercenary elite since it is set to spawn with charge rifles and nothing else.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: LittleGreenStone on December 25, 2015, 07:47:53 PM
Quote from: NoImageAvailable on December 25, 2015, 03:39:27 PM
Quote from: LittleGreenStone on December 07, 2015, 07:16:50 AM
Does anyone have an idea what could be the problem? Something I haven't tried yet?

Are there any errors or warnings in the output log?

No, there was nothing at all, like I didn't install/enable the mod -which I did for sure.

I may or may not have found the (or a) problem. A fancy sniper rifle (forgot its name [first row third column on the picture on the first page]) was at fault for sure, I am uncertain about the rest;
I've removed over half the weapons, for I didn't need 6 pistols and sniper rifles.

Anyway, at first I tried merging the def with combat realism, which resulted in a "black screen", Rimworld refusing to start up.

Then I started adding the weapons I liked to the def of CR one-by-one (leaving out a few); when I reached that sniper rifle, the black screen occurred again.

Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: NoImageAvailable on December 26, 2015, 03:15:50 AM
Quote from: LittleGreenStone on December 25, 2015, 07:47:53 PM
Quote from: NoImageAvailable on December 25, 2015, 03:39:27 PM
Quote from: LittleGreenStone on December 07, 2015, 07:16:50 AM
Does anyone have an idea what could be the problem? Something I haven't tried yet?

Are there any errors or warnings in the output log?

No, there was nothing at all, like I didn't install/enable the mod -which I did for sure.

I may or may not have found the (or a) problem. A fancy sniper rifle (forgot its name [first row third column on the picture on the first page]) was at fault for sure, I am uncertain about the rest;
I've removed over half the weapons, for I didn't need 6 pistols and sniper rifles.

Anyway, at first I tried merging the def with combat realism, which resulted in a "black screen", Rimworld refusing to start up.

Then I started adding the weapons I liked to the def of CR one-by-one (leaving out a few); when I reached that sniper rifle, the black screen occurred again.

I am guessing when you were doing this you left out the Rimfire DLL file?
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: Alistaire on December 26, 2015, 04:48:30 AM
The anti-materiel rifles do require an assembly for their extra damage to buildings and some additional effects. That's handled by the only assembly in Assemblies/ so you require that folder and file to use anti-materiel rifles. The source code download contains the source for it in case you want to change anything about it.

I wasn't aware that users would want to remove part of the mod so everything is in one file for convenience. Should I split it into one file per weapon to make it easier for those who want to disable parts of the mod? Alternatively people could add previously mentioned tags to the <ThingDef> to prevent it from spawning.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: Grimandevil on December 26, 2015, 01:32:53 PM
Quote from: NoImageAvailable on December 25, 2015, 03:39:27 PM
You'll also need to edit the pawnKindDef of the mercenary elite since it is set to spawn with charge rifles and nothing else.
i see how it works now, thanks.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: LittleGreenStone on December 26, 2015, 02:53:11 PM
Quote from: Alistaire on December 26, 2015, 04:48:30 AM
The anti-materiel rifles do require an assembly for their extra damage to buildings and some additional effects. That's handled by the only assembly in Assemblies/ so you require that folder and file to use anti-materiel rifles. The source code download contains the source for it in case you want to change anything about it.

I wasn't aware that users would want to remove part of the mod so everything is in one file for convenience. Should I split it into one file per weapon to make it easier for those who want to disable parts of the mod? Alternatively people could add previously mentioned tags to the <ThingDef> to prevent it from spawning.

I think you've misunderstood me.
At first I've tried to install the (combat realism version of the) mod, as intended, without as much as opening the defs, but it did not work out for some reason.
I do not know why, but as I said, I installed it, and no weapons (nor errors) showed up, couldn't even spawn any of them with the dev tool -but I checked it multiple times, and it was installed and enabled.

Only then I started trying to merge it with combat realism (hoping it'd work out).
Altogether, at first, which did not work yet again, one-by-one the second time, leaving out a few weapons in the meanwhile, which worked (I was able to spawn weapons) until I reached said sniper rifle I wanted to keep, when the same problem occurred; black screen, Rimworld refusing to load up.
After I removed it, it worked again.

Then I changed some stats also;
I have now 1 LMG, 2 grenade launchers (one EMP and your unchanged one) 2 pistols, 2 shotguns, 3 SMGs, 3 assault rifle(-like firearms) and 2 sniper rifles (including the modified vanilla ones) with diverse stats; e.g.:
I have sniper rifle with good range, rate of fire and bullet-count but medicore damage and penetration,
and another one with good range, horrid rate of fire, low bullet-count but very high damage and penetration; one useful against squishy targets, the other is useful against centipedes, mostly.

Anyway, it's just me screwing around with the mod, trying to make it work and customizing it to my taste, but for some reason, it didn't work to begin with, before I started changing and removing things.


Should you cut the mod apart? Perhaps it'd be convenient for others, but it wouldn't have helped me much. We're talking about my taste, after all...  ;D
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: Alistaire on December 30, 2015, 08:26:39 AM
Introduction of "Poll Central" and strawpoll polling

Since threads can't run several polls at the same time I have replaced poll options with links to their respective strawpolls. Every poll has a
"No opinion" option and of course I couldn't have created this without adding a poll whether you like it.
Title: Re: [A12d] Rimfire - vanilla style gun mod (v1.8 CR / 10.09.2015)
Post by: Alistaire on December 30, 2015, 09:49:03 AM
Quote from: LittleGreenStone on December 26, 2015, 02:53:11 PM

/ / / / / /


By the way I found why things broke. It was a problem with the assembly itself; its root namespace was different from the namespaces in
the classes, for future reference.

EDIT: Aaaaand all download locations should now have the correct Rimfire 1.8 + CR with a fixed assembly.
Title: Re: [A12d] Rimfire - vanilla style gun mod | New POLLS (v1.8 CR / 10.09.2015)
Post by: Alistaire on January 05, 2016, 12:06:52 PM
(http://i1032.photobucket.com/albums/a409/wingbull/TaurusJudge256_zpsezluunlf.png) (https://www.youtube.com/watch?v=ep3BySgQPXU)




Weapon suggestions

A list of the previous suggestions and new suggestions has been compiled. Voting will help me prioritizing feature requests for the next Rimfire version. This time I have added google image links next to each option (in the thread itself) which I hope will increase the total vote count significantly because people won't have to spend as much effort to cast their votes! I'm sorry if the previous polling method deterred you.

A strawpoll was created to guide you in resurrecting denied suggestions (link) (http://goo.gl/La3hkI) and one was created to show your support for any of the backlog items (link) (http://goo.gl/pvhLBf).




Implemented


   
   
   
   
   
   
   
   
   
   
   
   
   
   
Suggestion (author)Added weapon (in-game name, version)Reasoning
Grenade launcher (Loki88 (https://ludeon.com/forums/index.php?action=profile;u=26942))Mikor MGL (multiple grenade launcher, v1.2)Did not exist yet in-game and add nice variation to elite raiders.
Marlin Camp Carbine (https://ludeon.com/forums/index.php?topic=9536.msg142237#msg142237) (Loki88 (https://ludeon.com/forums/index.php?action=profile;u=26942))Ruger PC-9 (police carbine, v1.5)Good side-grade of the survival rifle and makes sense to be on the Rimworlds due to their quantity.
Hecate II, KSVKUltima Ratio 'Hecate II' (SASR, v1.4),
Micor Defense MD 50 (heavy AMR, v1.4)
Relatively unique side-grade to existing weaponry and serves an actual gameplay purpose against buildings and for elite raiders.
LMG's (https://ludeon.com/forums/index.php?topic=9536.msg148931#msg148931) (Mr. Cross (https://ludeon.com/forums/index.php?action=profile;u=45876))Type 73 (box-magazine GPMG, v1.9),
Madsen LMG (replica LMG, v1.9)
Vanilla is lacking in LMG's which are nice variety for elite raiders. Came first in poll results.
Taurus JudgeTaurus Judge (court revolver, v1.9)Quite interesting weapon which could nicely implement CombatRealism functionality once that's added (firing modes).
AK-47 (several)AK-47 (guerrilla rifle, v1.9)Came second in poll results.
RPG-7RPG-7 (RPG launcher, v1.9)Adds a cheap, inaccurate or otherwise alternative rocket launcher and looks cool. Came third in poll results.
.500 Magnum (https://ludeon.com/forums/index.php?topic=9536.msg152591#msg152591) (Mr. Picard (https://ludeon.com/forums/index.php?action=profile;u=45519))S&W Model 500 (large-calibre revolver, v2.1)Fits well with Rimworld's theme and was probably gonna be added at some point.
Barrett .50 cal (https://ludeon.com/forums/index.php?topic=9536.msg152591#msg152591) (Mr. Picard (https://ludeon.com/forums/index.php?action=profile;u=45519))Barrett M82A1 (police AMR, v2.1)There are already three anti-materiel rifles in Rimfire, though it's added to the backlog.
10/22 (https://ludeon.com/forums/index.php?topic=9536.msg182146#msg182146) (Austupaio (https://ludeon.com/forums/index.php?action=profile;u=5723))Ruger 10/22 (varmint rifle, v2.1)Graphically different enough from other hunting rifle type weapons, makes sense for it to exist due to its quantity.
MG60 (https://ludeon.com/forums/index.php?topic=9536.msg150566#msg150566) (Iwillbenicetou (https://ludeon.com/forums/index.php?action=profile;u=11853))Rheinmetall MG60 (replica GPMG, v2.1)Was voted on a lot in the 1st "Denied" poll (http://strawpoll.me/6457161/r). The base game light machine gun is basically this - but now with the MCM it's easy to add additional weapons and just make people pick and choose. It was also voted fourth place in the 2nd "Considered" poll (http://www.poll-maker.com/results664381xA55C43fe-27#tab-2).
Carl-GustafCarl-Gustaf M3 (MAAWS, v2.1)Additional rocket launchers to beef up the heavy gun selection. Maybe a disposable version of the RPG-7 or one with more specialized ammo.
Rimfire calibre weaponry (https://ludeon.com/forums/index.php?topic=9536.msg142845#msg142845) (several)Ruger Mk III Standard (rimfire pistol, v2.1),
Ruger 10/22 (varmint rifle, v2.1),
Spencer Repeating Rifle (repeating rifle, v2.1)
Got top voted option in the 2nd "Denied" poll (http://www.poll-maker.com/results664382x8C71f8aD-27#tab-2).

Considered (POLL (http://goo.gl/pvhLBf))


   
   
   
   
   
   
   
   
   
   
   
   
Suggestion (author)Backlog (ETA?)Reasoning
[pic] (https://www.google.nl/search?q=p90&tbm=isch)P90 (https://ludeon.com/forums/index.php?topic=9536.msg206483#msg206483) (Arigas (https://ludeon.com/forums/index.php?action=profile;u=13872))YesI personally liked this gun in a Counter-Strike spinoff where it had a long reload time and great firing rate, felt bulky and was actually outstanding for those reasons.
[pic] (https://www.google.nl/search?q=6P62&tbm=isch)6P62 (https://ludeon.com/forums/index.php?topic=9536.msg183229#msg183229) (123nick (https://ludeon.com/forums/index.php?action=profile;u=1416))NoProject Armory contains one. Looks cool though it's similar to any machinegun and its function as an anti-materiel rifle is not easily conveyed for that reason.
[pic] (https://www.google.nl/search?q=Glock&tbm=isch)Glock (https://ludeon.com/forums/index.php?topic=9536.msg150566#msg150566) (Iwillbenicetou (https://ludeon.com/forums/index.php?action=profile;u=11853))NoVery common, every mod adds this.
[pic] (https://www.google.nl/search?q=AK-12&tbm=isch)AK-12NoGraphically similar to the Galil though it's a possible addition.
[pic] (https://www.google.nl/search?q=Thompson&tbm=isch)Thompson (https://ludeon.com/forums/index.php?topic=9536.msg206320#msg206320) (Jessi (https://ludeon.com/forums/index.php?action=profile;u=8660))NoThe guns have a characteristic and dissimilar design and would fit in mostly due to their aesthetic and due to them being easy to manufacture (more simple crafting content).
[pic] (https://www.google.nl/search?q=PPSH&tbm=isch)PPSH (https://ludeon.com/forums/index.php?topic=9536.msg206320#msg206320) (Jessi (https://ludeon.com/forums/index.php?action=profile;u=8660))No"" ""
[pic] (https://www.google.nl/search?q=Sten+M2&tbm=isch)Sten M2 (https://ludeon.com/forums/index.php?topic=9536.msg206320#msg206320) (Jessi (https://ludeon.com/forums/index.php?action=profile;u=8660))No"" ""
[pic] (https://www.google.nl/search?q=Bazooka&tbm=isch)BazookaNoAdditional rocket launchers to beef up the heavy gun selection. Maybe a disposable version of the RPG-7 or one with more specialized ammo.
Mikor MGL buff (https://ludeon.com/forums/index.php?topic=9536.msg160846#msg160846) (zenfur (https://ludeon.com/forums/index.php?action=profile;u=46880))No (code) (http://9536.msg173629#msg173629)Haven't tested it myself and I don't know if people would enjoy multiple elite raiders with 3-shot grenade launchers.
Non-lethal weaponry (https://ludeon.com/forums/index.php?topic=9536.msg148813#msg148813) (several)NoWas voted on a lot in the previous poll (http://strawpoll.me/6457161/r). Several mods exist for this, it's unbalanced in terms of gameplay and hard to implement to both satisfy its real-life use and in-game balance. The upcoming CombatRealism release contains non-lethal bullets.
[pic] (https://www.google.nl/search?q=Designated+marksman+rifle&tbm=isch)Designated marksman's rifles (https://ludeon.com/forums/index.php?topic=9536.msg148821#msg148821) (Mr. Cross (https://ludeon.com/forums/index.php?action=profile;u=45876))NoWas voted on a lot in the previous poll (http://strawpoll.me/6457161/r). No interesting difference between assault rifles and modified assault rifles, no gameplay differences and merely a slight increase in fluff variety.

Denied (POLL (http://goo.gl/La3hkI))


   
   
   
   
   
   
Suggestion (author)Reasoning
[pic] (https://www.google.nl/search?q=Kel-tech+sub+2000&tbm=isch)Kel-Tech sub 2000 (https://ludeon.com/forums/index.php?topic=9536.msg142237#msg142237) (Loki88 (https://ludeon.com/forums/index.php?action=profile;u=26942))Gun shape is not obviously a carbine, kel-tec shotguns have similar shape and are more interesting.
[pic] (https://www.google.nl/search?q=Peacemakers+guns&tbm=isch)Dual peacemakers (https://ludeon.com/forums/index.php?topic=9536.msg148014#msg148014) (Othobrithol (https://ludeon.com/forums/index.php?action=profile;u=46042))Too gimmicky and the concept would work better as an artifact weapon in my opinion.
[pic] (https://www.google.nl/search?q=Vulcan+turret&tbm=isch)Vulcan cannon turret (https://ludeon.com/forums/index.php?topic=9536.msg148881#msg148881) (Mechanoid Hivemind (https://ludeon.com/forums/index.php?action=profile;u=14099))This is not a turrets mod.
[pic] (https://www.google.nl/search?q=MP+15&tbm=isch)Smith&Wesson M&P15 (https://ludeon.com/forums/index.php?topic=9536.msg161587#msg161587) (CaptOdee (https://ludeon.com/forums/index.php?action=profile;u=46767))Too similar to the vanilla assault rifle in terms of function, graphics etc.
[pic] (https://www.google.nl/search?q=M4A4&tbm=isch)M4A1, M4A4 (https://ludeon.com/forums/index.php?topic=9536.msg150566#msg150566) (Iwillbenicetou (https://ludeon.com/forums/index.php?action=profile;u=11853))The base game assault rifle is basically this.




Thanks for your interest in Rimfire and a happy 2016!
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: Grimandevil on January 29, 2016, 02:11:11 PM
hey Alistaire,
have you thought of moving away from generic gun names (hunting rifle, military rifle) and use actual names instead? Because, with more weapons variety, generic names dont really fit. Atleast you could make a poll ;)

[attachment deleted by admin - too old]
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: Alistaire on January 29, 2016, 02:28:10 PM
As long as vanilla guns don't have actual names (or derived names including numbers, make and such) I won't use them. I hope A13 introduces
better weapon names like those form about a year ago. I'm trying to stay as true to vanilla with the names as possible (and with the weapons
themselves of course). It is possible to use the Languages folder to store your preferred weapon names though, and if others prefer that they
could download a language file for them so there's no difference between mod versions but rather between language files which is much more
manageable.

I don't think names actually have to be polled, the fastest way to fix that would be using Languages.




The provided screenshot is for the CombatRealism version of Rimfire. NoImageAvailable, the author of CombatRealism, provides those and I don't
check them. Stats differ between the versions so there's probably more errors like that. Don't know how to fix that consistently with each version..
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: NoImageAvailable on January 29, 2016, 03:27:57 PM
Quote from: Grimandevil on January 29, 2016, 02:11:11 PM
hey Alistaire,
have you thought of moving away from generic gun names (hunting rifle, military rifle) and use actual names instead? Because, with more weapons variety, generic names dont really fit. Atleast you could make a poll ;)

The descriptions are presumably accurate for the base mod but when I changed the stats I never bothered changing any of the descriptions. As such they may not be 100% accurate. (Also, this might change with the next CR release bringing single shot and burst firing modes for weapons as appropriate)
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: Grimandevil on January 29, 2016, 03:54:46 PM
Quote from: Alistaire on January 29, 2016, 02:28:10 PM
...
yeah, i havent thought of language files. that may just be the answer.
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: kaonasi on February 15, 2016, 03:10:12 PM
Hi, guys. I've discovered a big problem with sound. It's not playing at all. I checked dev console, and there were this kind of notes: "Cannot play RF_ShotParaOrdnanceP1445 (subSound UnnamedSubSoundDef_: No resolved grains".
So, what is the problem? How can I fix it?

