RimWorld
Starship Troopers - Weapons (B1.0)
160 comentarios
Pokey1751 13 MAR a las 18:40 
can you add the e-pulse weapons from starship troopers 2 please?
Mlie 15 ENE 2021 a las 2:40 
Made an update of this:
https://steamproxy.com/sharedfiles/filedetails/?id=2362315100
Hope it helps anyone!
Mello 28 DIC 2020 a las 8:37 
please update !!!!!!!!! you guys are making me suffering
咕咕,咕咕咕? 28 AGO 2020 a las 9:37 
to update?
Hyeenu 22 JUL 2020 a las 2:21 
Update please! I've not yet tried this mod and I'd love to!
Gooby King 17 MAY 2020 a las 20:08 
Hello, I've updated both this and the uniforms mod un my own. Have personally not experianced any issues in my testing. If you want them to upload or if you'll give me permission to upload them PM me
Indy 12 DIC 2019 a las 15:19 
Can you make sidearms for soldiers as well?
Brigg 23 JUL 2019 a las 14:51 
This mod does not work with combat extended. And the author maintaining the CE patch hasn't updated the patch since B18
Snake Plissken 20 JUL 2019 a las 8:25 
does this work with combat extended?
patrick bateman philosopher 6 JUL 2019 a las 0:48 
is this compatible with combat extended?
Kroge  [autor] 4 JUN 2019 a las 1:02 
The combat shotgun
destructomac 3 JUN 2019 a las 21:21 
whats the top right gun in the second picture?
Kroge  [autor] 3 JUN 2019 a las 19:00 
Making changes now and adding you to the credits, I had basically given up on this as im working on another clothing mod atm. Well done good sir! You are a true hero to the federation.
Kludge 1 JUN 2019 a las 12:52 
(Strudel, you owe me a beer)
Kludge 1 JUN 2019 a las 12:51 
FOUND THE FIX:

Locate this file in the mod:
<installpathto Steam>\SteamApps\workshop\content\294100\1408445111\Defs\ThingDefs_Misc\SSTWeapons_Base.xml

Open in a text editor, and change this:
<ThingDef Name="SSTBaseHumanMakeableGun" ParentName="BaseGun" Abstract="True">

Replace "BaseGun" with "BaseHumanMakeableGun".

That's it. BaseGun was apparently deprecated in the 1.0 release.
Kludge 1 JUN 2019 a las 12:07 
I decompiled the RW source for 1.0, I suspect that the product is NULL because ThinkMaker.MakeThing() is probably erroring out, likely something in the recipe definition:

for (int k = 0; k < recipeDef.products.Count; k++)
{
ThingDefCountClass prod = recipeDef.products[k];
Thing product3 = ThingMaker.MakeThing(stuff: (!prod.thingDef.MadeFromStuff) ? null : dominantIngredient.def, def: prod.thingDef);
Kludge 1 JUN 2019 a las 12:04 
Put the game into developer mode so I could repro the issue & catch a log:

JobDriver threw exception in initAction for pawn Sunbin driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_43338) A=Thing_TableMachining35696 B=Thing_UnfinishedGun35839 C=(126, 0, 133)) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenRecipe.PostProcessProduct (Verse.Thing product, Verse.RecipeDef recipeDef, Verse.Pawn worker) [0x00000] in <filename unknown>:0
at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator0.MoveNext () [0x00000] in <filename
Kludge 29 MAY 2019 a las 18:26 
Actually, now that I go back in the history, it's been more than 3 months since originally reported. Any news, Strudel?
Komrad Kommiessar 28 MAY 2019 a las 23:32 
Issue has been reported about a month ago. Dev is aware, just needs some time as he explained
Kludge 28 MAY 2019 a las 19:42 
Same issue as TheBoogeyMan, crafting ticks down to zero, the item vanishes. Is there some kind of hidden requirement for Fabrication (which I haven't finished researching yet)?
TheBoogeyMan 25 MAY 2019 a las 20:12 
So when i go to make these they just disappear. No weapon is made, and it makes me sad cause i need more of them. Ill check the logs to see what is going on but im at a lose. And help? Its at the top of the mod list too
4ydra 18 MAY 2019 a las 16:58 
What OOClay says!

The morita is perfect (I love the burst!), but it needs more AP and should be a little bit more expensive than the vanilla weapons.

