RimWorld
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Rimsenal - Augmented Vanilla Pack
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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3.616 MB
2017 年 1 月 24 日 上午 3:21
7 月 17 日 上午 3:32
78 項更新註記 (檢視)

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Rimsenal - Augmented Vanilla Pack

在 삼치구이/CeroForGrill 的 1 個收藏中
Rimsenal Pack
16 個項目
描述
[www.buymeacoffee.com]




Look, I'm proud of being a person of good taste. What I mean is, I don’t want to touch those boorish alien Kill-O-Matic guns of megacorps. If you're a real rim pioneer, you can solve everything with your sturdy rifle. Come on you sons of Randy, my shiny bayonet wants to taste your blood!




The Rimsenal: Augmented vanilla pack is, as its namesake, designed to provide a variety of new equipment without compromising the unique ambiance of the Rimworld. The main purpose of the Augmented vanilla pack is to fill the gap between the existing equipment. There is no super equipment, but they're enough to keep you survive in this tough rimworld.













熱門討論 檢視全部(4)
11
6 月 13 日 上午 6:18
置頂: What's New
삼치구이/CeroForGrill
8
2020 年 8 月 15 日 上午 2:14
Weapon balance suggestions
Red Phantom Ledo
0
2021 年 12 月 29 日 下午 12:15
Found a error of Smart Rifle.
LINX
401 則留言
Long-comment-san 4 小時以前 
I think you should rebalance charge weapons. They dont provide much benefit over basic charge rifle except assault charger and charge scatter. Having 2 shots in burst rifle should probably fire noticeably faster over charge rifle and infantry charge rifle is just a very very weak version of charge driver. Honestly its probably worse than sniper rifle. I think infantry charge rifle should be removed and melee damage added to burst charger so you at least have a decent choice - lose 1/3 of ranged damage which is a very big deal but gain very decent melee damage and stagger. Currently infantry charge rifle is very weird and weak and burst charger isn't really competitive with vanilla charge rifle. Charge pistol is also way too slow for the time you unlock it, you will just make charge rifles - so maybe it needs to fire a lot faster to be useful over either charge rifle or scatter.
SgtDornan7 22 小時以前 
call them what they are, lasers
Turkwise 7 月 19 日 上午 9:08 
Oh yeah I guess youre right. In that case it would make a bit more sense to call them beam weapons
mikester112 7 月 19 日 上午 8:42 
@Turkwise The beam repeater was added in Odyssey. The beam graser was added in Biotech but wasn't usable by your pawns without mods and is only playable with Odyssey but they're clearly part of the same weapon family.
Turkwise 7 月 19 日 上午 8:37 
The only new weapon in Odyssey called the "Beam Graser" so it could really go either way lmao
mikester112 7 月 19 日 上午 3:51 
Very cool mod but I just have a question in regards to the naming convention of the Graser weapons. Wouldn't it be better to classify them as "Beam" weapons so they fit in better with the new Odyssey weapons they're themed after?
Turkwise 7 月 18 日 上午 12:54 
Still the best
Do you plan on implementing the texture variations for the unique weapons too? I imagine that would be a lot of work
삼치구이/CeroForGrill  [作者] 7 月 17 日 上午 3:33 
2025/07/17

-Unique variations added to the graser carbine.
삼치구이/CeroForGrill  [作者] 7 月 17 日 上午 3:32 
@macro_pixel
Thank you for notice me.
macro_pixel 7 月 16 日 下午 4:41 
Hi! figured out it was this mod causing my game to throw red errors on startup because the game was unable to "cross reference" a couple different weapon categories. I'm assuming this is from the new weapons and variations added, I don't have Odyssey yet so I'm guessing that's why. Doesn't seem to actually cause problems from what I can tell just wanted to point it out.

Start of the log: could not resolve cross-reference to rimworld.weaponcategorydef named ranged (wanter=weaponcategories) unityengine.stacktraceutility:extractstacktrace () (wrapper dynamic-method)