P.S.
Sorry for my English, I'm no English-speaking person.
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: Alistaire on February 15, 2016, 04:25:26 PM
You will want to restart the game after closing your Mods menu. Errors like these are usually fixed in that way.
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: kaonasi on February 16, 2016, 02:17:22 AM
It didn't do anythyng. Sounds of gunfire still not playing. :-\
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: Beathrus on March 04, 2016, 01:29:44 PM
Can we get guns that do blunt damage? Like, a Bean-bag gun? Or a shotgun loaded with beanbags?
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: Alistaire on March 04, 2016, 02:35:00 PM
@Beathrus

That falls under "non-lethal weaponry" in the fourth poll. Reasoning why I dislike it are next to it in this (https://ludeon.com/forums/index.php?topic=9536.msg187232#msg187232) table.
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: Beathrus on March 04, 2016, 04:02:12 PM
Quote from: Alistaire on March 04, 2016, 02:35:00 PM
@Beathrus

That falls under "non-lethal weaponry" in the fourth poll. Reasoning why I dislike it are next to it in this (https://ludeon.com/forums/index.php?topic=9536.msg187232#msg187232) table.

Oh, Okay. Well, I'll just stick to macing my enemies then. (Means the melee attacking weapon, not the spray).
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: falconbunker on March 11, 2016, 07:26:17 AM
Hello, I keep on getting these errors listed below whenever I start up the game, how do I fix this? Thanks.
Could not find a type named AntiMateriel.Projectile_AM

Config error in RF_Bullet_ARFifty: RF_Bullet_ARFifty has null thingClass.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in RF_Bullet_ARFifty: RF_Bullet_ARFifty has components but it's thingClass is not a ThingWithComps
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in RF_Bullet_MDFifty: RF_Bullet_MDFifty has null thingClass.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in RF_Bullet_MDFifty: RF_Bullet_MDFifty has components but it's thingClass is not a ThingWithComps
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in RF_Bullet_HecateII: RF_Bullet_HecateII has null thingClass.
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

Config error in RF_Bullet_HecateII: RF_Bullet_HecateII has components but it's thingClass is not a ThingWithComps
(Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: Alistaire on March 11, 2016, 01:51:23 PM
It looks like you're trying to run CombatRealism + Rimfire 1.8 without CombatRealism.
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: falconbunker on March 12, 2016, 05:36:19 PM
I have combat realism, it is right before Rimfire in the mod order
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: Alistaire on March 12, 2016, 06:41:29 PM
Then I think you have "Rimfire 1.8" but you need to replace it with "CombatRealism + Rimfire 1.8" to make it work with CombatRealism. Only one of the two must be active at any point, depending on whether CombatRealism is active.
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: falconbunker on March 12, 2016, 06:47:18 PM
I just checked, it is Combat Realism + Rimfire 1.8 and I do not have the non-combat realism version of Rimfire on my comp.
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: Alistaire on March 13, 2016, 08:01:05 AM
(http://i1032.photobucket.com/albums/a409/wingbull/AK47b_zpslivgj5d6.png) (https://www.youtube.com/watch?v=3F0Xx-oQKsU)




Rimfire v1.8 and Rimfire v1.8 CR for Alpha 12. What about them? Guess what they updated.

I have made an edit to the AntiMateriel code which influenced both the v1.8 and v1.8 CR download, however only the CR download actually fixes
something (a bug reported by falconbunker (https://ludeon.com/forums/index.php?action=profile;u=50666)).

Annoyingly enough the NexusMods file system is very strict in the things it allows and every time I want to update tiny bug fixes it requires the
removal of the entire previous file (along with its downloads counter and apparently its virus report) - there is no way around this.

Enjoy the AK-47 preview!




@falconbunker:

Downloading Rimfire v1.8 CR from any download location should fix this bug. Thanks for reporting it.
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: Grimandevil on March 13, 2016, 03:56:20 PM
Quote from: Alistaire on March 12, 2016, 06:41:29 PM
Then I think you have "Rimfire 1.8" but you need to replace it with "CombatRealism + Rimfire 1.8" to make it work with CombatRealism. Only one of the two must be active at any point, depending on whether CombatRealism is active.
i always thought the name is a bit misleading. had to rename it to "Rimfire 1.8 (for CombatRealism)"on my list.
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: falconbunker on March 13, 2016, 05:49:25 PM
Thank you Alistaire, keep up the good work.

Edit: put the mod on and the error doesn't show up anymore, thanks again.
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: Alistaire on March 20, 2016, 01:26:00 PM
Rimfire v1.8 CR updated for CombatRealism v1.5.0

CombatRealism updated and it now requires a newer version of the patch, which is now up on all download locations.
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (v1.8 CR / 10.09.2015)
Post by: rtmdchnk on March 23, 2016, 11:10:12 AM
Quote from: Alistaire on March 20, 2016, 01:26:00 PM
Rimfire v1.8 CR updated for CombatRealism v1.5.0
Thanks, how about lower the AP for 45 acp pistols?
or make 9 mm more penetrative like in real life, they faster and smaller
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (CR 1.5.0 / 20.03.2016)
Post by: Alistaire on March 23, 2016, 12:49:54 PM
NIA (CombatRealism author) supplies the CR patches, you'll want to ask him about their balance.
Title: Re: [A12d] Rimfire - vanilla style gun mod | 4 Active Polls (CR 1.5.0 / 20.03.2016)
Post by: Alistaire on April 06, 2016, 03:56:41 PM
Alpha 13 plans

For this version of Rimfire a CCL (Community Core Library) MCM (Mod Configuration Menu) will be added to switch between gun names, select
and deselect guns to be spawned in-game and make sure deselected guns will be actively removed from the game. The decision to use CCL will
mean it will take some time for Rimfire to update to 1.9 for A13.

Besides that A13 appears to be quite different from A12 in that weapon crafting is apparently a vanilla thing now. Exciting stuff!
Title: Re: [A13] Rimfire - vanilla style gun mod | 4 Active Polls (A13 v1.9 / 08.04.2016)
Post by: Alistaire on April 08, 2016, 11:53:35 AM
(http://i1032.photobucket.com/albums/a409/wingbull/RPG7Prev_zpsvrskoc80.png) (https://www.youtube.com/watch?v=I6PfA6IaXjI)

Rimfire v1.9 for Alpha 13 released

Since I don't want to keep you guys waiting for CCL I've decided to upload v1.9 as intermediary version to v2.0. This way you can enjoy the new crafting and research options that A13 introduced. This version adds a whole six new guns including the AK-47 and RPG-7, the two highest scoring options in the poll, and two new LMG's: the Madsen LMG and the Type 73 LMG. Besides these new additions I have tweaked all gun graphics over the past few months to look even better than before - all outlines were reworked, sometimes from scratch.

About the crafting options for A13: Three new research projects were added to lock the more powerful pistols, SMGs, assault rifles and sniper rifles from the machining table and with the introduction of the RPG-7 it would of course be a shame if you could not equip firing squads of colonists with this craftable, multiple use rocket launcher.

The component costs of each weapon is balanced to work with vanilla and very high power weaponry such as antimateriel rifles (which are craftable) have high resource costs as to make them more of an end-game weapon. Trader tags for exotic weapons have been switched around a bit. Rimfire pistols and light SMG's are now compatible with MedievalShields (https://ludeon.com/forums/index.php?topic=14135.0) by Skullywag (https://ludeon.com/forums/index.php?action=profile;u=13346).




And because I want to start doing these things, here is a small changelog:

  • Six new guns have been added: the AK-47, RPG-7, Madsen LMG, Type 73 LMG, Taurus Judge and Hafdasa C-4,
  • All guns have had their graphics reworked. Outlines were fixed and a few guns have a bit of a reflection of wood parts on their metal parts,
  • The Multiple Grenade Launcher can now be automatically fired by pawns and do not require manual aiming anymore,
  • Few descriptions were changed to mention crafting costs of certain weapons
  • The Galil (iraqi rifle) was finally renamed to "jagged rifle", a change which got lost several times, somehow.





Thanks for reading this update! Enjoy Rimfire v1.9!
~ Alistaire
Title: Re: [A13] Rimfire - UPDATED to A13 (v1.9 / 08.04.2016)
Post by: falconbunker on April 08, 2016, 12:51:21 PM
Yessssss! Downloading this immediately once I can
Title: Re: [A13] Rimfire - UPDATED to A13 (v1.9 / 08.04.2016)
Post by: FrankDrebin on April 08, 2016, 08:23:43 PM
Cant get this to work on A13, tried follow instructions, installed combat realism and community core library and Rimfire 1.9, can't find any patches even mentioned, also Combat Realism and Core Library seem to have ONLY A12 versions available, so how this suppose even work in A13? Could someone provide clear instructions how to do this and what I need if missing something here? Thanks!
Title: Re: [A13] Rimfire - UPDATED to A13 (v1.9 / 08.04.2016)
Post by: Speeny on April 09, 2016, 12:10:45 AM
Love the mod but is there anyway to remove rail guns? I find that by mid game everyone seems to have one and it makes things kinda silly.
Title: Re: [A13] Rimfire - UPDATED to A13 (v1.9 / 08.04.2016)
Post by: Mr.Cross on April 09, 2016, 12:43:30 AM
Is there a way that I could get some weapons like this to crash down with the colonists or is that some unknown voodoo, I'm not asking to be gifted the glorious rug right away, I'd just like some variety in my starting weapons.

Thank you for creating such a wonderful mod, and clearing up my mild confusion.

Title: Re: [A13] Rimfire - UPDATED to A13 (v1.9 / 08.04.2016)
Post by: falconbunker on April 09, 2016, 04:22:52 AM
The only way i know of is to use EDBs prepare carefully, problem is that it isnt updated yet
Title: Re: [A13] Rimfire - UPDATED to A13 (v1.9 / 08.04.2016)
Post by: Alistaire on April 09, 2016, 06:42:33 AM
Quote from: FrankDrebin on April 08, 2016, 08:23:43 PM
Cant get this to work on A13, tried follow instructions, installed combat realism and community core library and Rimfire 1.9, can't find any patches even mentioned, also Combat Realism and Core Library seem to have ONLY A12 versions available, so how this suppose even work in A13? Could someone provide clear instructions how to do this and what I need if missing something here? Thanks!

Both CCL and CR were not updated for A13 yet. The version of Rimfire for A13 does not require either of those mods and the weapons are balanced around vanilla guns rather than CR ones.




Quote from: Mr.Cross on April 09, 2016, 12:43:30 AM
Is there a way that I could get some weapons like this to crash down with the colonists or is that some unknown voodoo, I'm not asking to be gifted the glorious rug right away, I'd just like some variety in my starting weapons.

Thank you for creating such a wonderful mod, and clearing up my mild confusion.

It's possible but requires overwriting this file that many mods already have to replace. If you really want to start with mod weaponry I would suggest spawning them in with the debug menu until EdB Prepare Carefully has updated - my implementation of such a system would not give you as much control as Prepare Carefully (and it would make the mod incompatible with others).

If EdB Prepare Carefully will not update to A13 I could look into making such functionality.




Quote from: Speeny on April 09, 2016, 12:10:45 AM
Love the mod but is there anyway to remove rail guns? I find that by mid game everyone seems to have one and it makes things kinda silly.

For Rimfire v2.0 for A13 I will have included a CCL mod menu which allows just that. In the meantime you can go to RimWorld1135***\Mods\Rimfire 1.9\Defs\ThingDefs\Weapons_Guns.xml and search for "AntiMateriel.Projectile_AM" and "RF_AntiMateriel", remove the entire <ThingDef> containing them. That way you should have removed the three antimateriel rifles from the game. Then in RimWorld1135***\Mods\Rimfire 1.9\Defs\ResearchProjectDefs\ResearchProjectDefs_Tier1.xml remove the entire <ResearchProjectDef> "RF_AntiMateriel" to remove the research from them (which would not do anything at that point).
Title: Re: [A13] Rimfire - UPDATED to A13 (v1.9 / 08.04.2016)
Post by: Speeny on April 09, 2016, 01:35:41 PM
Thanks Alistaire. I spend a lot of time streaming rimworld and have always felt this was the best option for a weapon pack but the rail rifles made things kinda like "Oh there is a rifle and i have to use it because its the best option and every raider has one".
Title: Re: [A13] Rimfire - UPDATED to A13 (v1.9 / 08.04.2016)
Post by: Alistaire on April 10, 2016, 06:52:03 AM
Rimfire v1.9 RPG-7/AK-47 patch

Attached to this post a small patch to increase visibility of the RPG-7 projectile and rename the AK-47 from "guerrilla rifle" to "guerilla rifle".

Drag ZIP contents into your mods folder containing Rimfire 1.9, the correct files will be replaced.

[attachment deleted by admin - too old]
Title: Re: [A13] Rimfire - UPDATED to A13 (v1.9 / 08.04.2016)
Post by: Alistaire on April 11, 2016, 02:15:20 PM
Upcoming v2.0 or v1.10 for A13: MCM suggestions needed!

CCL, Community Core Library, has introduced an MCM, Mod Configuration Menu, in the previous release. Rimfire 2.0+ is planned to include an MCM and the following features are planned:

  • Enabling/disabling every weapon in Rimfire in a filter (as in recipes) from spawning in raids and traders;
  • A toggle which actively removes every disabled weapon from the savegame in a more aggressive way;
  • A dropdown menu to select your preferred weapon naming scheme from: Alpha 8, Alpha 9+, Long/Short real life name, Simple (pistol/rifle).

I would like to know what you want to see in such an MCM. Feel free to suggest anything, we will always be able to poll more complicated features.


Thanks!
-Alistaire
Title: Re: [A13] Rimfire - UPDATED to A13 (v1.9 / 08.04.2016)
Post by: Alistaire on April 14, 2016, 09:38:34 AM
And now, a preview of the MCM:

(http://i1032.photobucket.com/albums/a409/wingbull/Untitled%201_zpslqpqkrqc.png)(http://i1032.photobucket.com/albums/a409/wingbull/Untitled%201_zpsuwy1jvs6.png)
Title: Re: [A13] Rimfire - MCM Update Incoming (v1.9 / 08.04.2016)
Post by: Loki88 on April 14, 2016, 10:22:57 AM
It makes me sad that I'm the only one who voted for rim fire caliber guns  :( though more people did vote for the 10/22 which is rim fire...
Title: Re: [A13] Rimfire - MCM Update Incoming (v1.9 / 08.04.2016)
Post by: Kittaye on April 14, 2016, 11:15:06 AM
It would be neat if they could be categorised by weapon class.
Title: Re: [A13] Rimfire - MCM Update Incoming (v1.9 / 08.04.2016)
Post by: Jessi on April 14, 2016, 03:47:11 PM
Really would love some WW2-Era weaponry since Project Armoury died.

MP40, PPSH, Degtyaryov, Thompson, Colt, MG42, Sten M2, Lee Enfield... They're all so good, and my colonists need them some Enfields and Stens.
Title: Re: [A13] Rimfire - MCM Update Incoming (v1.9 / 08.04.2016)
Post by: Alistaire on April 14, 2016, 06:10:49 PM
Quote from: Loki88 on April 14, 2016, 10:22:57 AM
It makes me sad that I'm the only one who voted for rim fire caliber guns  :( though more people did vote for the 10/22 which is rim fire...

The 10/22 is on the backlog, I might not work on new guns for a while but it'll be added at some point.




Quote from: Kittaye on April 14, 2016, 11:15:06 AM
It would be neat if they could be categorised by weapon class.

I will look into this. There are some problems with categorization since vanilla weapons would not be categorized unless they were hardcoded to be
and any other mod would have to make compatibility patches to join the same categories - there's some complexity in this request.




Quote from: Jessi on April 14, 2016, 03:47:11 PM
Really would love some WW2-Era weaponry since Project Armoury died.

MP40, PPSH, Degtyaryov, Thompson, Colt, MG42, Sten M2, Lee Enfield... They're all so good, and my colonists need them some Enfields and Stens.

The base game Survival rifle can be renamed to Lee-Enfield (as it was called in A8 and before) through the MCM in the next version of Rimfire and
there is an M-3 Grease gun in the mod already. Some of the mentioned guns are already on the backlog and I remember there was a mod
specifically adding WW2 weaponry for A12.
Title: Re: [A13] Rimfire - MCM Update Incoming (v1.9 / 08.04.2016)
Post by: Arigas on April 14, 2016, 10:13:51 PM
Always been a huge fan of the P90, any chance that gun is included? I didn't notice it in the first post, but just asking to be sure >.>
Title: Re: [A13] Rimfire - MCM Update Incoming (v1.9 / 08.04.2016)
Post by: hwoo on April 15, 2016, 02:41:02 AM
A Kar98 rifle would be amazing. Still a hugely accurate rifle that can easily shoot with the best. Love this mod.
Title: Re: [A8e-A13] Rimfire - MCM Update Incoming (v1.9 / 08.04.2016)
Post by: Alistaire on April 15, 2016, 06:17:35 PM
Quote from: Arigas on April 14, 2016, 10:13:51 PM
Always been a huge fan of the P90, any chance that gun is included? I didn't notice it in the first post, but just asking to be sure >.>

It is not included in the current version of Rimfire (v1.9), however High Caliber (https://ludeon.com/forums/index.php?topic=16864.0) contains one in its current version.




Quote from: hwoo on April 15, 2016, 02:41:02 AM
A Kar98 rifle would be amazing. Still a hugely accurate rifle that can easily shoot with the best. Love this mod.

