RimWorld

RimWorld

Local's CE Guns
96 kommenttia
Spider Cricket 50 minuuttia sitten 
I've only just realized what the doohickey is. Good on ya for that one. Good show.
HariHuri 15 tuntia sitten 
nice mod:steamthumbsup:
Spider Cricket 25.11. klo 12.31 
Finally, an F2000. Now I can really make my Sam Fisher lookalike in RimWorld.
cedy_games_vraze 24.11. klo 17.07 
is there a way to get a local copy of your old submachine gun mod for 1.5, i was still using it on my main save because you said your old mods still worked with 1.6 and the dlc but now it seems to be completely gone from the workshop and i cant load the save
XXFQ007 22.11. klo 20.39 
Thanks for the attention and explanation :)
Local  [tekijä] 22.11. klo 20.04 
Character Editor does not currently seem to support items using the "Graphic_Random" graphicClass, which is to say, items that can have more than 1 appearance.

This also happens when trying to select "unique weapons" from the Odyssey DLC. I figure its best to wait for them to solve that issue on their end.
XXFQ007 22.11. klo 19.59 
it's form blank I think...under Character Edit...
XXFQ007 22.11. klo 19.58 
I think the lastest update (Nov 23)cause some ammunition and other date error, like AK-15...please check
Local  [tekijä] 4.11. klo 16.26 
I’ll look into it
Caek 4.11. klo 15.50 
This and the res5t of the mod family have the weirdest incompatibility with ADE Advanced Turrets (Continued), which is supposedly CE compatible according to the list on git. All the guns still seem to work, and their turrets seem to work too, but the tech tab for the entire Local-mod-family vanishes off the UI.

Ah well, at least you've got a turret mod I can use instead of theirs.
Hellstorm901 26.10. klo 11.00 
@Local But you put so much effort into them ::Upset Ratkin face::
Local  [tekijä] 25.10. klo 21.22 
Because the textures they use are rough and not up to standard, I find them to be an eyesore compared to the newer stuff.
cedy_games_vraze 25.10. klo 21.13 
I got a question about the discontinued mods of yours, why are they all gone/hidden?
I mean we get 5 Antique modules but we just get picked some chosen ones/best ones from the Sidearms, Longshots, Sub Machineguns, Rifles and Shotgun Modules.
I mean i appreciate the work you are doing here and if you dont want to keep doing upkeep on five more different mods thats fine, dont update them then.
But why make it so no one can see them at all, you already said that they work fine with the update and the DLC in the comments under the Longshots Module, so cant you just slap a 1.6 tag on them (i dont know if it works like this) or leave them visible as discontinued/abandoned mods?
Jan2607 24.10. klo 15.04 
Thank you very much for the G11 single fire mode and the duplicate patch for CE Guns and Armory!
Deuce 23.10. klo 1.43 
Scar-H is so bare bone, it deserves to look more tac, and why not black?
Antheatre 22.10. klo 16.03 
thank you
Dapper Dan 21.10. klo 20.13 
love you
Local  [tekijä] 21.10. klo 19.13 
I've decided the STG-44 doesn't belong in this mod and it will be replaced by a more fitting gun in the next update, it will return in another mod.

The other WW2 gun in this mod (the M1 carbine) will stay for now.
Local  [tekijä] 21.10. klo 19.11 
It was included in the now discontinued sidearms mod.

it might return at some point, if I decide to bump the weapon count of this mod to 100.
Dapper Dan 21.10. klo 15.24 
thought it was. cant find where the gun is from
Local  [tekijä] 21.10. klo 14.19 
It never was in this mod.
Dapper Dan 21.10. klo 13.28 
where did the snubnosed revolver go?
Sanakara 14.10. klo 23.01 
@Rat Boy thx for the hint. I will take a look for that. But it would just work with locals guns, right?
Rat Boy 14.10. klo 20.58 
@Sanakara There are a few of the 'battle rifle' guns that will allow you to use rifle grenades, I think the G3, FAL, and M14.
Sanakara 13.10. klo 15.19 
anyone knows how to use those rifle grenades? have no clue and they have no information telling anything.
Jan2607 3.10. klo 12.07 
There is no single fire mode for the HK G11? According to (German) Wikipedia it has single fire, 3-shot-burst and auto.
nuke 28.9. klo 18.14 
What's gonna happen with the 1.5 mods?
Celia 28.9. klo 10.02 
cool!
Local  [tekijä] 27.9. klo 20.14 
I wont be adding movie weapons to this mod. But it might return in some form, I have no plans for it atm tho...
5150 27.9. klo 19.40 
Do you think it would be possible to bring back the F44 from the old Local's CE Guns mod as one of the unique weapons? I used that weapon extensively back in 1.5. It was powerful, looked amazing, and had great sound. It was incredibly satisfying to use it to take down the Anomaly creatures. Honestly, I think it's too good to just discard. The design and the configuration really show how much care was put into it.
5150 27.9. klo 18.21 
Finally!!! Nice update!!
crockett 22.9. klo 7.29 
@Helltorm901 Yeah I had apparently been sleeping on shotguns in CE for early game and had been using bolt actions instead. My current run has no emp yet but even with just slugs 3 guys with shotgun took out multiple insect hives and a few mechs in some ancient dangers I raided.
crockett 22.9. klo 7.21 
@Local, ok thanks for the suggestion. I'll look at the RPG's I haven't tried those yet.

