RimWorld

RimWorld

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S.T.A.L.K.E.R. - Custom Gauss Rifle
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Mod, 1.4, 1.5
File Size
Posted
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2.705 MB
13 Mar, 2021 @ 7:32am
12 Apr, 2024 @ 2:43am
16 Change Notes ( view )

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S.T.A.L.K.E.R. - Custom Gauss Rifle

In 1 collection by Harkon
HARKON'S MISC MODS
15 items
Description



Thank you all for your words and your support.



WELCOME TO S.T.A.L.K.E.R. - Custom Gauss Rifle!

Privet stalkers, this mod adds 2 variants of the Item 62 or Gauss Rifle from the S.T.A.L.K.E.R. games, the sprites are based on the model from the mod Gunslinger.

This mod was commissioned by ParaNautic on the Rimworld discord[discord.gg].







The Item 62 Mk.I is a powerful Gauss Rifle, in vanilla is similar to a charged rifle, with coilguns is similar to the VWEC Gauss Rifle and in CE works as a semiautomatic EMP rifle.

The Item 62 Mk.II is a powerful Gauss Sniper Rifle, in vanilla is similar to a charged sniper rifle, with coilguns is similar to the VWEC Gauss Lance and in CE works as a semiautomatic EMP sniper rifle.



The Item 62 comes with custom EMP ammo in CE. This ammo is an expensive spacer ammo and comes in 3 variants with different EMP/damage/ArmorPen/CraftingCost.






- Includes support for Vanilla Weapons Expanded - Coilguns, Item 62 will use VE piercing projectiles as well as be locked behind VE research.

- This mod is compatible with Combat Extended.



Q: Can the mod be added to existing saves?
A: Yes.

Q: Can the mod be removed from existing saves?
A: Is never a good practice to remove mods from ongoing saves. That said, this mod is quite simple and you should be able to fully remove it if you do it properly.

Q: Where do I craft these new weapons?
A: At the machining table or at the fabrication bench if they are tagged as spacer, charged or something of the sort.

Q: Why does the recipe for some of the weapons requires chemfuel/wood?
A: This may only be a CE thing but It is because most of this weapons have plastic, polymer or wooden parts and I like to reflect that in the crafting cost of the weapon.

Q: Are the weapons properly balanced? (Vanilla)
A: I try to balance my weapons as good as I can, however, if you see any number that sticks out too much please let me know in the comments or join my discord[discord.gg] and I'll try to adjust it. Have in mind that weapons marked with the "commissioned" red tag are usually balanced by the commissioner and not by me which makes changing the values a little bit more tricky. You can also join my discord[discord.gg] to access the vanilla balance sheets.

Q: Are the weapons properly balanced? (CE)
A: Same stuff as in the previous question but this time around weapons should feel much more balance in general thanks to the ballistic system from CE and the rules it follows to balance weapons. You can also join my discord[discord.gg] to access the combat extended balance sheets.

[discord.gg]
Q: Where can I contact you for commissions, suggestions, etc?
A: If you want to commission some rimworld art or a mod I'm taking commissions, join my discord[discord.gg] for more info on how this works and send me a DM if you are interested to Harkon#9372. Do not add me on steam I won't accept friend requests from people I don't know.










Art and xml done by me, Harkon.

I do not claim any ownership of the sound files included in this mod.

Rimworld is owned by Tynan Sylvester.
CC BY-NC-ND 4.0 [creativecommons.org]

You may create patches or translation for this mod, as long as you do not re-upload artwork or code.

Do NOT upload this mod on other websites.


[discord.gg]



[www.paypal.com]
53 Comments
Mr. Krill 12 May @ 2:07pm 
Item 62 Mk.I (нормальне) (Gauss battery) burst fire shot count is same or higher than auto fire
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string)
CombatExtended.CompFireModes:InitAvailableFireModes ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:ExecuteWhenFinished (System.Action)
CombatExtended.CompFireModes:Initialize (Verse.CompProperties)
Verse.ThingWithComps:InitializeComps ()
Verse.ThingWithComps:PostMake ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.ThingMaker.MakeThing_Patch3


https://gist.github.com/HugsLibRecordKeeper/2be3f8dff29bb95532e9148458aa8851
Lekoda 14 Nov, 2024 @ 3:44pm 
Having trouble getting the CE compat to work.
@MrKingJupiter@ 4 Apr, 2024 @ 3:05pm 
Well since 1.5 is coming closer i'll miss having this great mod, atleast for a moment if it gets updated :)
EternalCat 13 Jan, 2024 @ 10:14am 
I wish there was more stalker mod for Rimworld. Monolith needs to roam the rimworld
AbsolutelyNotSteveJobs 23 Jul, 2023 @ 11:46pm 
Vanilla exported companible?
HealthCat 6 Jul, 2023 @ 7:05pm 
@michalhamrus you can go under the stats tab of a weapon and look at its damage values in range, and off to the right side it should display its damage values with different ammo types
Géza a drogos szovjet 4 May, 2023 @ 5:57am 
maybe armor sets from the stalker games pls? i would love to get my pawns some good seva suits or exoskeletons. and even some lov tier jackets from stalker. you could even get emmisions and artifacts in the game
de1dman 28 Apr, 2023 @ 3:45pm 
I just noticed something and this gauss gun is not the same one in all of the 3 orginial games, this one comes from a mod called gunslinger, for Call of pripyat.
Mihošek 6 Jan, 2023 @ 8:49pm 
Hello.
I might have silly question. This gun has three types of ammo. I tried to load gun with each of them and I can't find any changes about parameters. So, please, can I ask what each type do or has different in parameters? In description is listed EMP/damage/ArmorPen/CraftingCost. But nowhere seems to me to be found these info.
Also it is a CE thing there is generally no damage listed for weapons or it is for this gun? I know it changes with ammo type, but for general idea.
Astryl 5 Jan, 2023 @ 3:42pm 
Need a turret / cannon in this style >_>