The gun is visually quite similar to the already included Mosin and the base game Lee-Enfield which is a problem associated with the game's zoom
level and texture sizes. I think WW2 Weapons (https://ludeon.com/forums/index.php?topic=15069) contains a Kar98 though the mod is for A12 at this moment. There are few changes between A12 and
A13 for weapon code so you may want to bug the author about it.
Title: Re: [A8e-A13] Rimfire - MCM Update Incoming (v1.9 / 08.04.2016)
Post by: Alistaire on April 16, 2016, 10:58:18 AM
Categorization has been properly implemented now:

(http://i1032.photobucket.com/albums/a409/wingbull/Untitled%202_zpssv2wickg.png)(http://i1032.photobucket.com/albums/a409/wingbull/Untitled%202_zpsdiiaw1n6.png)
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Alistaire on April 18, 2016, 08:59:53 AM
(http://i1032.photobucket.com/albums/a409/wingbull/Pasted%20image%20at%202016_04_17%2022_38_zps8zld8o7q.png) (https://www.youtube.com/watch?v=rnS-05XoXs4)

Rimfire v2.0 for Alpha 13 released

Phew, just in time for CCL v13 - we got a few new things to cover for this update:

The CCL update is out and Rimfire now includes a mod configuration menu! You can now individually enable and disable any of the guns in the mod, change craftability and categorization on all of them and even change the naming schemes to one of five pre-determined ones with a nice preview filter UI showing exactly what each option does. Besides that the vanilla guns will update categorization and naming schemes according to your Rimfire preferences! Any mod authors willing to spend a tiny bit of time (XML only!) categorizing their weaponry will be able to profit from this functionality as well.

Next up the RPG-7 does now actually require you to research "Small Rockets", and it does now display smoke trailing behind the (new and improved) projectile.

All audio files are now in 16-bit OGG format (rather than 32-bit WAV) which massively decreased the download size to less than half of Rimfire v1.0 - all vanilla audio files are in 16-bit OGG (and all in 44kHz as well) and the in-game reverb effect makes this decreased audio quality unnoticeable.




(http://i1032.photobucket.com/albums/a409/wingbull/Pasted%20image%20at%202016_04_16%2016_09_zpsxzwrcgrs.png)




  • Crafting the RPG-7 now requires Small rockets to be researched and the RPG-7 projectile now has a smoke trail,
  • All guns can be categorized instantly using CCL's MCM,
  • Rimfire gun craftability can be toggled,
  • There are now several language files which can be switched between on-the-fly,
  • Audio file size has been decreased massively by switching to vanilla's 16-bit OGG format.





Don't forget to download CCL for this update!

Thanks for reading,
~ Alistaire

Powered By
(http://tinyurl.com/pd78ovl) (https://ludeon.com/forums/index.php?topic=16599.0)
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: V3cta on April 22, 2016, 06:22:26 AM
The MCM doesn't show up in the main menu. Got Rimfire 2.0 and CCL 0.13.1 installed. What might cause this?
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Dakkon on April 22, 2016, 06:28:23 AM
Quote from: Exampl3 on April 22, 2016, 06:22:26 AM
The MCM doesn't show up in the main menu. Got Rimfire 2.0 and CCL 0.13.1 installed. What might cause this?

Same versions and it's showing up for me as 'Mod Options' directly below 'Mods'.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Loki88 on April 22, 2016, 08:05:50 AM
Quote from: Dakkon on April 22, 2016, 06:28:23 AM
Quote from: Exampl3 on April 22, 2016, 06:22:26 AM
The MCM doesn't show up in the main menu. Got Rimfire 2.0 and CCL 0.13.1 installed. What might cause this?

Same versions and it's showing up for me as 'Mod Options' directly below 'Mods'.

Shows up for me as well.

The Taurus judge is a monster btw. 4 colonists with good - master judges vs 15 - 20ish tribals resulted in 0 injuries on my end after a 5ish minute fire fight.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: V3cta on April 22, 2016, 08:18:02 AM
Hmm okay. I only got Mod Help under Mods.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Alistaire on April 22, 2016, 01:21:41 PM
Quote from: Exampl3 on April 22, 2016, 06:22:26 AM
The MCM doesn't show up in the main menu. Got Rimfire 2.0 and CCL 0.13.1 installed. What might cause this?

You'll want to restart the game after activating Rimfire in the Mods window. If the problem still occurs please attach an output_log.txt file (https://ludeon.com/forums/index.php?topic=18272.0) (How to report mod issues, point 4).
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: V3cta on April 22, 2016, 02:01:13 PM
I restart the game everytime I open the Mods screen. Also changed the loadorder a few times and deactived all mods except Rimfire and CCL & CCL Vanilla Tweaks, but no effect.
Attached the output_log.
Update: It's fixed! The M&Co Mining Helmet mod stopped some part of the CCL injector to work. Deactivated it and I can now see the mod options.

[attachment deleted by admin - too old]
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Alistaire on April 25, 2016, 05:29:11 PM
News regarding CombatRealism patch

CombatRealism has a pre-release for A13 which I have a patch ready for, but due to the state of the pre-release I will not present my patch as
being the final CR patch - this does not mean it will not undoubtedly work with the finished mod but I do not want people to get themselves into
testing the pre-release with Rimfire 2.0 active and have them blame this mod for any problems in the pre-release.

That being said, I have uploaded the patch to Dropbox for the early CR users:

  • DOWNLOAD - up to 1.6.3 (https://www.dropbox.com/s/72dwkko4vqs92rk/Rimfire_v2.0%20for%20PRE%20RELEASE%20CombatRealism-1.6.0.zip?dl=0)
  • DOWNLOAD - 1.6.4 (https://www.dropbox.com/s/r84b8lme05ql03j/Rimfire_v2.1%20PREVIEW%20for%20PRE%20RELEASE%20CombatRealism-1.6.4.zip?dl=0)


Thanks,
~Alistaire
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: jackarbiter on April 26, 2016, 12:22:57 PM
Quote from: Alistaire on April 25, 2016, 05:29:11 PM
That being said, I have uploaded the patch to Dropbox for the early CR users:

FYI for people who download this, as NoImageAvailable notes in his thread (https://ludeon.com/forums/index.php?topic=9759.msg213092#msg213092), this is a full version of Rimfire modded for CR, and you should NOT use both vanilla rimfire and this version.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: nuschler22 on April 26, 2016, 12:57:21 PM
Thanks for the hard work!
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Loki88 on April 27, 2016, 05:32:50 PM
I'm not sure if it's coming directly from this mod, or from a conflict with other mods, or from a CCL issue. I figured I should report it either way though until I can figure out more.

After using the mod options to save what guns I'd like to use / naming scheme I can play the game just fine and everything works as intended. The issue occurs after closing and reloading the game. The game loses all access to some of its core .dll files and will not run even after disabling all mods and restarting the game.

I wound up having to reinstall the game a few times troubleshooting what was causing the issue. It only occurs after saving the mod options for Rimfire.

While I'm 99% sure it's not Rimfire causing this directly I'm posting here because this is so far the only mod I know that uses that part of CCL functionality and figured you might appreciate the heads up.

Rimfire 1.9 works flawlessly so I will just have to use that for now.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Taken on April 28, 2016, 05:24:42 AM
So Im having some trouble with this mod. I load this with Community Core Library and this happens http://i.imgur.com/3id1wfo.png

Any ideas? I've looked everywhere for answers so any help is appreciated.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Loki88 on April 28, 2016, 09:12:24 AM
Quote from: Taken on April 28, 2016, 05:24:42 AM
So Im having some trouble with this mod. I load this with Community Core Library and this happens http://i.imgur.com/3id1wfo.png

Any ideas? I've looked everywhere for answers so any help is appreciated.

I believe that's the same issue I'm having. I think it's a CCL conflict with other mods.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Taken on April 28, 2016, 09:30:20 AM
Heres the thing. I picked this mod at random because all of my mods are doing it. Sometimes it will give me this error and other it will be about there being no textures even though they are clearly in the mod. I have no idea what it is.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Alistaire on April 28, 2016, 10:52:57 AM
If you want me to actually look into it (Rimfire does not add or touch any of those defs) please follow the instructions in 2) How to report mod issues (https://ludeon.com/forums/index.php?topic=18272.0).
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Taken on April 28, 2016, 11:07:18 AM
Here ya go. Thanks for looking into this :D

[attachment deleted by admin - too old]
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Alistaire on April 28, 2016, 12:05:33 PM
Are you loading Miscellaneous w MAI, are CCL and vanilla tweaks placed first mods after core, do you have Enviro SK downloaded, is PrepareCarefully fully released for A13?

You'll want to look into those mods (Misc w MAI, PrepareCarefully), Rimfire is definitely not modifying Gensteps which are the issue here.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: AllenWL on April 29, 2016, 03:43:16 AM
Uh, just wondering, but if I want to remove everything other then the high-caliber rifles, grenade launcher, and RPG(recipe inculded) for the CR patch, what do I need to get rid of/mess with?
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Alistaire on April 29, 2016, 04:22:09 AM
Rimfire 2.0 contains an MCM Mod Configuration Menu from CCL Community Core Library. It's accessible via the main menu and in-game (though
CR doesn't currently refresh its ammo cache so disabling certain guns doesn't actually remove their ammo from the game) through a button
"Mod options" or something similar. Every gun in Rimfire can be toggled on/off to prevent them from spawning in at any point in your game -
activating the Weapon removal before generating a world will virtually guarantee any colonies on that world won't ever see the guns you disabled
in the MCM.

You will have to restart the game after changing anything in the Rimfire MCM. This is a problem with the CR pre-release.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: AllenWL on May 02, 2016, 07:47:50 AM
Uh, what guns use the 410 bore buckshot?
I'm pretty sure I disabled all the guns that use them(CR), but a trader showed up carrying loads of the things.

Restarted after disabling them and everything, and don't know what's wrong.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Alistaire on May 02, 2016, 08:12:03 AM
Quote from: AllenWL on May 02, 2016, 07:47:50 AM
Uh, what guns use the 410 bore buckshot?
I'm pretty sure I disabled all the guns that use them(CR), but a trader showed up carrying loads of the things.

Restarted after disabling them and everything, and don't know what's wrong.

As far as I know the current version of CR does not respect changes to enabled weapons in the MCM, but in any case the Taurus Judge (judge revolver) uses .410 bore.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: AllenWL on May 02, 2016, 11:18:30 AM
I asked on the CR thread and the answer I got from NoImageAvailable was that once I restarted the game, the ammo list will update and make unused ammo unobtainable, so I was wondering if I missed a gun(which I didn't think I did).
So I guess time to ask on the CR thread..
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: AllenWL on May 02, 2016, 11:32:35 PM
Guns I've definitely disabled are appearing in my game.

I've disabled all carbines, but a raider appeared with a police carbine. A raider also dropped in with a jagged rifle, which I've disabled as well.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Alistaire on May 03, 2016, 02:14:06 AM
Alright the list of weapons a pawn can spawn with was generated on game start before the MCM effects come into effect. It will be fixed in the next update.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Alistaire on May 06, 2016, 02:21:28 PM
(http://i1032.photobucket.com/albums/a409/wingbull/MP5K-PDW_zpsp71mrkdp.png) (https://www.youtube.com/watch?v=SPM7Fb-_HQs)




News regarding CombatRealism patch #2

The previous CombatRealism Patch has been updated to work with 1.6.4+ and it now includes Rimfire 2.1 preview features such as disabled guns actually not appearing during raids and recipes correctly updating according to changed language presets.

Additionally an H&K MP5K-PDW has been added, which is shown above.

The download links are available in the previous post (https://ludeon.com/forums/index.php?topic=9536.msg212677#msg212677) and here:

  • DOWNLOAD - up to 1.6.3 (https://www.dropbox.com/s/72dwkko4vqs92rk/Rimfire_v2.0%20for%20PRE%20RELEASE%20CombatRealism-1.6.0.zip?dl=0)
  • DOWNLOAD - 1.6.4+ (https://www.dropbox.com/s/r84b8lme05ql03j/Rimfire_v2.1%20PREVIEW%20for%20PRE%20RELEASE%20CombatRealism-1.6.4.zip?dl=0)

Keep in mind that this is not a full release of either the CR patch or Rimfire 2.1.
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: Commander Blackwatch on May 06, 2016, 03:32:13 PM
Amazing gun Mod Bro

Graphics = Good
Damage = Great
Range = Great
Research = Great
Warm up = Great
Accuracy = Great

Rate
95/100
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: lamekupo on May 08, 2016, 04:12:30 AM
I downloaded the latest CR patch, and while the folder containing the mod says it's Rimfire 2.1 for CR 1.6.4, loading it in the mod menu says that it's Rimfire 2.0 for CR 1.6.0. I've also noticed that the bills at my machining table are missing a significant amount of weapon bills, which I assume is because of the aforementioned problem.

Is it possible that you mixed up the files?
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: Alistaire on May 08, 2016, 05:25:05 AM
Are you sure you:

  • Have weapon crafting enabled in the MCM
  • Restarted the game after closing the mod menu

I updated the dropbox file to have the correct label in the mod menu and allowed the MP5K-PDW to be toggleable as well. I doubt either of those are causing the problem though.
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: lamekupo on May 08, 2016, 06:50:09 PM
I figured out the problem. It was simply that I didn't have the research done for the missing weapons. I re-read the wiki page and quickly realized what I'd missed.

Really sorry to have caused you any trouble.
Title: Re: [A8e-A13] Rimfire - Version 2.0 MCM Update! (v2.0 / 18.04.2016)
Post by: Rafe009 on May 11, 2016, 04:07:15 PM
Gun looks great, can't wait for 2.1.
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: jhonrv06 on May 20, 2016, 03:58:09 PM
I make the SCAR with your code is CR Compatibility ty  :)  (http://prnt.sc/b6gejk) http://prnt.sc/b6gejk
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: joaonunes on May 20, 2016, 04:42:53 PM
Quick question: I am using High Caliber and I noticed that in both mods there is (for example) an AK-47. If I install this mod will it generate any problems due to duplicated weapons or will only the one later in the loading order have it's weapons ingame?
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: Alistaire on May 21, 2016, 04:36:34 AM
Both weapons will be loaded since they don't have duplicate DefNames.
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: WereCat88 on May 25, 2016, 02:55:37 PM
Will Rimfire v2.1 come along with a CR 1.6.5 patch?
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: joaonunes on May 25, 2016, 03:13:45 PM
Quote from: WereCat88 on May 25, 2016, 02:55:37 PM
Will Rimfire v2.1 come along with a CR 1.6.5 patch?

It is working with 1.6.5.1, no need to update
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: WereCat88 on May 25, 2016, 03:43:46 PM
I didn't know, thank you for the info.
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: joaonunes on May 25, 2016, 04:34:07 PM
Quote from: WereCat88 on May 25, 2016, 03:43:46 PM
I didn't know, thank you for the info.

It wasnt easy for me to find the statement saying that this mod works with CR 1.6.4+, but I found it about 2 pages after the one where there's the compatibility patch
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: dareddevil7 on May 25, 2016, 04:41:30 PM
I need nuclear artillery to vaporize those that think they can besiege my colony
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: joaonunes on May 25, 2016, 04:48:35 PM
Quote from: dareddevil7 on May 25, 2016, 04:41:30 PM
I need nuclear artillery to vaporize those that think they can besiege my colony

1 - Get CR defense pack;
2 - surround your colony with 90mm flak cannons loaded with HE shells;
3 - when the raid starts man the turrets end watch the enemies eat an average of 5 fragments per shot, or instakill if shot directly/really close, while damaging nearly all raiders in one shot
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: dareddevil7 on May 25, 2016, 04:51:31 PM
Quote from: joaonunes on May 25, 2016, 04:48:35 PM
Quote from: dareddevil7 on May 25, 2016, 04:41:30 PM
I need nuclear artillery to vaporize those that think they can besiege my colony

1 - Get CR defense pack;
2 - surround your colony with 90mm flak cannons loaded with HE shells;
3 - when the raid starts man the turrets end watch the enemies eat an average of 5 fragments per shot, or instakill if shot directly/really close, while damaging nearly all raiders in one shot
But those don't need like 10 people to load the shell into the cannon
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: joaonunes on May 25, 2016, 05:06:43 PM
No just one pawn, slowly though so its best to have several side by side. I can say that only 2 of them held back a mechanoid attack, although in a siege they are not useful...
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: dareddevil7 on May 25, 2016, 05:22:00 PM
Quote from: joaonunes on May 25, 2016, 05:06:43 PM
No just one pawn, slowly though so its best to have several side by side. I can say that only 2 of them held back a mechanoid attack, although in a siege they are not useful...
https://commons.wikimedia.org/wiki/File:Operation_Upshot_test.ogg

I'm certain it would make dealing with sieges more fun. Maybe if someone was dedicated enough to the idea you could use it to wipe out entire settlements.
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: joaonunes on May 25, 2016, 05:28:33 PM
Quote from: dareddevil7 on May 25, 2016, 05:22:00 PM
Quote from: joaonunes on May 25, 2016, 05:06:43 PM
No just one pawn, slowly though so its best to have several side by side. I can say that only 2 of them held back a mechanoid attack, although in a siege they are not useful...
https://commons.wikimedia.org/wiki/File:Operation_Upshot_test.ogg

I'm certain it would make dealing with sieges more fun. Maybe if someone was dedicated enough to the idea you could use it to wipe out entire settlements.

Ahh I see what you mean xD
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: jayerbayer on July 16, 2016, 01:14:29 AM
hi Alistaire,

I absolutely loved this mod, the weapons are very vanilla like and balanced, I'm just wondering if you were planning to update it to alpha 14 as is.

thanks in advance
Title: Re: [A8e-A13] Rimfire - 2.1 Preview, CR 1.6.4 Patch (v2.0 / 18.04.2016)
Post by: Alistaire on July 18, 2016, 05:15:36 AM
Quote from: jayerbayer on July 16, 2016, 01:14:29 AM
hi Alistaire,

I absolutely loved this mod, the weapons are very vanilla like and balanced, I'm just wondering if you were planning to update it to alpha 14 as is.

thanks in advance

I am planning to update it to Alpha 14 with the results from the poll taken into account. I've run into a few problems with the CCL MCM so I might
have to drop that part.

