RimWorld

RimWorld

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Guns Galore - Great War (Central Powers)
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Mod, 1.5
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12.781 MB
3 May, 2024 @ 7:27pm
30 Jan @ 7:33pm
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Guns Galore - Great War (Central Powers)

In 1 collection by Slippin' Jimmy
Guns Galore
15 items
Description



Vanilla and Combat Extended supported.





217 new weapons and 23 turrets from the Central Powers (Germany, Austria-Hungary, and the Ottoman Empire) from the late 1800s until 1918. Please see the list below or images for specific items.

A list of all current and upcoming weapons can be found here.[docs.google.com]



Q: CE Compatible?
A: Yes.

Q: Where do I craft the weapons?
A: At the Galore Gunsmith Table (for old weapons) or the Galore Weapon Machining Table (for modern weapons.) These can be found in the Production tab.

Q: Where do I research the weapons?
A: Everything is unlocked via Guns Galore's own research tab.

Q: How do I make the turrets?
A: You have to craft the dismounted variation of the gun first. Yes, you can use the dismounted version as a weapon as well.

Q: What are the compatible mods?
A: There is currently built-in support for Muzzle Flash, Vanilla Weapons Expanded - Heavy Weapons, Enable Oversized Weapons, and of course, Combat Extended.

Credit:

Jicker / Slippin' Jimmy - Art, XML

Fonza - Character art

Taranchuk - Weapon Switch functionality.

Vanilla Expanded Team - Multi-Verb system and settings patching functionality.

CC BY-NC-ND[creativecommons.org]
[discord.gg]
[ko-fi.com]
[www.patreon.com]
65 Comments
Hoonteri 26 May @ 11:26am 
10/10 i killed a tribal with a kolibri
Cerberus 23 Apr @ 3:08am 
how about weapons from neutral countries next?
Derrick da Fox 31 Mar @ 12:20pm 
We got Germany Cold War, and WWI, But no WWII. I want my Gewehr 43 and my MP40
Agent_Orange 20 Feb @ 7:38am 
@electronicT @Mountaineer9661 This is a very common issue with simple sidearms. You need to remove the weapon as default/preferred as pawns will always try to pick up and use their default weapon if available. This causes the bug where pawns are stuck taking and storing weapons from a container. SS causes alot of issues and I personally use Switch Sidearms CE instead.
Slippin' Jimmy  [author] 20 Feb @ 1:20am 
That's probably what's causing it - the bayonet, suppressor, etc. versions of the weapons in this are an entirely different WeaponDef. The attachments button simply converts it from one weapon to another (the same code could turn a Zeushammer into a Short Bow.) Simple Sidearms may not like that, but I've never used the mod before.
electronicT 19 Feb @ 11:01pm 
That might not be 100% correct but its what I've experienced through a number of saves and colonies, it can be a pain but the gunsgalore guns are well worth it, just make sure to have them take off their bayonet, GL or whatever you had them attach before you undraft them, that should work, if that is the issue.
electronicT 19 Feb @ 10:59pm 
@mountaineer9661 Have you assigned the pawns a loadout? if you have and that particular weapon isn't on it they'll drop it immediately, and simple sidearms makes them pick it back up, also if they are fine with a normal one, if you have them attach a bayonet or grenade launcher it'll technically be a different weapon so they'll drop it again
Mountaineer9661 11 Feb @ 4:39pm 
Yes. And also simple side arms.
Slippin' Jimmy  [author] 11 Feb @ 4:18pm 
@Mountaineer9661

Are you using CE?
Mountaineer9661 11 Feb @ 3:21pm 
I've ran into an issue that when I try to equip weapons from this pack, my pawns repeatedly pick the weapon up and put it back down and ultimately won't equip it. I don't think it's an issue with the mod, because there isn't an issue on new saves. I don't know how to fix it thought. It wasn't an issue with previous weapons until I tried to use the Great War ones.