By the way: Thank you for this SST mods!
OOClay 14 MAY 2019 a las 4:03 
i think they need to be more buff here some snipits from there lore "The rifle, while it could be considered a reasonably formidable weapon by today's standards, is extremely ill-suited for the type of combat that the MI is engaged in" "The Morita can punch a hole through two inches of Titanium, likely due to its long barrel and high-caliber ammunition" while also the fact that its suppose to be more advance than modern weapons and to make it more balanced you could make it more expensive to build, The rifle also uses 7.62x51mm ammunition (.308 caliber) (sorry for the long comment)
destructomac 5 MAY 2019 a las 2:13 
just had a ship part crash and tried to take care of it the scythers and lancers went down ok but it took quite awhile for 11 colonists armed with mk1s to take down 5 centipedes so again im wondering if its the armor pen thats the issue or if im not using enough people with mk1s
destructomac 4 MAY 2019 a las 21:46 
with the fire rate the damage maybe ok but the armor pen is half that of a worse quality vanilla assault rifle so i am gonna use the weapons and see what they have the most trouble with and report back but as it stands it almost feels like im trying to kill things with pinpricks instead of bullets
Kroge  [autor] 4 MAY 2019 a las 18:43 
Ill buff their damage values up with the next update when I get the chance, mostly working out the crafting issues when i'm not at work or just relaxing. Thanks for the feedback!
destructomac 4 MAY 2019 a las 15:29 
after a few arachnid raids i see these weapons are useless against anything bigger than a warrior bug taking literal minutes having 11 people equipped with morita mk1s to take down a single tanker bug since every hit just bounces off armor so i had to go get vanilla weapons which worked way better since these do no damage
destructomac 3 MAY 2019 a las 19:00 
hmm they just seem too underpowered maybe increase the armor pen?
Kroge  [autor] 3 MAY 2019 a las 17:35 
they are not meant to compare to vanilla weapons, I debuffed them after many people said they were too OP, or shot too many times. Now they shouldn't be world-ending death machines.

They are meant more for your colonists to stick together and overpower whatever they are shooting at with a storm of bullets; rather than just one single colonist taking on more than one enemy, that is where these weapons fall short on.
destructomac 3 MAY 2019 a las 17:00 
these weapons seem very underpowered and im wondering if they are ment to compare to vanilla weapons or just be for show
Revy106 25 ABR 2019 a las 16:43 
Yeah, ive noticed you can start with all the guns if you use EdB or spawn them in but if you craft that seems to be the only problem, where they are just invisible
Kroge  [autor] 25 ABR 2019 a las 13:57 
CE is a whole 'nother beast entirely that will take some time to update it to CE; right now I'm looking into this crafting/invisible bug which others have told me of.
4ydra 25 ABR 2019 a las 7:21 
Any chance for a CE patch?
Revy106 25 ABR 2019 a las 0:31 
yeah I am getting the same, weapons just vanish....hmm
Eriadore 21 ABR 2019 a las 9:47 
same problem, guns disappears after craft. News about this problem ?
Valdorel 11 ABR 2019 a las 14:33 
EDIT: Made a comment about the gun crafting, didnt see that the author had already commented on it and is looking into it. Nice to see.
Ninjaclan25 6 ABR 2019 a las 18:15 
The crafting shows up for me and my colonists begin to make them but upon finishing the weapon disappears from existence and goes into the void
Shuyajin 10 MAR 2019 a las 22:31 
https://steamproxy.com/sharedfiles/filedetails/?id=1679823147
You know what mod this is from? It isn't this one, right? way too OP
exhale 7 MAR 2019 a las 6:46 
P.S. I shamelessly copied that gif for my profile. Hope you don't mind!
exhale 7 MAR 2019 a las 0:04 
No worries, we can wait. And thanks for this amazing mod!
Kroge  [autor] 6 MAR 2019 a las 21:38 
I'll look into the crafting issue, but please do be patient as life is a tad bit busy at the moment. Shouldn't be for long and i'll do my best to fix it, thanks to all you who reported this bug!
xlordxnahuelx 6 MAR 2019 a las 21:21 
por favor,arregla en mod x que no aparecen las armar cuando las fabricas
Gozer 5 MAR 2019 a las 9:52 
same problem with the gun crafting :(
exhale 16 FEB 2019 a las 1:47 
Can confirm, gun crafting don't work
Pc Peasant 12 FEB 2019 a las 3:46 
yea i have the same problem, i can buy the weapons from traders, but cannot build them. No problems with your armor/uniform mod
clockwork 10 FEB 2019 a las 14:28 
thy
Kroge  [autor] 10 FEB 2019 a las 14:09 
I'll look into it
make_eye 10 FEB 2019 a las 14:02 
i'm having the same bug where i can't craft any of the guns
clockwork 10 FEB 2019 a las 7:08 
@Komrad i also have this bug.
Komrad Kommiessar 10 FEB 2019 a las 1:59 
Not sure if this is a bug or maybe its my mods conflicting one another but anyone else unable to craft the weapons? It would "finish" being crafted yet the item is not created and my pawn would continue to make another one for eternity.