So, no. I am not planning to update it to alpha 14 as-is.
Title: Re: [A8e-A13] Rimfire - vanilla style gun mod (v2.0 / 18.04.2016)
Post by: jayerbayer on July 18, 2016, 06:55:30 AM
Oh that is great news! It wouldn't bother me if you just got it to work for alpha 14 as i can't play without this mod. But to hear it will have more features is even better!
Title: Re: [A8e-A13] Rimfire - vanilla style gun mod (v2.0 / 18.04.2016)
Post by: MaxP on July 18, 2016, 09:40:17 AM
There's nothing better than CR+RimFire, so we'll be waiting :)

Alistaire, I can help with russian translation, if necessary.
Title: Re: [A8e-A13] Rimfire - vanilla style gun mod (v2.0 / 18.04.2016)
Post by: bewby on August 01, 2016, 03:51:35 PM
I hope this is still getting updated to the latest patch, I haven't found an additional weapon mod that feels right like rimfire does.
Title: Re: [A8e-A13] Rimfire - vanilla style gun mod (v2.0 / 18.04.2016)
Post by: Warforyou on August 01, 2016, 04:35:04 PM
Quote from: bewby on August 01, 2016, 03:51:35 PM
I hope this is still getting updated to the latest patch, I haven't found an additional weapon mod that feels right like rimfire does.
Thumbs up!
Title: Re: [A8e-A13] Rimfire - vanilla style gun mod (v2.0 / 18.04.2016)
Post by: Alistaire on August 04, 2016, 01:58:31 AM
(http://i1032.photobucket.com/albums/a409/wingbull/DragunovSVD_zpsauobdcnq.png)




News about Rimfire v2.1 for Alpha 14 (no release yet)


The release is planned for next week at most. The CCL MCM has been fixed and fifteen weapons have been added. These last few days will be
spent polishing what's there. I personally never supplied the CR patches so I have not worked on one. Do not expect Rimfire to appear on steam
- I will attempt to put it on the workshop but from experience it's a lot of hassle to maintain something on there.


Thanks for your interest in Rimfire!
Alistaire
Title: Re: [A8e-A13] Rimfire - vanilla style gun mod (v2.0 / 18.04.2016)
Post by: jayerbayer on August 04, 2016, 02:08:47 AM
I'm so excited! take your time  ;D and i don't use combat realism so don't need a patch for it
Title: Re: [A8e-A13] Rimfire - vanilla style gun mod (v2.0 / 18.04.2016)
Post by: Rafe009 on August 04, 2016, 04:49:32 PM
Quote from: Alistaire on August 04, 2016, 01:58:31 AM

fifteen weapons have been added.

Can't wait. Thanks Alistaire.
Title: Re: [A8e-A13] Rimfire - vanilla style gun mod (v2.0 / 18.04.2016)
Post by: ruzackovich on August 04, 2016, 06:40:42 PM
a14 ??
Title: Re: [A8e-A14] Rimfire - Version 2.1 Update! (v2.1 / 05.08.2016)
Post by: Alistaire on August 05, 2016, 04:48:34 PM
(http://i1032.photobucket.com/albums/a409/wingbull/10-22_zpsjkpgmxbv.png) (https://www.youtube.com/watch?v=zmp0n0km8tk)




Rimfire v2.1 for Alpha 14 released!

Finally Rimfire has been updated to A14. This version adds fifteen new guns including four new Charge weapons: Pistol, SMG, Shotgun and Sniper rifle; and a new Neolithic weapon, the Atlatl. These additions are to celebrate the Community Core Library (CCL) Mod Configuration Menu (MCM) update that I have been working on since A13 - you are now able to switch on and off any weapon in the game, including those in other mods which means that if you have weapons you can just disable whichever you like, or if you prefer the Rimfire Charge shotgun over the Charge rifle you are fully able to just switch off the rifle. This comes with a lot of problems in case at least one of a certain type of weapon is allowed so I also present to you a system which prevents you from having these problems by mistake - you are instantly warned whenever a configuration is very likely to crash your game. This error checking is sadly not absolute and I expect anyone to use some common sense when deciding whether a configuration is a bad idea.

In your archive you will also find "Rimfire 2.1 + Clutter Misc Hands". This is a patch for Clutter Misc v1.0.3 (https://ludeon.com/forums/index.php?topic=17610.0) by mrofa (https://ludeon.com/forums/index.php?action=profile;u=2507). Each hand position was created by hand and I hope you enjoy this feature as much as I do. Here's a screenshot:


(http://i1032.photobucket.com/albums/a409/wingbull/scr4_zpsmcva97sx.png)


Many market values and crafting costs were rebalanced to be less poor and less overpowered (this differed a lot between guns). New ThingCategoryDefs were added for categorization, including one for Mechanoid weapons so you can switch off the inferno cannon for good. All added weapons of course have language options and there has also been a pass over the SoundDefs yet again to make each gun sound even better. Rimfire is still compatible with MedievalShields (https://ludeon.com/forums/index.php?topic=14135.0) by Skullywag (https://ludeon.com/forums/index.php?action=profile;u=13346), another mod which you might enjoy as well.




With that out of the way, let's get to the changelog:

  • Fifteen new guns have been added: the Charge SMG, Charge pistol, Charge shotgun, Charge sniper rifle, Ruger 10/22, MP5K-PDW, Atlatl, Barrett M82A1, Rheinmetall MG-60, Short crossbow, Ruger Mk.III Standard, Spencer repeating rifle, Dragunov SVD, S&W Model 500 and Carl-Gustaf M3,
  • All soundDefs had their volume tweaked so no gun is overpowering or very quiet,
  • All costLists, marketValues and workAmounts were rebalanced with Vanilla. I will leave you to figure out the most cost-effective ways and most profitable ways to train crafting - I do now know the answer,
  • A "Nuke button" was added to the ModConfigurationMenu to remove any deactivated weapons when you switch settings in-game,
  • You are now allowed to toggle weapons for the full game rather than for Rimfire alone. This includes mechanoid weaponry and all melee weapons, along with any weapons other mods might add,
  • A patch for Clutter Misc Module - Hands has been added with hand-picked values for each Rimfire gun. You will require this mod (linked earlier in the post) and Rimfire active along with the patch for this to take effect (as seen in the screenshots),
  • All workToMake were multiplied by 4~7 from A13 to A14 in accordance with the vanilla weapons.




Thanks for reading the update, enjoy Rimfire v2.1!
~ Alistaire
Title: Re: [A8e-A14] Rimfire - Version 2.1 Update! (v2.1 / 05.08.2016)
Post by: Diana Winters on August 05, 2016, 05:54:19 PM
Now to wait for the CR patch...
Keep up the good work
Title: Re: [A8e-A14] Rimfire - Version 2.1 Update! (v2.1 / 05.08.2016)
Post by: Alistaire on August 06, 2016, 04:40:56 AM
Also, here's an untested Rimfire v2.1 CR patch. I will not be able to maintain it, so if any better ones are made I would like their author to make a thread for it.

Rimfire v2.1 for Combat Realism (https://www.dropbox.com/s/aq29et379raeswd/Rimfire_v2.1%20for%20CombatRealism.zip?dl=0)

The dropbox link now links to the same version of the Rimfire v2.1 CR patch which is available on all other locations.
Title: Re: [A8e-A14] Rimfire - Version 2.1 and CR update! (v2.1 + CR / 05.08.2016)
Post by: jayerbayer on August 06, 2016, 05:50:42 AM
This looks so sick! thanks so much Alistaire for putting so much work into this mod. I cannot wait to try it!!!  ;D
Title: Re: [A8e-A14] Rimfire - Version 2.1 and CR update! (v2.1 + CR / 05.08.2016)
Post by: Silas_ on August 06, 2016, 07:36:52 AM
Hi Alistaire, love the mod.  I've enjoyed using it and a few others for quite a few alphas now.  I'm having an issue with the MCM though.  Even with only (1. CCL and (2. Rimfire running, when I try to go into the mod options and select "Rimfire Gun Selection Menu" it goes nowhere and I can't back out of the menu other than by selecting "minimap" and then backing out.

Any help would be appreciated!
Title: Re: [A8e-A14] Rimfire - Version 2.1 and CR update! (v2.1 + CR / 05.08.2016)
Post by: Exende on August 06, 2016, 08:25:55 AM
Update your CCL?
Title: Re: [A8e-A14] Rimfire - Version 2.1 and CR update! (v2.1 + CR / 05.08.2016)
Post by: Mufflamingo on August 06, 2016, 09:53:57 AM
Quote from: Silas_ on August 06, 2016, 07:36:52 AM
Hi Alistaire, love the mod.  I've enjoyed using it and a few others for quite a few alphas now.  I'm having an issue with the MCM though.  Even with only (1. CCL and (2. Rimfire running, when I try to go into the mod options and select "Rimfire Gun Selection Menu" it goes nowhere and I can't back out of the menu other than by selecting "minimap" and then backing out.

Any help would be appreciated!

I have the same problem. Whenever Im at the Mcm menu and click Rimfire Configs, nothing comes out. :/ Is this a bug?

I tried it with my own set of mods I thought its just an order bug.
So I tried it with only with:

Core
CCL
CCL - Vanilla Tweaks
Combat Realism
Rimfire CR

It still not showing up.

What should I do? :<
I really want to customize what guns I put in game.

(BTW, Your CR patch works in game! GJ on that! :D)
Title: Re: [A8e-A14] Rimfire - Version 2.1 and CR update! (v2.1 + CR / 05.08.2016)
Post by: Silas_ on August 06, 2016, 07:25:04 PM
Quote from: Exende on August 06, 2016, 08:25:55 AM
Update your CCL?

It's the latest release.
Title: Re: [A8e-A14] Rimfire - Version 2.1 and CR update! (v2.1 + CR / 05.08.2016)
Post by: Raf's on August 08, 2016, 04:42:44 PM
Quote from: Silas_ on August 06, 2016, 07:25:04 PM
Quote from: Exende on August 06, 2016, 08:25:55 AM
Update your CCL?

It's the latest release.
Having the same problem, it me the Mod Option menu doesen't even apear.
Title: Re: [A8e-A14] Rimfire - Version 2.1 and CR update! (v2.1 + CR / 05.08.2016)
Post by: Lady Wolf on August 13, 2016, 07:26:52 AM
I got this problem too, the debug log lists the following error:

Community Core Library:: (Error) :: Mod Configuration Menu :: Unexpected error scribing data for mod Rimfire Gun Selection Menu
System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object
Title: Re: [A8e-A14] Rimfire - Version 2.1 and CR update! (v2.1 + CR / 05.08.2016)
Post by: Silas_ on August 13, 2016, 08:44:43 PM
Quote from: Lady Wolf on August 13, 2016, 07:26:52 AM
I got this problem too, the debug log lists the following error:

Community Core Library:: (Error) :: Mod Configuration Menu :: Unexpected error scribing data for mod Rimfire Gun Selection Menu
System.InvalidOperationException: SaveableFromNode exception: System.NullReferenceException: Object reference not set to an instance of an object

This is the exact error I see in the debug log as well.
Title: Re: [A8e-A14] Rimfire - Version 2.1 and CR update! (v2.1 + CR / 05.08.2016)
Post by: Raf's on August 15, 2016, 11:51:35 PM
so any updates on this topic? the error as reported some days ago already.
Title: Re: [A8e-A14] Rimfire - Version 2.1 and CR update! (v2.1 + CR / 05.08.2016)
Post by: ransero on August 19, 2016, 01:56:26 AM
Could you add the iconic Colt Single Action Army?
Title: Re: [A8e-A14] Rimfire - Version 2.1 and CR update! (v2.1 + CR / 05.08.2016)
Post by: AseaHeru on August 19, 2016, 04:27:24 PM
In which caliber? The things have been in something like 30.
Title: Re: [A8e-A14] Rimfire - Version 2.1 and CR update! (v2.1 + CR / 05.08.2016)
Post by: Pokk720 on August 22, 2016, 08:05:21 AM
I have discovered that the mod option bug might have something to do with the clutter misc hands addition to the combat realism version of the mod. It seems this part of the mod wasn't updated and for some reason blocks mods from showing up in the mod options menu. Deactivating it made that error go away for me but at the cost of my pawns having cool little hands holding their weapons.  :-\
Title: Re: [A8e-A14] Rimfire - Version 2.1 Bugfixes (v2.1 + CR / 22.08.2016)
Post by: Alistaire on August 22, 2016, 09:09:26 AM
Rimfire v2.1 and Rimfire v2.1 CR for Alpha 14 bugfixes

A few bugs have been reported for the latest versions of Rimfire.

One problem is that the MCM settings may remain from v2.0 which can be fixed by searching %appdata%, entering ..\AppData\LocalLow\Ludeon Studios\RimWorld\Config then removing MCM_Data_Rimfire_Gun_Selection_Menu.xml. This should fix any problems people who have used v2.0 before v2.1 should be experiencing.

Another problem is in the Full Game Toggle option when used in the CR patch - Binoculars did not have weaponTags and therefore a null was returned when accessing their weaponTags; this has been fixed.

Hands were not showing up in the CR patch because they were not injected for it. Now the hands addon injects hands into Rimfire v2.1 and Rimfire v2.1 for CR at the same time, meaning it can remain active between CR and vanilla load orders.

Please redownload your preferred version of Rimfire v2.1




The most recent version of CR, 1.6.7.3 is unable to recognize an inventory item to be both a weapon and a type of ammo - this means the Atlatl was unable to be loaded with javelins due to them being weapons. After making them ammo as well they would still not fire due to the mutual exclusivity of weapon/ammo of the inventory system in that version of CR. I have pushed an update to the git repo which does fix this and if possible CR 1.6.7.4 you'll be able to use the atlatl in the CR version of Rimfire. An update will also be posted if/when that happens. (EDIT: It did, all later versions of CR allow for the Atlatl to fire javelins)




Changelog:

  • The Full Game Toggle now does not break the game with CR or any mod with weapons that do not have weaponTags active
  • Hands are now injected into the CR version as well
  • The CR has had its Carl-Gustaf removed due to missing CR implementation (there are no graphics for the ammo yet)
  • A bunch of work has been done to get the CR patch prepared in case CR 1.6.7.4 contains the ability for an inventory item to be both a weapon and ammo




Thanks for reading the bugfix update!
~ Alistaire
Title: Re: [A8e-A14] Rimfire - Version 2.1 Bugfixes (v2.1 + CR / 22.08.2016)
Post by: Zxypher on August 23, 2016, 01:36:03 AM
Hey there, I was wondering if I could put in a request for the M14 and the RPG-29? Two of my personal favorites.

Thanks for your hard work the mod works great!
Title: Re: [A8e-A14] Rimfire - Version 2.1 Bugfixes (v2.1 + CR / 22.08.2016)
Post by: AseaHeru on August 24, 2016, 10:22:50 AM
 Theres a M-14 in High Caliber, which works fine with this.
Title: Re: [A8e-A14] Rimfire - vanilla style gun mod (v2.1 + CR-1.6.7.4 / 28.08.2016)
Post by: Rafe009 on September 03, 2016, 08:39:01 PM
Anybody try this for A15c? does it work?
Title: Re: [A8e-A14] Rimfire - vanilla style gun mod (v2.1 + CR-1.6.7.4 / 28.08.2016)
Post by: Deimos Rast on September 03, 2016, 08:49:10 PM
Quote from: Rafe009 on September 03, 2016, 08:39:01 PM
Anybody try this for A15c? does it work?
It has a number of assemblies with it, which might individually require recompiles. In short, I have no idea - try it and find out. :D I suspect the author is maybe waiting on CCL, as it uses its MCM feature. Not sure on that though.
High Caliber and RT are up to date last I checked if your trigger finger is itchy.
Title: Re: [A8e-A14] Rimfire - vanilla style gun mod (v2.1 + CR-1.6.7.4 / 28.08.2016)
Post by: Rafe009 on September 03, 2016, 11:06:01 PM
I gave it a try and it does work... sorta... I went into dev. mode and tested most of the guns. The police AMR does NOT work. I got an error code when i tried to fire. The game continued to run but no projectile ever released.

http://images.akamai.steamusercontent.com/ugc/257091431052120861/70619D76F2714F9B2873CDE4D90A34CCE0018240/ (http://images.akamai.steamusercontent.com/ugc/257091431052120861/70619D76F2714F9B2873CDE4D90A34CCE0018240/)

Also the multiple grenade launcher fired about 20 explosive shells simultaneously like some sort of explosive shotgun - definitely not the intended functionality and certainly imbalanced for colonist use but would make an ominous and cool weapon mounted to a centipede. It was pretty damn good for disintegrating corpses though.

I did get it running in tandem with high caliber and this i'm thankful for as i've been salivating for a p90 for ages as well as an FN SCAR.

Don't think it's ready for prime time yet.

Edit: just tried the other AMRs in the mod. The dead-eye riffle and the heavy AMR and just like the police AMR they do not work. There is definitely something going on with AM projectiles. I suspect that might be the issue after wandering  around in the data files and seeing that guns have a reference as do the particular bullets they fire, that might be the busted bit.

Title: Re: [A8e-A14] Rimfire - vanilla style gun mod (v2.1 + CR-1.6.7.4 / 28.08.2016)
Post by: Deimos Rast on September 05, 2016, 04:54:47 AM
Quote from: Rafe009 on September 03, 2016, 11:06:01 PM
-snip-
Did not expect you to actually try it, kudos for doing so.
Yeah, anything with an Anti-Materiel or a Smoke projectile trail probably won't work, as they reference the custom assemblies, as it looks like you discovered. I'm actually in the process of stripping the mod of assemblies for personal usage (and tweaking a few things).
====================
@Alistaire as I mentioned, I'm going through the mod line by line, so I'm noticing a few trends, and I figured I'd give you some initial feedback (I'm about half way through the mod maybe). Please don't take this feedback as me not liking the mod - it's quite the opposite. I only take the time to give detailed feedback on things I like and would like to see become even better.

Overall, the mod is great, textures are top notch and the sounds are pretty good too. I really like how you organized everything as well (with comments and such) and gets big points from me. ;D

Some less strong points:
- All the shotguns seem to blend together. They're all auto-shotties. I don't buy that one can shoot like a rifle, unless you specifically mention it shoots slugs exclusively, which would require revamping of some stats and projectile gfx. I redid one of the other shotguns to just that effect, just for the sake of it, and we'll see how it turns out (the one with the drum, admittedly not the best choice).
- Crafting cost of the explosive weapons seems way over the top, specifically the 10 artillery shells per unit, for everything. Also, the 16 range on the grenade launcher seems weak (I know thrown grenades are 12.9), especially when compared to the 29 range on the XM25 CDTE grenade launcher from the High Caliber mod. I know comparing across mods is a dodgy prospect, especially considering the HC grenade is a 25mm and your's is a 40mm, but that's a big difference in range all the same. Compare that to the 40 range of a rocket, and it pales in comparison (considering its costs). I think a range of 22-24 would be fair.
- Flavor text. Generally pretty good, with some guns being better than others. I won't belabor this point.
- The biggest issue I have: you keep renaming the guns from their actual names to something generic. The badass sounding "Rheinmetall MG60" becomes "replica GPMG" to go along with the also renamed Madsen LMG's "replica LMG". The Taurus Judge, another badass, becomes a "court revolver" under this scheme. I cannot understand the reasoning behind it, but I really dislike it. >:(

That's about it for now. Again, don't take this feedback as me not liking the mod - quite the opposite!
Cheers.
Title: Re: [A8e-A14] Rimfire - vanilla style gun mod (v2.1 + CR-1.6.7.4 / 28.08.2016)
Post by: toric on September 05, 2016, 02:27:39 PM
Quote from: Deimos Rast on September 05, 2016, 04:54:47 AM
Quote from: Rafe009 on September 03, 2016, 11:06:01 PM
-snip-
- The biggest issue I have: you keep renaming the guns from their actual names to something generic. The badass sounding "Rheinmetall MG60" becomes "replica GPMG" to go along with the also renamed Madsen LMG's "replica LMG". The Taurus Judge, another badass, becomes a "court revolver" under this scheme. I cannot understand the reasoning behind it, but I really dislike it. >:(

That's about it for now. Again, don't take this feedback as me not liking the mod - quite the opposite!
Cheers.

i think the reasoning behind this is that this is not this world. it is at least 2000 years in the furute, if i remember the lore right. it would make no sense for the weapons to retain their original names, even if the mod author did use current guns as insparation. and as every rimworld playthrough may take place at a completely diffrnet time, and most worlds dont have communication with eatch other, it would not make sense for completely diffrent 'civilizations' to have the same specific name for something. as sutch, generic, descriptive names are best.
Title: Re: [A8e-A14] Rimfire - vanilla style gun mod (v2.1 + CR-1.6.7.4 / 28.08.2016)
Post by: Rafe009 on September 05, 2016, 10:09:36 PM
Quote from: Deimos Rast on September 05, 2016, 04:54:47 AM
-snip-

So everything seems to be working to a degree now. The RPG gives an error message but it still seems to work for the most part. I'm wondering what you think of using High Calibers AR bullet configuration for rimfire's four AR guns.

I'm still not ready to go digging into DLLs yet and not sure precisely what i will find in the assemblies or what they even are for.

Also thanks for all the help, never thought i'de be modding the mods of rimworld
Title: Re: [A8e-A14] Rimfire - vanilla style gun mod (v2.1 + CR-1.6.7.4 / 28.08.2016)
Post by: Deimos Rast on September 06, 2016, 02:07:52 AM
Quote from: Rafe009 on September 05, 2016, 10:09:36 PM
Also thanks for all the help, never thought i'de be modding the mods of rimworld

I actually finished my hatchet job revision of Rimfire and yeah, I use a slightly modified High Caliber armor piercing damage def.

As for your RPG problem, the problem is probably because the ParentName of the Bullet is "BaseSTBullet" as opposed to "BaseBullet" and make sure the thingClass is Projectile_Explosive .
If you need an example, you can look in the base game at the Triple Rocket Launcher, found at RimWorld > Mods > Core > Defs > ThingDefs_Misc > Weapons_Guns.xml and search for "Gun_TripleRocket" and look at it's projectile definition above it.
Actually, I think I'll rewrite the Triple Rocket launcher as a template for you, and you can copy over the rest of the values (specifically accuracy values). You'll find it attached below. In order to try to keep to the No Distribution clause of the mod license, I copied this from the base game and rewrote it entirely. The only thing it borrows from this mod is the texture path and the def names.
Let me know if it doesn't work, or you have trouble with it.

[attachment deleted by admin - too old]
Title: Re: [A8e-A14] Rimfire - vanilla style gun mod (v2.1 + CR-1.6.7.4 / 28.08.2016)
Post by: Demetreo on September 10, 2016, 10:24:31 AM
Any ETA to releasing A15 version?
Title: Re: [A8e-A14] Rimfire - vanilla style gun mod (v2.1 + CR-1.6.7.4 / 28.08.2016)
Post by: Alistaire on September 11, 2016, 03:59:12 AM
Cue excuses:

  • I'm busy Sep. 12-30
  • CCL is not out
  • Maintaining the mod between versions takes a lot of motivation I'd prefer to be put into uni

And for those interested: Rimfire v2.1 C# Source on Dropbox (https://www.dropbox.com/s/go90kxufrbtaels/Rimfire_v2.1%20source.zip?dl=0)




Quote from: Deimos Rast on September 05, 2016, 04:54:47 AM- The biggest issue I have: you keep renaming the guns from their actual names to something generic. The badass sounding "Rheinmetall MG60" becomes "replica GPMG" to go along with the also renamed Madsen LMG's "replica LMG". The Taurus Judge, another badass, becomes a "court revolver" under this scheme. I cannot understand the reasoning behind it, but I really dislike it. >:(

The naming schemes can be switched through the GunModMCM menu (EDIT: Now HugsLib menu) (between A8, A9+, Simple, Short and Full names).
A9 changed gun names from "Lee-Enfield" to "survival rifle" and such, Rimfire follows the same naming scheme by default (in the XML).
Title: Re: [A8e-A14] Rimfire - vanilla style gun mod (v2.1 + CR-1.6.7.4 / 28.08.2016)
Post by: Deimos Rast on September 11, 2016, 10:37:12 PM
I apologize. I didn't realize you could change names in game, I was looking at things strictly from the XML level. My bad.
I wouldn't stress about A15 too much. As you said, no CCL. And as always, Uni comes first.
Good luck with your courses.
Title: Re: [A8e-A14] Rimfire - vanilla style gun mod (v2.1 + CR-1.6.7.4 / 28.08.2016)
Post by: AseaHeru on November 28, 2016, 11:40:34 PM
 Have a pile of suggestions for weapons.

RPK, for ammunition commonality with AK users
Bren gun or Lewis gun in .303 British
Vickers machinegun turret, again in .303 British
Bizon submachine gun
G3 rifle/FAL in 7.62NATO/M14

Most of these are because of desire for ammunition compatibility and because many are certainly common and long-lasting enough to be atleast looked at.
Title: Re: [A8e-A14] Rimfire - vanilla style gun mod (v2.1 + CR-1.6.7.4 / 28.08.2016)
Post by: Beathrus on December 21, 2016, 04:07:46 AM
Any idea if this will be updated for A16? Don't mean to bother anyone, just curious is all!
Title: Re: [A8e-A16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Alistaire on January 04, 2017, 12:22:29 PM
Rimfire v2.2 and v2.2 CR-1.6.9.2 for Alpha 16 released!

Rimfire v2.1 has been updated to Alpha 16 and now the mod settings menu has been moved to HugsLib. The Clutter Misc Hands addon was
removed since that mod has not been updated for A16 due to its CCL requirement.

The mod settings are now in the Options menu, as expected from the HugsLib library.




Changelog:

  • The RPG-7 was turned into a one-use weapon (for v2.2, not for v2.2 CR) and crafting costs were changed accordingly.




Thanks for your interest in Rimfire!
~ Alistaire
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Ames on January 04, 2017, 01:30:26 PM
How about adding the famous Silverballers from Hitman. Its actually called AMT Hardballers tho.
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: HYBB on January 04, 2017, 03:29:55 PM
whre i can find a list with guns properties like cost, dmg and cooldown
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: ajaviide on January 04, 2017, 03:30:43 PM
just wanted to say this is my favorite weapon mod glad you updated it :)

(seems most balanced vanilla fitting in my humble opinion :)
Title: Re: [A8e-A16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: 123nick on January 04, 2017, 04:00:08 PM
Quote from: Alistaire on January 04, 2017, 12:22:29 PM
Rimfire v2.2 and v2.2 CR-1.6.9.2 for Alpha 16 released!

Rimfire v2.1 has been updated to Alpha 16 and now the mod settings menu has been moved to HugsLib. The Clutter Misc Hands addon was
removed since that mod has not been updated for A16 due to its CCL requirement.

The mod settings are now in the Options menu, as expected from the HugsLib library.




Changelog:

  • The RPG-7 was turned into a one-use weapon (for v2.2, not for v2.2 CR) and crafting costs were changed accordingly.




Thanks for your interest in Rimfire!
~ Alistaire

why? IRL the rpg-7 isnt single use, although there is, IIRC, some RPG-series weapons that are single use, if im not mistaken.
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Primal Lord on January 04, 2017, 04:42:02 PM
Quote from: Ames on January 04, 2017, 01:30:26 PM
How about adding the famous Silverballers from Hitman. Its actually called AMT Hardballers tho.

And hardballers are a rerelease of the browning m1911 pistol used during WW2, which from the pictures it looks like it's already included? Anyway, whoever had the idea to include the WA2000 sniper rifle was a genius, my personal favorite sniper rifle in existence :), good work keeping this mod going since A8e!
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Ames on January 04, 2017, 04:57:54 PM
Quote from: Primal Lord on January 04, 2017, 04:42:02 PM
Quote from: Ames on January 04, 2017, 01:30:26 PM
How about adding the famous Silverballers from Hitman. Its actually called AMT Hardballers tho.

And hardballers are a rerelease of the browning m1911 pistol used during WW2, which from the pictures it looks like it's already included? Anyway, whoever had the idea to include the WA2000 sniper rifle was a genius, my personal favorite sniper rifle in existence :), good work keeping this mod going since A8e!

Oh! I had no idea about that! Thanks a lot for letting me know! :D
Title: Re: [A8e-A16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Alistaire on January 04, 2017, 05:00:59 PM
Quote from: 123nick on January 04, 2017, 04:00:08 PM
Quote from: Alistaire on January 04, 2017, 12:22:29 PM
  • The RPG-7 was turned into a one-use weapon (for v2.2, not for v2.2 CR) and crafting costs were changed accordingly.
why? IRL the rpg-7 isnt single use, although there is, IIRC, some RPG-series weapons that are single use, if im not mistaken.

I felt it was more appropriate for the vanilla game after reading this comment:

Quote from: Rafe009 on September 07, 2016, 12:46:14 AM
It seems to have worked and I've finally started playing A15 after long last with Feral, a heavily butchered HC, Rimfire, 2 hair mods and the PetStay mod - mostly for a bit of aesthetic variety though one could consider rimfire  a bit cheaty with the rocket systems that Verb_Shoot rather than Verb_ShootOneUse shoot.

To be honest I prefer CombatRealism over vanilla rimworld (at least when the errors go away for A16..) and it makes sense for the RPG to remain
multi-use due to realism considerations, however all vanilla rocket launchers are single use and I made the crafting cost for the RPG quite small
so you could stock up on them. In CombatRealism the multiple use mechanic is balanced because the rockets are bulky and you can't carry a lot of
them while for Vanilla it is indeed kind of cheaty.




Quote from: hybster on January 04, 2017, 03:29:55 PM
whre i can find a list with guns properties like cost, dmg and cooldown

For a complete list you could either open the Rimfire ThingDefs_Misc XML files in Excel or use Dev Mode in-game to list all weapons.




Quote from: Primal Lord on January 04, 2017, 04:42:02 PM
Quote from: Ames on January 04, 2017, 01:30:26 PM
How about adding the famous Silverballers from Hitman. Its actually called AMT Hardballers tho.
And hardballers are a rerelease of the browning m1911 pistol used during WW2, which from the pictures it looks like it's already included? Anyway, whoever had the idea to include the WA2000 sniper rifle was a genius, my personal favorite sniper rifle in existence :), good work keeping this mod going since A8e!

I consider the vanilla pistol to be an M1911, and Rimfire v2.2 adds the Para Ordnance P14/45 which looks very similar to an M1911.

All guns which were not requested (and some which were) are those which I deem interesting or noteworthy. It was difficult to argue that so
many raiders seemed to carry a WA2000 before Rimworld Alpha 16 but with the new generation weight for weaponry I could go all out adding
niche weaponry with low drop rates. Huzzah!

This also has me considering adding for example AMT Hardballers with a very low drop rate as a "unique" - all weapon suggestions are welcome.








And to some older comments I found using the search function:

Quote from: SpaceDorf on August 17, 2016, 10:51:33 AM
My personal Problem with Apparello is, that it feels too much for me.
The same way the Clutter Mod or the WayTooManyGuns Mod ( Rimfire ) feel to me.
I perceive it as too much of the same but different stuff.

You can switch any and all guns in the mod and in the game off at will, if that makes it any better.




Quote from: Marduk on December 31, 2016, 11:12:17 AM
On an unrelated note, bored playing CR with only vanilla weapons, i've made a hackjob of an update for Rimfire CR for my own use that works with the current CR. It still shows up a bunch of errors, and i'm not experienced enough with Rimworld modding to have an idea what half of them are about, but it works ok so far on a 3 season colony. If anyone is interested, PM me.

Impressive, Rafe009 (https://ludeon.com/forums/index.php?action=profile;u=45522) and Marduk (https://ludeon.com/forums/index.php?action=profile;u=36782), I hope you enjoy the hackjob of an update I provided with Rimfire v2.2 for CR-1.6.9.2.
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: asquirrel on January 04, 2017, 07:33:20 PM
Thanks man for the gun mod.  You can never have too many guns, unless you have a mod conflict, which apparently I do. :)



[attachment deleted by admin due to age]
Title: Re: [A8e-A16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Ames on January 05, 2017, 12:12:22 AM
You can also make the Hardballer "unique" by making them a dual gun.  :D
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Alistaire on January 05, 2017, 04:33:49 AM
Quote from: asquirrel on January 04, 2017, 07:33:20 PM
Thanks man for the gun mod.  You can never have too many guns, unless you have a mod conflict, which apparently I do. :)

Are you sure you have HugsLib 2.2.3+? Other than that I don't know what the issue could be.
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: PixeleDitya on January 05, 2017, 05:16:26 AM
You Doing nice Art! Good Work!
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: asquirrel on January 05, 2017, 09:54:43 AM
Quote from: Alistaire on January 05, 2017, 04:33:49 AM
Quote from: asquirrel on January 04, 2017, 07:33:20 PM
Thanks man for the gun mod.  You can never have too many guns, unless you have a mod conflict, which apparently I do. :)

Are you sure you have HugsLib 2.2.3+? Other than that I don't know what the issue could be.

Quote from: Alistaire on January 05, 2017, 04:33:49 AM
Quote from: asquirrel on January 04, 2017, 07:33:20 PM
Thanks man for the gun mod.  You can never have too many guns, unless you have a mod conflict, which apparently I do. :)

Are you sure you have HugsLib 2.2.3+? Other than that I don't know what the issue could be.

Hey Alistaire!  I updated to 2.30 of Hugslib.  First tried putting it just after "core" and then a second time just before "core."  Either way, I'm generating a new error with this mod.  I do have other weapon mods running.  Do you think that could be caused by a conflict?  I've tried disabling some of them but no luck with the error message change.  Any other way I could troubleshoot this because I'd really like to use this mod! :)

[attachment deleted by admin due to age]
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: ajaviide on January 05, 2017, 10:01:39 AM
I have same error .
I think it has something to do with mod options menu, because disabling gun list (in mod options) dsnt work also.

But it seems to work fine (exept guns list in menu).
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Alistaire on January 05, 2017, 02:44:36 PM
Rimfire v2.2 and Rimfire v2.2 CR-1.6.9.2 for Alpha 16 bugfixes

A bug was found for the latest version of Rimfire, the updated version is up on all locations and will remove the error you get when starting up with the old version. The default value for the disabled gun list was not set, now it is.

Please redownload your preferred version of Rimfire v2.2




Thanks for the early bug report!
~ Alistaire
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: asquirrel on January 05, 2017, 08:14:14 PM
Quote from: Alistaire on January 05, 2017, 02:44:36 PM
Rimfire v2.2 and Rimfire v2.2 CR-1.6.9.2 for Alpha 16 bugfixes

A bug was found for the latest version of Rimfire, the updated version is up on all locations and will remove the error you get when starting up with the old version. The default value for the disabled gun list was not set, now it is.

Please redownload your preferred version of Rimfire v2.2




Thanks for the early bug report!
~ Alistaire

Hi Alistaire.  Do I just overwrite the existing mod directory with the new files with the bug fix?  Thanks for the info! :)
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Alistaire on January 06, 2017, 02:02:01 PM
Quote from: asquirrel on January 05, 2017, 08:14:14 PM
Hi Alistaire.  Do I just overwrite the existing mod directory with the new files with the bug fix?  Thanks for the info! :)

Yes, any way of updating would work since nothing has been added, just one .DLL (GunModHugsLib.dll) in /Assemblies/ was replaced.
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: joaonunes on January 06, 2017, 03:20:42 PM
OMG I totally forgot this mod existed O_O

Well, not really... But I seriously thought this mod was the one that added futuristic weaponry (which I avoid like the plague).
And this has CR compatibility!! :D great job! I think you are the first weapons mod to do it (for A16) :P
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Fafn1r on January 09, 2017, 05:06:28 AM
Damn, you made me forgot about RT Weapons and High Caliber. Rimfire is the only gun mod I need now. The only thing it lacks is a flamethrower. Can we have a flamethrower? :D

I noticed that in CR version charge shotgun has only single projectile - I suggest adding for it new ammo type, with pellets.

By the way I sent you a PM. :)
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Incendiary Pingu on January 10, 2017, 03:56:21 PM
Quote from: Fafn1r on January 09, 2017, 05:06:28 AM
Damn, you made me forgot about RT Weapons and High Caliber. Rimfire is the only gun mod I need now. The only thing it lacks is a flamethrower. Can we have a flamethrower? :D

I need a flamethrower so much. Imagine the possibilities. That and a taser/stun gun but maybe that's not the same theme as rimfire.
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: asquirrel on January 10, 2017, 04:20:19 PM
Quote from: Incendiary Pingu on January 10, 2017, 03:56:21 PM
Quote from: Fafn1r on January 09, 2017, 05:06:28 AM
Damn, you made me forgot about RT Weapons and High Caliber. Rimfire is the only gun mod I need now. The only thing it lacks is a flamethrower. Can we have a flamethrower? :D

I need a flamethrower so much. Imagine the possibilities. That and a taser/stun gun but maybe that's not the same theme as rimfire.

Download Colonial Marines mod.  They have a flamethrower.  Also Ferals in Rimarsenal have a scorcher (flamethrower). 
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: BlackGyver on January 12, 2017, 06:23:14 AM
Quote from: asquirrel on January 10, 2017, 04:20:19 PM
Quote from: Incendiary Pingu on January 10, 2017, 03:56:21 PM
Quote from: Fafn1r on January 09, 2017, 05:06:28 AM
Damn, you made me forgot about RT Weapons and High Caliber. Rimfire is the only gun mod I need now. The only thing it lacks is a flamethrower. Can we have a flamethrower? :D

I need a flamethrower so much. Imagine the possibilities. That and a taser/stun gun but maybe that's not the same theme as rimfire.

Download Colonial Marines mod.  They have a flamethrower.  Also Ferals in Rimarsenal have a scorcher (flamethrower). 

The problem with the colonial marines mod is that the weapons are not always very well balanced, some are outright preposterous, and the art style for the weapons is a bit lacking (unlike Rimfire's).

I browsed the weapon suggestions, and saw the nonlethal option was (is?) considered, but put off with one of the reasons being some mods already filled that niche, however there are currently no standalone mods for A16 that offer an option like that, and downloading the full Glittertech or Combat realism mods just to get one weapon when you don't care about the rest, well, that's not ideal at all, is it?

This is actually really funny, because I just came to this topic to request *exactly* a flamethrower and a stun gun/taser being considered as additions, so I guess I'm thirding those suggestions! I really need both of these in my life, and what better mod to have them in than this one? Great balance consideration, the art style is coherent and really pretty, and weapons can individually be disabled as desired, it's really the ultimate weapon mod!

I've actually put a little thought in how a nonlethal option could be balanced, and I wonder if making these one-use items (like the vanilla launchers) could be a solution, here?

Thanks for the work you've put in, and I wish your mods a long life!
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: kunyomi on January 12, 2017, 06:58:51 AM
Will this work with the latest CR version? (1.6.9.4)
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Fafn1r on January 12, 2017, 06:59:46 AM
Quote from: kunyomi on January 12, 2017, 06:58:51 AM
Will this work with the latest CR version? (1.6.9.4)

The CR version seems to be working alright.
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Teratles on January 13, 2017, 10:55:49 AM
Rimfire weapons have a problem with the new feature from CR. If you limit the munition with the fitting tool. CR try to take more munition and then try to take food an drop the munition. Then you get a loop until you change the fitting.
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: johnarcie009123 on February 06, 2017, 09:09:23 AM
Since this mod is all about weaponry, maybe let's add some apparel? I also think a stationary cannon would be awesome :D
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: SalmonToastie on March 22, 2017, 01:35:20 PM
Hey guys, just a quick question, how would one change names of guns, for example, changing the ak47's name to perhaps an akm etc? :) :)
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Alistaire on March 25, 2017, 05:33:55 AM
Quote from: SalmonToastie on March 22, 2017, 01:35:20 PM
Hey guys, just a quick question, how would one change names of guns, for example, changing the ak47's name to perhaps an akm etc? :) :)

Go to:

Mods\Rimfire 2.2\Languages\English\Keyed\MCM GunMod Rimfire weapons_guns.xml

Replace the tags named:

RF_Gun_AKFortySeven

e.g:

<Short_RF_Gun_AKFortySeven>AK-47</Short_RF_Gun_AKFortySeven>

with:

<Short_RF_Gun_AKFortySeven>AKM</Short_RF_Gun_AKFortySeven>
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Comrade Smartass on April 11, 2017, 05:09:28 PM
Was wondering if there's a chart or excel file out there which has all the damage, accuracy, and dps info for each of the weapons added by Rimfire? 
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: deshara218 on April 14, 2017, 01:44:14 AM
Raid #1, a single pirate shows up with an incendiary and one-shots every one of my 7 colonists :/ There's two hours of my life wasted
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Ruisuki on April 14, 2017, 02:21:52 AM
Quote from: deshara218 on April 14, 2017, 01:44:14 AM
Raid #1, a single pirate shows up with an incendiary and one-shots every one of my 7 colonists :/ There's two hours of my life wasted
Wait what are the weapons unbalanced?? Assuming it is you can toggle which show up in game
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: deshara218 on April 15, 2017, 02:16:13 AM
Quote from: Ruisuki on April 14, 2017, 02:21:52 AM
Quote from: deshara218 on April 14, 2017, 01:44:14 AM
Raid #1, a single pirate shows up with an incendiary and one-shots every one of my 7 colonists :/ There's two hours of my life wasted
Wait what are the weapons unbalanced?? Assuming it is you can toggle which show up in game

I think if the incendiary launcher didn't auto-incap any colonist caught within its blast AND set them on fire fatally, AND aim so well at long range that it appears basically guaranteed to hit them with the explosion it'd be fine. I just didn't know I needed to disable it until after that, which feels like cheating
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Alistaire on April 17, 2017, 06:26:49 AM
Quote from: deshara218 on April 15, 2017, 02:16:13 AM
Quote from: Ruisuki on April 14, 2017, 02:21:52 AM
Quote from: deshara218 on April 14, 2017, 01:44:14 AM
Raid #1, a single pirate shows up with an incendiary and one-shots every one of my 7 colonists :/ There's two hours of my life wasted
Wait what are the weapons unbalanced?? Assuming it is you can toggle which show up in game

I think if the incendiary launcher didn't auto-incap any colonist caught within its blast AND set them on fire fatally, AND aim so well at long range that it appears basically guaranteed to hit them with the explosion it'd be fine. I just didn't know I needed to disable it until after that, which feels like cheating

I'm not sure how that happened. Rimfire does not touch the incendiary launcher, you must've been quite unlucky.




Quote from: Comrade Smartass on April 11, 2017, 05:09:28 PM
Was wondering if there's a chart or excel file out there which has all the damage, accuracy, and dps info for each of the weapons added by Rimfire?

In-game you can enter development mode and open one of the icons in the top-right, one of them allows you to list all weapon in the game and their DPS etcetera.
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: DigitalCore on April 21, 2017, 05:26:12 AM
Yo Alistaire, just something I caught when using the machining table: the crafting recipe text doesn't change with the names of the guns. So if I'm using the A8 name pack and try to craft the MP5, it shows up as 'craft aviation crew SMG' in the machining table bills. Just wanted to let you know.
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: geoflame1 on April 24, 2017, 08:32:07 PM
hey dropbox wont let me save the a16 version is there an alt link
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Alistaire on April 25, 2017, 02:00:25 AM
Quote from: geoflame1 on April 24, 2017, 08:32:07 PM
hey dropbox wont let me save the a16 version is there an alt link

You can download the file from Dropbox or you could get it from ModDB or NexusMods. Each of those locations works.




Quote from: DigitalCore on April 21, 2017, 05:26:12 AM
Yo Alistaire, just something I caught when using the machining table: the crafting recipe text doesn't change with the names of the guns. So if I'm using the A8 name pack and try to craft the MP5, it shows up as 'craft aviation crew SMG' in the machining table bills. Just wanted to let you know.

I'll look into it. I thought I fixed all the use cases for the name packs but you must've found an exception. Thanks for reporting it!
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: MrZero on May 24, 2017, 04:19:09 PM
hey, alpha 17 update is coming anytime soon??
i know the game just got updated, but rimworld feels a little empty without this mod :/
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Alistaire on June 25, 2017, 05:40:44 AM
Quote from: MrZero on May 24, 2017, 04:19:09 PM
hey, alpha 17 update is coming anytime soon??
i know the game just got updated, but rimworld feels a little empty without this mod :/

I've started working on the update now, expect it to come out within a week.
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: 123nick on June 26, 2017, 08:41:58 PM
i heard some weapons are unbalanced- the heavy AMR has double the DPS of the sniper rifle, with less of a cooldown and warm up, and is sorta cheap for late game standards. maybe if vastly increased its warmup/cooldown time like warmup of 5, and cooldown of 4, or warmup of 6 , so its a lot longer between shots, and double the cost of plasteel and steel for it, and maybe add other, rarer components for crafting (like maybe a bionic eye for lenses, or uranium/gold for, idk, the glowing sights? fancy embellishments? some ingame reason to explain it :P)
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: bullet on June 27, 2017, 12:55:46 AM
I also heard what with all weapons and the balance all alright. Thanks Alistair for your work. It's best weapon mod which I have ever seen. The sound of Heavy AMR is like the song of an angel..
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Beathrus on June 27, 2017, 12:14:07 PM
This really is the best gun mod in the game. I neeeeed it!
Title: Re: [A8e-17] Rimfire - vanilla style gun mod (v2.3 / 29.06.2017)
Post by: Alistaire on June 29, 2017, 10:04:35 AM
Rimfire v2.3 for Alpha 17 released!

Rimfire has been updated to A17. A HugsLib configuration menu can still be found under Settings, Mod Settings with HugsLib 3.1.2+ enabled and now it has been stylized a bit more! You'll find icons for all guns in the list and on mouse-over you will see the mod that had added the weapon. Furthermore, several weapon mods are patched automatically to neatly categorize into the mod settings menu. The categories show how many of their thingdefs are enabled and finally, if you are missing any weapontags, suggested guns to activate are highlighted in red. You can now also click in a larger area around each list item to enable or disable the gun. Disabled weapons are displayed greyed out. Mousing over a list item increases its size so you're better able to tell weapons apart. I am also happy to announce that the error prevention system (to prevent pawns from spawning without any weapons due to players disabling guns from the menu) is much more robust.

(http://i1032.photobucket.com/albums/a409/wingbull/PreviewImgA17_zpsiuo2jgnb.png) (https://www.youtube.com/watch?v=h2sHgO4X84A)

The Misc Hands mod is also added as a patch, so players with Misc Hands active will now automatically find their pawns to show their hands on the weapons without the need for an additional mod in the load order:

(http://i1032.photobucket.com/albums/a409/wingbull/scr4_zpsmcva97sx.png)

Finally, the commonality of antimateriel rifles has been decreased 10 to 100-fold, and warmup + cooldown were increased to total about 8 seconds from the previous 6.




Thanks for reading the update, enjoy Rimfire v2.3!
~ Alistaire
Title: Re: [A8e-17] Rimfire - vanilla style gun mod (v2.3 / 29.06.2017)
Post by: kaptain_kavern on June 29, 2017, 11:03:46 AM
Awesome. You rocks
Title: Re: [A8e-17] Rimfire - vanilla style gun mod (v2.3 / 29.06.2017)
Post by: admiralKew on June 29, 2017, 07:37:50 PM
So awesome to see Rimfire updated! I noticed upon loading that it looks at the CE, CE Guns, and VFWE weapons expansions as well. Is this version of Rimfire compatible with CE out of the box as well?
Title: Re: [A8e-17] Rimfire - vanilla style gun mod (v2.3 / 29.06.2017)
Post by: MrZero on June 29, 2017, 11:32:07 PM
you sir, have the most high quality, mastercrafted, badass and lore friendlish weapon mod in the whole community.
rimworld firefights are not the same without our mod
Title: Re: [A8e-17] Rimfire - vanilla style gun mod (v2.3 / 29.06.2017)
Post by: Alistaire on June 30, 2017, 03:49:00 AM
Quote from: MrZero on June 29, 2017, 11:32:07 PM
you sir, have the most high quality, mastercrafted, badass and lore friendlish weapon mod in the whole community.
rimworld firefights are not the same without our mod

Quote from: kaptain_kavern on June 29, 2017, 11:03:46 AM
Awesome. You rocks

Thank you guys very much, I hope you enjoy the latest update and feel free to suggest any changes too.




Quote from: admiralKew on June 29, 2017, 07:37:50 PM
So awesome to see Rimfire updated! I noticed upon loading that it looks at the CE, CE Guns, and VFWE weapons expansions as well. Is this version of Rimfire compatible with CE out of the box as well?

Sadly it is not. Rimfire looks at Combat Extended Guns, GaussWeapons, 20th Century Weapons Mod, High Caliber, LaserWeapons, Medieval Times, Project Fallout v1.5, RT's Weapon Pack and Vanilla-Friendly Weapon Expansion for categorizing each of their weapons into the categories present in the gun mod menu (using HugsLib 3.1.2+, it can be found in the Settings>Mod Settings menu). Also MiscHands is patched to use visible hands on the Rimfire guns.

A CE patch is not planned. I assume at some point there will be a Rimfire CE patch in Combat Extended, provided by someone else or if I feel like working on the patch after working on some other projects it might be added to CE by me. I would have copied over the Combat Realism patch 1:1 from A16 but there are new guidelines for creating patches now which I'm sure that version does not abide to.

A patch has been added to Combat Extended in A17+
Title: Re: [A8e-16] Rimfire - vanilla style gun mod (v2.2 + CR-1.6.9.2 / 04.01.2017)
Post by: Alistaire on June 30, 2017, 04:44:37 AM
Quote from: BlackGyver on January 12, 2017, 06:23:14 AM
Quote from: asquirrel on January 10, 2017, 04:20:19 PM
Quote from: Incendiary Pingu on January 10, 2017, 03:56:21 PM
Quote from: Fafn1r on January 09, 2017, 05:06:28 AM
Damn, you made me forgot about RT Weapons and High Caliber. Rimfire is the only gun mod I need now. The only thing it lacks is a flamethrower. Can we have a flamethrower? :D

I need a flamethrower so much. Imagine the possibilities. That and a taser/stun gun but maybe that's not the same theme as rimfire.

Download Colonial Marines mod.  They have a flamethrower.  Also Ferals in Rimarsenal have a scorcher (flamethrower). 

The problem with the colonial marines mod is that the weapons are not always very well balanced, some are outright preposterous, and the art style for the weapons is a bit lacking (unlike Rimfire's).

I browsed the weapon suggestions, and saw the nonlethal option was (is?) considered, but put off with one of the reasons being some mods already filled that niche, however there are currently no standalone mods for A16 that offer an option like that, and downloading the full Glittertech or Combat realism mods just to get one weapon when you don't care about the rest, well, that's not ideal at all, is it?

This is actually really funny, because I just came to this topic to request *exactly* a flamethrower and a stun gun/taser being considered as additions, so I guess I'm thirding those suggestions! I really need both of these in my life, and what better mod to have them in than this one? Great balance consideration, the art style is coherent and really pretty, and weapons can individually be disabled as desired, it's really the ultimate weapon mod!

I've actually put a little thought in how a nonlethal option could be balanced, and I wonder if making these one-use items (like the vanilla launchers) could be a solution, here?

Thanks for the work you've put in, and I wish your mods a long life!

Due to the results of the weapon addition poll, it's pretty likely there's gonna be a flamethrower added to another Rimfire version. I like the suggestion of making tasers and stun guns one-use items, and of course they can be toggled in the mod menu. For A17 there's probably nonlethal weapon mods out there already, but yeah they could potentially be a good fit for Rimfire.




Quote from: johnarcie009123 on February 06, 2017, 09:09:23 AM
Since this mod is all about weaponry, maybe let's add some apparel? I also think a stationary cannon would be awesome :D

I've recently added a flak vest to Combat Extended; if you're interested in Apparel I'd suggest looking at apparel mods instead. The same for turrets/cannons.




Quote from: 123nick on June 26, 2017, 08:41:58 PM
i heard some weapons are unbalanced- the heavy AMR has double the DPS of the sniper rifle, with less of a cooldown and warm up, and is sorta cheap for late game standards. maybe if vastly increased its warmup/cooldown time like warmup of 5, and cooldown of 4, or warmup of 6 , so its a lot longer between shots, and double the cost of plasteel and steel for it, and maybe add other, rarer components for crafting (like maybe a bionic eye for lenses, or uranium/gold for, idk, the glowing sights? fancy embellishments? some ingame reason to explain it :P)

For A17 the cooldown and warmup were increased and its commonality was decreased due to the RimWorld Discord mentioning how raiders with AM rifles were overpowered. Crafting costs remained the same for v2.3 but feel free to suggest crafting cost values for v2.3.1(?).
Title: Re: [A8e-17] Rimfire - vanilla style gun mod (v2.3 / 29.06.2017)
Post by: 123nick on July 02, 2017, 06:53:08 AM
Maybe have it cost rarer materials for crafting? I hear at its current crafting cost its cheap for late game colony, - maybe have it cost 20-40 uranium, 20-40 gold, and MAYBE bionic eye too,? For lenses? For scope? Altho im just restating what i said.
Title: Re: [A8e-17] Rimfire - vanilla style gun mod (v2.3 / 29.06.2017)
Post by: Rizel on November 21, 2017, 12:48:11 PM
The best weapon! Thank you for your work, everything is done amazing. Will there be an update for B18? I can't play in new version without  it.
Title: Re: [A8e-17] Rimfire - vanilla style gun mod (v2.3 / 29.06.2017)
Post by: Alistaire on November 21, 2017, 01:28:37 PM
Quote from: Rizel on November 21, 2017, 12:48:11 PM
The best weapon! Thank you for your work, everything is done amazing. Will there be an update for B18? I can't play in new version without  it.

Yes! There are actually very few changes with B18 and I could salvage all of the C# from A17.

I'm currently rebalancing the weapons to have DPS comparable to vanilla weaponry due to some issues XeoNovaDan pointed out via PM.

ETA: before the weekend.
Title: Re: [A8e-17] Rimfire - vanilla style gun mod (v2.3 / 29.06.2017)
Post by: kaptain_kavern on November 21, 2017, 02:20:04 PM
Sweet Jesus, ton of thanks!
Title: Re: [A8e-17] Rimfire - vanilla style gun mod (v2.3 / 29.06.2017)
Post by: Rizel on November 22, 2017, 03:11:10 PM
Thanks again, can't wait!
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Alistaire on November 25, 2017, 07:12:24 PM
(http://i1032.photobucket.com/albums/a409/wingbull/1024x768%20A18_zpszelf4qvn.png) (https://www.youtube.com/watch?v=QjtYgOY2IUc&t=21s)




Rimfire v2.4 for Beta 18 released!

Rimfire has been updated to Beta 18. The main feature of the update is that all weapons were rebalanced to have their damage-per-second profile more closely match that of vanilla weapons. Now, carbines are viable in terms of DPS and SMGs were nerfed in terms of damage. Furthermore, three out of four anti-materiel rifles were made uncraftable and more rare. Generally, shorter barrelled weapons now have high short-range DPS and quicker DPS-dropoff and low range, while longer barrelled ones have slow DPS-dropoff or even large increase in DPS as is the case for anti-materiel rifles. The gun menu has been left mostly the same, however missing weapon tags are now listed in a nicer way, using " and " between the last and one-to-last element of the missing weapontags.

Feel free to post feedback on the rebalanced weapons!




On 28/11/2017, some more changes were made:

  • ModCheck is now used for patching depending on the existence of other mods
  • All assemblies were recompiled for B18
  • Mentions of "Rimfire v2.3" were changed to "Rimfire v2.4"




Thanks for reading the update, enjoy Rimfire v2.4!
~ Alistaire
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: fatm3l on November 26, 2017, 02:07:21 AM
i installed the latest version of this mod for b18, after loading my save game. i cant see any weapon crafting in the machining table, even the vanilla weapons are gone. i disable this mod and everything is back to normal, i dont know where is the problem. Do i need to create a new game for this to work?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Alistaire on November 26, 2017, 05:46:55 AM
Quote from: fatm3l on November 26, 2017, 02:07:21 AM
i installed the latest version of this mod for b18, after loading my save game. i cant see any weapon crafting in the machining table, even the vanilla weapons are gone. i disable this mod and everything is back to normal, i dont know where is the problem. Do i need to create a new game for this to work?

Either:

1) You have "Weapon crafting" toggled off in Options > Mod Settings > Rimfire 2.4 > Weapon crafting
2) You don't have the research done to craft weapons Smithing > Machining > Gunsmithing > ..
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: fatm3l on November 26, 2017, 09:08:14 AM
Thanks for the help I'll try it tomorrow.  :)
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: carcasshot on November 27, 2017, 06:42:46 AM
hello sorry for my English, but i seems to have a problem with anti materials rifle
here is my logs link:https://gist.github.com/719c5307a96d02a24ea40bfc08be8968


and here is my picture

[attachment deleted by admin: too old]
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: JerBear on November 28, 2017, 04:28:54 AM
How can I see a weapon's stats before I spend resources building it?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Canute on November 28, 2017, 05:00:45 AM
Create a bill,
Select details of the bill
Press on the "i" top left corner.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: JerBear on November 28, 2017, 06:17:10 AM
That doesn't give the stats of the weapon damage and such though, you seem to have to create the item first then look at it.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Canute on November 28, 2017, 10:02:51 AM
Ops sorry you are right.
Then the only way is, enable develop mode, use the dev. tool to spawn weapon/apparel you are interested into.
Then you the destroy tool to remove it after you inspect it.

If you got time and a passion, you can create a speadsheet and add i to the wiki
http://rimworldwiki.com/wiki/Rimfire_(mod)
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Alistaire on November 28, 2017, 05:19:55 PM
Quote from: carcasshot on November 27, 2017, 06:42:46 AM
hello sorry for my English, but i seems to have a problem with anti materials rifle
here is my logs link:https://gist.github.com/719c5307a96d02a24ea40bfc08be8968
and here is my picture

I can't replicate it, but it might have been because the anti materiel code was written several alphas back. I compiled it again and updated the download locations so it should work. Please download the latest version again.




Quote from: Canute on November 28, 2017, 10:02:51 AM
If you got time and a passion, you can create a speadsheet and add i to the wiki
http://rimworldwiki.com/wiki/Rimfire_(mod) (http://rimworldwiki.com/wiki/Rimfire_(mod))

If anyone is interested, here (https://www.dropbox.com/s/99cfzaonuhrwz05/Rimfire_v2.4.xlsx?dl=0) is a dropbox link for the spreadsheet I used for balancing guns in v2.4.

It has the same DPS curves you see on RimWorldWiki, though it's just the baselines. The curves for different shooter levels (l) can be calculated by multiplying the baseline values (b) by the shooting accuracy (a) at each level to the power distance between shooter and target (d), e.g l = b * a ^ d.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: JerBear on November 28, 2017, 09:30:42 PM
Based on that sheet, am I correct that a hunting rifle is the best bang for the buck when it comes to damage and cooldown taken into account?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: SpaceDorf on November 29, 2017, 06:23:54 AM
This is the first time I used Rimfire and I instantly fell in love with your Mod Setup Menu.
Freely Selecting which Weapon is allowed while seeing which mod included it is totally awesome.

How difficult would it be to expand it to every ingame item ?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Alistaire on November 29, 2017, 11:58:28 AM
Quote from: SpaceDorf on November 29, 2017, 06:23:54 AM
This is the first time I used Rimfire and I instantly fell in love with your Mod Setup Menu.
Freely Selecting which Weapon is allowed while seeing which mod included it is totally awesome.

How difficult would it be to expand it to every ingame item ?

The most difficult part would be making it such that players can't/won't disable things which would cause massive instabilities.

For example, PawnKindDefs require at least one of their weaponTags to exist on a weapon in the game or else they won't spawn in with a weapon. This means that there must be something keeping track of the amount of each weaponTag currently enabled and give feedback whenever any PawnKindDef is unable to spawn in with any weapon.

I'd expect similar problems to exist for several buildings, pawnkinds, pawns, factions, ..
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: SpaceDorf on November 29, 2017, 02:33:39 PM
Especially Apparel which is just another worn Item.

But I was only thinking about true Items which are listed in the Stockpile Tree, minus the buildings.

Buildings, Pawnkinds and Factions are another level.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: WereCat88 on November 29, 2017, 03:26:55 PM
I got an issue, when i open the gun list from the mod options menu it just shows a blank box and this error appears in the logs (it repeats itself over and over):
Exception filling window for GunMod.Dialog_GunList: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.Single[Char] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at GunMod.WeaponTagCaching.MissingTagString () [0x00000] in <filename unknown>:0
  at GunMod.Dialog_GunList.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I got like 50 mods on but the only other mods related to weapons are Trap Defence and Remote Explosives

EDIT:
I also got Right Tool for The Job, whose tools are technically considered weapons

EDIT 2:
It works if you dont temper with the gun menu, i find that it breaks really easily, if you disable the wrong things it just breaks and sometimes not even a game restart will fix it,
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Alistaire on November 29, 2017, 06:26:35 PM
Quote from: WereCat88 on November 29, 2017, 03:26:55 PM
I got an issue, when i open the gun list from the mod options menu it just shows a blank box and this error appears in the logs (it repeats itself over and over):
Exception filling window for GunMod.Dialog_GunList: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.Single[Char] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at GunMod.WeaponTagCaching.MissingTagString () [0x00000] in <filename unknown>:0
  at GunMod.Dialog_GunList.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I got like 50 mods on but the only other mods related to weapons are Trap Defence and Remote Explosives

EDIT:
I also got Right Tool for The Job, whose tools are technically considered weapons

EDIT 2:
It works if you dont temper with the gun menu, i find that it breaks really easily, if you disable the wrong things it just breaks and sometimes not even a game restart will fix it,

Thanks for the bug report! It's been fixed, please download the mod again from your preferred download location.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: WereCat88 on November 30, 2017, 03:39:36 AM
Quote from: Alistaire on November 29, 2017, 06:26:35 PM
Thanks for the bug report! It's been fixed, please download the mod again from your preferred download location.

Wow that was fast, thanks!
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: DingooS on December 02, 2017, 12:40:26 PM
i would like to see a SCAR-H assault rifle, its possible ?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Nanao-kun on December 02, 2017, 03:16:25 PM
The Heavy AMR can't seem to hit anything. Even with a 100% chance to hit the bullet just passes over the target and does nothing.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: asquirrel on December 02, 2017, 06:15:25 PM
Quote from: Nanao-kun on December 02, 2017, 03:16:25 PM
The Heavy AMR can't seem to hit anything. Even with a 100% chance to hit the bullet just passes over the target and does nothing.

I found the same problem with it too.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: WereCat88 on December 08, 2017, 11:53:43 AM
Are weapons supposed to be this cheap?
I bought a heavy AMR for little over 900 silver and its actual market value is 600 silver, and many other weapons seem too cheap for how much power they have
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Kireishito on December 16, 2017, 01:28:22 PM
Sorry, but whenever I open the gunlist and click in one of the menus (e.g. melee weapons) the list disappears and it keeps a blank box forever. Also, all the weapons in the machining table disappeared (only armor available). All research done to guns are done. The mod crafting option is checked green. And I can't really toggle any weapons... Can someone help me?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Idelacio on December 19, 2017, 03:18:49 AM
Exception ticking RF_Bullet_MDFifty14340: System.MissingMethodException: Method not found: 'Verse.Thing.TakeDamage'.

AMR bullets just sail right on over.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: LAWolves on December 21, 2017, 05:39:44 AM
I was going to make a Combat Extended playthrough and found out, from the CE thread, that this mod is supposed to be compatible with it. Since I found no confirmation on this other thread though I thought I would ask first.
Thank you
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Canaris on December 26, 2017, 01:44:49 PM
Quote from: LAWolves on December 21, 2017, 05:39:44 AM
I was going to make a Combat Extended playthrough and found out, from the CE thread, that this mod is supposed to be compatible with it. Since I found no confirmation on this other thread though I thought I would ask first.
Thank you
I second this motion.

I have CE B18 with Rimfire 2.4 and its suppose to work but everytime i try to use weapon from this mod i throws an error in the log and weapon is ineffective. Only exception is Carl Gustav Recoiless Rifle - unlimited ammo but projectile works and kills things like its suppose to.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Alistaire on December 29, 2017, 09:21:22 AM
Please download the latest version again

I've tried to address the reported bugs. I can't replicate the antimateriel bullets missing with the latest version. Other than that, the mod menu works again. Some more vanilla weapons have been added to categorization.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: LBA on January 17, 2018, 01:51:26 AM
Hey Alistaire. Liking the mod so far, but I've encountered some errors when using Medieval Times.
After some digging around, I found out these errors appear when some other mod tries to reference things in another mod, that don't exist anymore. A bit more searching lead me to check rimfire, where I found the names of the missing things.

[attachment deleted by admin: too old]
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Mufflamingo on January 19, 2018, 06:10:54 AM
Hello. I know this is a selfish request but can you make that thing where you can choose what guns to appear in game applicable to clothes too? And if possible make a stand alone version of it? Sorry for asking.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Kassidoo on February 04, 2018, 11:15:18 AM
Quote from: Canaris on December 26, 2017, 01:44:49 PM
Quote from: LAWolves on December 21, 2017, 05:39:44 AM
I was going to make a Combat Extended playthrough and found out, from the CE thread, that this mod is supposed to be compatible with it. Since I found no confirmation on this other thread though I thought I would ask first.
Thank you
I second this motion.

I have CE B18 with Rimfire 2.4 and its suppose to work but everytime i try to use weapon from this mod i throws an error in the log and weapon is ineffective. Only exception is Carl Gustav Recoiless Rifle - unlimited ammo but projectile works and kills things like its suppose to.

What error do you guys get?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Divenity on February 11, 2018, 09:14:27 PM
As to the RImfire 2.4 not working with latest CE. This is the error message I get when trying to use a Rimfire weapon with CE:

"Exception ticking Ahri: System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () <0x00341>"

Ahri would be the test pawn ofc.

The weapon does not fire.

Rimfire weapons also do not and cannot use ammo for some reason, the reload button and ammunition counter isn't there at all, carrying ammo doesn't change anything, disabling the ammunition system also still produces the same error message. CE weapons and base game weapons work fine.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Harry_Dicks on February 12, 2018, 01:10:00 AM
Quote from: Divenity on February 11, 2018, 09:14:27 PM
As to the RImfire 2.4 not working with latest CE. This is the error message I get when trying to use a Rimfire weapon with CE:

Have you tried it with the only extra mods being CE and Rimfire? Does anyone else get any issues with this mod and CE, or does it work okay for them?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Divenity on February 12, 2018, 01:35:32 AM
Quote from: Harry_Dicks on February 12, 2018, 01:10:00 AM
Quote from: Divenity on February 11, 2018, 09:14:27 PM
As to the RImfire 2.4 not working with latest CE. This is the error message I get when trying to use a Rimfire weapon with CE:

Have you tried it with the only extra mods being CE and Rimfire?

Yes, same problem.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Novalex233 on February 12, 2018, 11:46:20 PM
I had a problem with Anti-Material Rifles. I finished the research but no new recipe (namely the Police AMR and ASAR) showed up on the Machining Table except the Deadeye Rifle (weak AMR), which showed up after I finished Plasteel Gun research. Is this intentional or did something go wrong? I disabled every other mod except RimFire and HugsLib and I enabled all the guns and options.
Please help :'(

EDIT: I installed Help Tab and looked up Anti-Material research, and it shows no new recipe nor weapon unlock; the research simply does nothing, it is empty. Must be something wrong with the research log. Checking it right now! Will update!

EDIT2: Found this code under the three AMRs that can't be crafted (Plasteel, Medium, Heavy)
<tradeTags>
<li>Exotic</li>
</tradeTags>
Which means the three guns aren't supposed to be crafted, only bought.

Under Weak AMR is this code:
<costList>
<Steel>96</Steel>
<Component>15</Component>
<Plasteel>10</Plasteel>
</costList>
<generateCommonality>0.015</generateCommonality>
<recipeMaker>
<researchPrerequisite>RF_PlasteelGuns</researchPrerequisite>
</recipeMaker>

For my own sake, I am copy-pasting this code under the other three AMRs and modifying the values myself. Hope this is ok with you (author)!
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: bullet on March 24, 2018, 06:13:42 AM
Yeah,  Police and Heavy AMR's doesn't appears in recipes after research
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Hawky on March 27, 2018, 03:05:50 AM
Hello! I'd like to make a request. Can you make and add a marksman rifle, like M14 / M14EBR or similar? Basically faster shooting and aiming sniper rifle with lower damage, shorter range, and slightly worse accuracy?

Thank you very much! Your mod is great, keep up a good work. ;)
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Ikazuchi00 on April 01, 2018, 06:04:52 PM
is the G11 already added?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Ikazuchi00 on April 02, 2018, 06:28:20 AM
Quote from: Hawky on March 27, 2018, 03:05:50 AM
Hello! I'd like to make a request. Can you make and add a marksman rifle, like M14 / M14EBR or similar? Basically faster shooting and aiming sniper rifle with lower damage, shorter range, and slightly worse accuracy?

Thank you very much! Your mod is great, keep up a good work. ;)

i think there's one, it's called M39 EMR
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Canute on April 02, 2018, 06:37:57 AM
Weapon cracks, what is the different between M14 and M39 ? Shouldn't a 39 better then a 14 ? No don't answer :-))
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Divenity on April 03, 2018, 10:48:41 PM
I'm gonna answer :P

The difference between an M14EBR and an M39EMR is the M14EBR has a full auto fire mode, the M39EMR is semi-auto only.

That is really it.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Canute on April 04, 2018, 05:07:02 AM
Like i said, weapon cracks ! :-))
Do you think i understood anything beside bla bla bla.
I wished there was some weapon mod that clearly made weapon names that indicate what weapons are more capable then others.
Yes i know our current world weapon can't be classified in that way, because any use got different view and preferables about his weapons.
And this mod are build up on them, so i don't await it from it.

Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Ikazuchi00 on April 04, 2018, 06:49:43 AM
what the heck are weapon cracks?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Canute on April 04, 2018, 09:33:25 AM
cracks,freaks,fools someone who is addict to weapon use and knowledge. :-)

Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Ikazuchi00 on April 04, 2018, 10:41:12 AM
ok at this point i dont understand how it go from a guy asking for a gun similar to an M14 to weapon cracks.

The guy asked for a gun similar to it in which the mod already has, like the SVD or SR-25.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Canute on April 04, 2018, 10:58:41 AM
And you did it again :-)
I don't think SVD means Short Video Disk :-)
How the hell a normal person should know about that, why not Sniper Rifle MK2, then a normal person know it is better then a Sniper Rifle.
Just ignore my bla bla, i don't realy belong to this mod.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Ikazuchi00 on April 04, 2018, 01:42:47 PM
at this point it should be obvious what SVD were talking about since its a gun mod
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Divenity on April 05, 2018, 06:33:30 PM
Quote from: Canute on April 04, 2018, 10:58:41 AM
And you did it again :-)
I don't think SVD means Short Video Disk :-)
How the hell a normal person should know about that, why not Sniper Rifle MK2, then a normal person know it is better then a Sniper Rifle.
Just ignore my bla bla, i don't realy belong to this mod.

Quotewhy not Sniper Rifle MK2
because it's a thing that actually exists and that's not it's name?


Just like with anything else, in any other game, or real life for that matter, you learn what is best by testing things out, asking other people, or looking it up online, or you can also just, you know, look at the weapon's damn stats in game and compare those stats to the other sniper rifles.

You don't go into a fantasy role playing game just knowing what weapons are best either, you try them, you figure out what works best in what scenarios, you move forwards with that knowledge. The devs don't need to dumb down the names for you, you need to figure it out yourself.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: DiamondBorne on April 07, 2018, 12:47:34 PM
Could you please add in some antique Anti-tank rifles such as PTRD or T-Gewehr?

My argument is that. with ammo is not a problem (unless you use CE) and have bionic augmented humans running around, manufacturing, maintaining, and manning these cumbersome weapons would be much, much easier than in real life. PTRD and PTRS are basically a tube or two and primitive firing mechanisim welded together. Not to mentioned harsh living condition and various, larger and stronger threats found on on the Rim, It makes perfect sense to go for the bigger and cheaper guns than some small peashooters designed to down humanoids that breaks moisture level slightly changes.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Trimm on April 18, 2018, 11:19:16 AM
Apologies if this has been brought up before, but I skimmed the thread and didn't see anyone mention it. Using the CE version, the Charge SMG only has single shot mode available. SMGs power come from full-auto, so I figured this was a bug. The charge rifle has single, burst and auto all working correctly.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: temple_wing on April 19, 2018, 01:17:31 AM
According to your previous post, you added rimfire patch to CE. So this mod is expected to be loaded before CE right? Then I found that, in rimfire, there also is a patch for CE. What should I do? Should I load rimfire first, or CE first?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Trimm on April 19, 2018, 10:10:31 AM
Quote from: temple_wing on April 19, 2018, 01:17:31 AM
According to your previous post, you added rimfire patch to CE. So this mod is expected to be loaded before CE right? Then I found that, in rimfire, there also is a patch for CE. What should I do? Should I load rimfire first, or CE first?

What has been working for me is... if the mod is 'CE Compatible' then you load it *after* CE. I believe Rimfire is CE compatible without a patch, so its loaded after CE.

However, if the mod has a CE Patch, you load Mod -> CE -> Patch.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Alistaire on April 20, 2018, 04:37:00 AM
Quote from: temple_wing on April 19, 2018, 01:17:31 AM
According to your previous post, you added rimfire patch to CE. So this mod is expected to be loaded before CE right? Then I found that, in rimfire, there also is a patch for CE. What should I do? Should I load rimfire first, or CE first?

The patch for CE present in Rimfire does not require CE to be loaded in any specific order. As long as it's active somewhere in the load order, a Rimfire config file is changed to contain the weapons added by CE and during game load these changes are applied so weapons in CE are categorized appropriately in the Rimfire Mod Menu.

The patch for Rimfire present in CE requires Rimfire to be loaded AFTER combat extended.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: falloutpc on April 22, 2018, 07:41:12 PM
For some reason i can't craft the Walther WA-2000. The weapon research is done but it's not showing up in crafting recipes.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Jan2607 on April 29, 2018, 01:31:22 PM
It seems I cant switch the naming of the weapons in the options. I tried it with A9+ names, long real life names and short real life names, but it doesn't change. The game still shows the name like "Jagged rifle", but I want them to be real life names.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Subways on May 04, 2018, 08:14:14 AM
Hey i would love to play the rimfire mod + CE but i cant load em without errors.
I Load Core>Hugslib>rimfire>CE or Core>CE>Hugslib>rimfire.
But booth loaded gets me Errors

Can u help me plz.
Got hugslib 4.1.1
rimfire alpha 18
CE B18

dont know if this makes any sense to post the debug log but:

... ok its to many letters ;) i can email it if u want

Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Alistaire on May 06, 2018, 10:58:07 AM
It should be Core>Hugslib>CE>Rimfire
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Subways on May 07, 2018, 08:04:24 AM
Ok i enabled Core > Hugslib > CE one by one but after i enabled rimfire i got plenty of errors in debugwindow

:'(
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: 000sk7 on May 13, 2018, 04:04:56 PM
     Here's one of the errors the previous poster is most likely having.  I'm having the same with rimfire and CE enabled together.
Could not resolve cross-reference: No Verse.ResearchProjectDef named CE_AdvancedFirearms found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


     Here's also pastebin (http://pastebin.com/G0nnNsSJ) of the full relevant errors given despite load order of either RF>CE or CE>RF, disabling Rimfire clears the errors.  Oddly enough, however, I've yet to run into any problems AFAIK while running the mods.  Could be some weird hiccup, idk. Posting this for anybody else having these pop up (and search engine indexing later), Cheers.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Alistaire on May 14, 2018, 04:01:27 PM
Seems like a problem with CombatExtended's Rimfire patch (e.g maintained on the CE Github).
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Lonfield on June 06, 2018, 07:22:45 AM
Hello

I've got a currently developed colony and I'd like to know if this Mod is save game compatible since I want to use the mod without having to restart it. I have CE and all those accesories needed, HugsLib etc, it would be awesome to include this.

Thanks!
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Alistaire on June 08, 2018, 06:15:58 AM
Quote from: Lonfield on June 06, 2018, 07:22:45 AM
Hello

I've got a currently developed colony and I'd like to know if this Mod is save game compatible since I want to use the mod without having to restart it. I have CE and all those accesories needed, HugsLib etc, it would be awesome to include this.

Thanks!

Rimfire is save game compatible - its guns won't immediately show up for already-generated raids and such but after that it should work. I believe there's some errors on startup that show up for the CE patch which should be fixed with a next update by CombatExtended.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Ikazuchi00 on June 13, 2018, 09:11:30 PM
Can you add the NTW-20 20mm anti materiel rifle for more stopping power over centipedes?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: planescaped on June 14, 2018, 08:32:52 PM
With a name like Rimfire, and with some of the guns in the mod, I almost feel like the creator's a fan of Forgotten Weapons on youtube. :P
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Devv on August 29, 2018, 09:58:15 AM
I really love your mod, it became pretty essential to me over my last few games and I appreciate the work you do, so I'm wondering - will there be an update to B19, and if yes - do you have any ETA for it?
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: viperwasp on October 19, 2018, 02:01:07 AM
Anyone have any info on possible updates or from the Dev of this mod? It's really good. We need 1.0. lol
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: code99xx on October 22, 2018, 03:54:41 AM
Quote from: viperwasp on October 19, 2018, 02:01:07 AM
Anyone have any info on possible updates or from the Dev of this mod? It's really good. We need 1.0. lol

+1
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: marc0910 on October 28, 2018, 09:43:08 AM
+1 cant start a 1.0 run without it  :D
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Kassidoo on November 01, 2018, 02:50:22 PM
Hi, I have updated eveyrthing except the Ingamemenu DLL to 1.0, I dont know where to begin to tackle it, but evertyhing else works; https://www.dropbox.com/s/oqc2eemi8ecbt1a/Rimfire%202.4_Release_Unofficial.rar?dl=1
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: viperwasp on November 01, 2018, 05:06:36 PM
Quote from: Kassidoo on November 01, 2018, 02:50:22 PM
Hi, I have updated eveyrthing except the Ingamemenu DLL to 1.0, I dont know where to begin to tackle it, but evertyhing else works; https://www.dropbox.com/s/oqc2eemi8ecbt1a/Rimfire%202.4_Release_Unofficial.rar?dl=1

Thanks! I may check it out. I wish someone who knew about DLL's could do that part too. Thanks for the work you did.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Kassidoo on November 04, 2018, 04:15:55 AM
I now realize there is more to update that to just having it work, there is new attributes to weapos; Armor-pen and Stopping power. I am unsure how to balance those. So sadly none of the weapon have those values. They do work but might not be as powerfull as expected.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Alistaire on November 10, 2018, 05:38:01 AM
As a heads up to those waiting for a 1.0 update: I'm in the process of rebalancing the weapons to fit 1.0. The update itself may be out within a week (17/11/2018) if everything goes well.
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: HutchCartman on November 16, 2018, 06:42:33 PM
Quote from: Alistaire on November 10, 2018, 05:38:01 AM
As a heads up to those waiting for a 1.0 update: I'm in the process of rebalancing the weapons to fit 1.0. The update itself may be out within a week (17/11/2018) if everything goes well.

Did everything go well? :D
Title: Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
Post by: Alistaire on November 17, 2018, 06:34:01 AM
Quote from: HutchCartman on November 16, 2018, 06:42:33 PM
Quote from: Alistaire on November 10, 2018, 05:38:01 AM
As a heads up to those waiting for a 1.0 update: I'm in the process of rebalancing the weapons to fit 1.0. The update itself may be out within a week (17/11/2018) if everything goes well.

Did everything go well? :D

Yea, expect the mod to be updated later today.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Alistaire on November 17, 2018, 11:27:44 AM
(http://i1032.photobucket.com/albums/a409/wingbull/1024x768%20A18_zpszelf4qvn.png) (https://www.youtube.com/watch?v=YrEr9Z0LUtA)




Rimfire v2.5 for Release 1.0 released!

Rimfire has been updated to Release 1.0. In the same vein as update 2.4, all weapons have been rebalanced to fit the Rimworld release. This means that all weapons have stoppingPower (1.0 stun mechanic that causes pawns hit by revolver bullets to stop moving for a second) as appropriate, that all craftable weapons have a Crafting level attached to them, that armor penetration values on high-damage projectiles have been toned down and that of course the DPS curves of all guns have been rebalanced to fit that of similar guns present in vanilla.

As in all prior versions it is of course no problem to post feedback on the changes!




On 17/11/2018, some more changes were made:

  • All assemblies were recompiled for 1.0
  • Weapons were rebalanced to 1.0



As always, enjoy the update!
~ Alistaire
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: NoCanDo on November 17, 2018, 05:22:59 PM
Aye bruh! !!!!
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Giraffe on November 18, 2018, 12:40:42 AM
Thank you so much. I love this mod.

Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: XeoNovaDan on November 20, 2018, 11:57:39 AM
Just a bit of a heads-up: A lot of weapons (e.g. crossbow, atlatl) don't actually come equipped by raiders since weapon tags were changed between B18 and B19/1.0. It also seems odd that atlatl doesn't have stopping power when hand-thrown pila have a stopping power of 2.5, and most neolithic/medieval weapons also have handicapped AP.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Errant Singularity on November 21, 2018, 09:41:42 PM
I've been able to equip a lot of the guns to non-violent pawns, even have them fight with them, like the Crossbow and RPG.

Also, absolutely love the mod. Especially how everything feels and looks like Rimworld weapons. Reusable rocket launcher is always a plus.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Canute on November 22, 2018, 03:18:37 AM
Errant Singularity,
do you think it is this mod ?
Some other mod's allow this feature like Pawn's are capable, at the cost of bad mood.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Errant Singularity on November 23, 2018, 05:25:13 PM
I turned off Pawns Are Capable a while ago, though maybe it's still in effect in this save I'm on.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: HSneak on November 27, 2018, 03:27:01 AM
I had a strange issue, when loading this mod with Simple Sidearms and a freakin lot of other mods, I could equip 2 or 3 weapons at the same time (weapons that are not from this mod, but other modded weapons), making simple sidearms thinking they're lost.

Not asking for a fix, since I removed this mod and everything worked fine again, it's just a heads-up; perhaps it's Simple Sidearms, perhaps it's other modded weapons, or a freakin huge mod list.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Canute on November 27, 2018, 03:45:35 AM
I didn't use this mod so far, but i got a similar behavior with Lord of the Rims, while pawn's could wear many shields before their weapons.
Does Rimfire got some 2. hand weapons ? Then it is SimpleSidearms which can't handle this.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: temple_wing on January 17, 2019, 08:29:37 AM
Would add support to combat extended?
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Alistaire on January 17, 2019, 04:04:24 PM
Quote from: temple_wing on January 17, 2019, 08:29:37 AM
Would add support to combat extended?

Combat Extended already patches Rimfire.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: temple_wing on January 18, 2019, 12:20:26 AM
I'm using latest Development version of combat extended. I got many "unknown force miss rate ... for Gustav" like errors. Maybe something wrong in version management.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: temple_wing on January 19, 2019, 01:47:56 AM
Deleted local folder, error disappeared.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: temple_wing on January 19, 2019, 07:53:54 AM
Error reappeared after local folder recreated.


Config error in RF_Gun_MilkorMGL: verb 0: has incorrect forcedMiss settings; explosive projectiles and only explosive projectiles should have forced miss enabled
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Azzarrel on January 19, 2019, 05:18:37 PM
Any chance there will be a HKM416 sometimes? I love M4 models, but there are only few mods, which expand past the basic assault rifle ingame.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: temple_wing on January 22, 2019, 03:14:52 AM
CE gun has added 2 guns
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: rizay on January 31, 2019, 03:16:55 PM
Please make it CE compatible ce dev said he is pretty busy and i love both mods
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: f0xhunt on January 31, 2019, 04:27:07 PM
Quote from: rizay on January 31, 2019, 03:16:55 PM
Please make it CE compatible ce dev said he is pretty busy and i love both mods

They already added a patch for Rimfire.

https://github.com/NoImageAvailable/CombatExtended/tree/master/Patches/Rimfire/ThingDefs_Misc (https://github.com/NoImageAvailable/CombatExtended/tree/master/Patches/Rimfire/ThingDefs_Misc)
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Griffith on February 01, 2019, 04:07:58 AM
Quote from: f0xhunt on January 31, 2019, 04:27:07 PM
Quote from: rizay on January 31, 2019, 03:16:55 PM
Please make it CE compatible ce dev said he is pretty busy and i love both mods

They already added a patch for Rimfire.

https://github.com/NoImageAvailable/CombatExtended/tree/master/Patches/Rimfire/ThingDefs_Misc (https://github.com/NoImageAvailable/CombatExtended/tree/master/Patches/Rimfire/ThingDefs_Misc)

Im using the latest Rimfire (which should include this id assume) and get the error for 7 or so guns aswell at the moment. How can I fix this?
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: temple_wing on February 17, 2019, 03:24:12 AM
May I ask for Russia 82mm 2B9 vasilek mortar and 60mm infantry mortar
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Gravemoor on March 18, 2019, 03:31:15 PM
Howdy, I'm having some issues. The ammo types added with Rimfire doesn't appear to be craftable anywhere, I've checked both the loading bench and the machining table.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: account13123 on June 08, 2019, 02:23:20 PM
Is the M134 supposed to be available with only gunsmithing, or is something going wrong? It's supposed to be locked behind multi-barrel weapons, no?
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Schwartz on August 10, 2019, 07:23:37 PM
First of all thanks for this mod.

I noticed that the Armalite AR50 and a bunch of other anti-materiel rifles have no "Armor penetration %" listed in their tooltip, yet in the xml there appears to be a value present. Is it working as intended?
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: 123nick on October 13, 2019, 01:07:42 AM
apparent, this mod does a lot of vanilla overwrites which is apparently bad modding practice in 1.0 since it ends up caausing incompatabilities.

i was told too deliver this message from someone more knowledgeable on the rimworld discord server, that has the info: https://gist.github.com/321nick/248bfe93c15b9f53bcc865607e2aa72d (https://gist.github.com/321nick/248bfe93c15b9f53bcc865607e2aa72d)
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Alistaire on February 28, 2020, 06:31:19 PM
Just a heads up, will be updated to 1.1. I'm currently working on CombatExtended quality of life stuff, then on the CE 1.1 + Royals update so it may take a while.
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Rafe009 on March 01, 2020, 12:21:57 AM
Apparently there is an entry

<equippedangleoffset>45</equippedangleoffset>

This enables you to have the art file rotated 45 degrees to take advantage of the hypotenuse effectively giving you more length to work with with your designs. This might be especially critical for long guns and rifles as a lot of artists have to make compromises to their artwork so that their guns can fit horizontally
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Brumes Wolf on April 14, 2020, 06:27:01 PM
I was wondering if there was any news? given that CE has been updated to 1.1 now
Title: Re: [1.0-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: DAOWAce on September 13, 2020, 01:14:40 AM
Quote from: Brumes Wolf on April 14, 2020, 06:27:01 PM
I was wondering if there was any news? given that CE has been updated to 1.1 now
Seems like it's dead.. as is Alistaire's interest in this forum. (last login in April)

This is one of the only 2 mods that never updated for 1.1+ (other being More Faction Interaction, really great mod for making the world feel more alive), and is sort of a save ruining one too.  Yes it can still load, but it's full of errors on startup and who knows what it causes in an active game.  Yes I can remove it, but then most of the already generated pawns in the world lose their weapons (IIRC), nevermind all my colonists.

Suppose I can track down 1.0 versions for mods that had their 1.0 support deprecated for whatever reason and continue on the 1.0 version of the game, but that's a bit sucky too.  Gotta force myself to just restart at this point.. and here I was so close continuing my game from 6 months ago.
Title: Re: [1.2-A8e] Rimfire - vanilla style gun mod (v2.5 / 17.11.2018)
Post by: Alistaire on January 12, 2021, 05:06:01 PM
(http://i1032.photobucket.com/albums/a409/wingbull/1024x768%20A18_zpszelf4qvn.png) (https://www.youtube.com/watch?v=hIzhInqCgEY)




Rimfire v2.6 for Release 1.1+ released!

Rimfire was updated to Release 1.2, which appears to work perfectly with Release 1.1 as well. Mainly, the assemblies had to be recompiled for 1.2 and some references to C# classes that no longer exist had to be removed. I also updated some of the /patches/ files to include 1.1/1.2 mods into the gun selection menu.

As always, enjoy the update!
~ Alistaire
Title: Re: [1.2-A8e] Rimfire - vanilla style gun mod (v2.6 / 12.01.2021)
Post by: Nautiloid on April 14, 2021, 12:41:47 PM
It is amazing to see that this mod after all of these years is still being updated:D. This was the first gun mod I ever used. I'm currently looking to make a medieval town rimworld mod and I wanted to know if I could use art you made from Rimworld Ascension? Not sure how best to contact you but I saw you updated this mod so I wanted to try to reach out.
Title: Re: [1.2-A8e] Rimfire - vanilla style gun mod (v2.6 / 12.01.2021)
Post by: Divenity on September 12, 2021, 10:13:39 PM
Mod menu for this unfortunately seems to be borked in the newest game update
Title: Re: [1.2-A8e] Rimfire - vanilla style gun mod (v2.6 / 12.01.2021)
Post by: Bradley_ on November 29, 2021, 02:46:42 AM
Damn, always thought this is a good alternative to ce guns, and now i decided to tru it but its not updated for ideology. Big Sad.
Title: Re: [1.2-A8e] Rimfire - vanilla style gun mod (v2.6 / 12.01.2021)
Post by: Zaljerem on February 20, 2024, 08:46:59 PM
Hello Alistaire - great mod, I know you've put a lot of work into it over time, and I would really like to see it live on. I'd like to ask permission to create a "Continued" version; all credit to you, with links back to this forum post, etc. I'm a modder who specializes in continuations of older mods and with your permission I would love to give Rimfire a new home. Thanks in advance for your consideration!