@Yarrow, in my experience you can run both together or turn either off. Since 1.6 I was just running Local's gun mods because the CE team was still working on their versions. If you run both together you will likely have some duplicate guns but shouldn't cause any issues.
Yarrow 22.9. klo 2.44 
Are we meant to run this mod with the CE armoury mod made by the CE team?
Hellstorm901 21.9. klo 19.45 
@crockett If the EMP shotgun rounds are damaging hediffs (Body parts) on the Mechanoid then probably yes due to the way Rimworld allocates damage
Local  [tekijä] 21.9. klo 17.43 
AT Launchers are your best bet. You mentioned the NLAW, if you're using my Launchers mod then I recommend the M1 Gustaf or the RPG-7: the Gustaf has great range with its bipod, and the RPG-7 is fast to aim. Both can reliably 1-2 shot Centipedes and are pretty cheap to build (you'll be spending the most on their ammo).

I wouldn't bother with grenade launchers against heavy mechs.

In this mod (Guns) the mounted GAU-19 gun will absolutely melt Centipedes.
crockett 21.9. klo 17.27 
@Hellstorm901 yeah I have the SciFi pack as well, but I was looking for a mid game option as I start getting Centipedes well before getting to the Spacer Weapons. As far as the EMP, will they actually kill a Mecs in CE? I did notice when using shot guns on my support pawns loaded with EMP the EMP rounds were causing damage. Can you actually kill the mecs with the EMP rounds alone?
Hellstorm901 21.9. klo 10.00 
@crockett Local made a SciFi weapons pack for 1.6 that adds in weapons which might help you with Mechs
https://steamproxy.com/sharedfiles/filedetails/?id=3530875373
Hellstorm901 21.9. klo 9.58 
@crockett Mechanoids are designed to be more challenging in general in Combat Extended as you are fighting things which don't feel pain and would realistically only go down if they were obliterated or had vital components destroyed

I believe in CE you are meant to use explosives, EMP weapons and energy weapons to fight them
crockett 21.9. klo 9.52 
Question to either the author or others who use this mod. Does anyone have a suggestion on what guns to use vs the larger centipedes? I've tried a few of the sniper rifles paired up with the AP-I ammo and perhaps you could eventually take down a single centipede here or there the damage is far from what you'd need to take on larger groups.

It seems when using the launchers the NLAW is pretty consistent at killing them, but it's only a 1 shot, then the pawn has to go get another. That's fine for a base defense where you can have a close by stockpile but not when you are attacking somewhere.

What are people using when having to deal with the later mid game and beyond when you start getting lots of big mechs?

(I'm only using the Local's Gun, launcher and turret mods just to keep the game simple with out 500 guns)
Local  [tekijä] 17.9. klo 3.10 
That isn't going to change
Vril 17.9. klo 2.47 
This mod would be perfect if this issue is resolved. Also the issue is with texture sprites - they have different orientation that what 90% other gun mods add and vanilla, being diagonal instead of horizontal.
Vril 17.9. klo 2.46 
Why are you not patching the guns that are already added by CE Guns and Armory? You will get duplicates like for example SKS or P90. Look at GTEK mod, he patches those guns with his own textures.
Soflanc 5.9. klo 20.53 
This MOD excels in every aspect the gun sounds are very good, the firearms mechanics are realistic, the selection of firearms added is excellent, and the research tab is fantastic too. As far as I know, this is undoubtedly the #1 firearms MOD for RimWorld.
Antheatre 4.9. klo 21.03 
love the 'not vanilla' gun sounds, keep modding!
and +1 with 20mm 14,5mm heavy and 9x39 and 4.3
Hellstorm901 4.9. klo 18.01 
@Local I get what you mean about handguns in CE due to how penetration works so until you feel like adding in a lot of handguns for the hell of it maybe you could do some iconic handguns such as a Desert Eagle, the Golden Gun from James Bond (And give it some stupidly powerful calibre)

Also could I make two stupid recommendations fitting our new Odyssey update. The Morita Assault Rifle from Starship Troopers and the Pulse Rifle from Alien (But which fires 45 ACP and its description mocks you for expecting it to fire "10×24mm Caseless" when it's just a mocked up Thompson)
Dewa 3.9. klo 19.32 
They're under the existing manned turrets from CE, just click their icon and it'll show you the new turrets
elruben 3.9. klo 15.29 
where is the 5 manned turrets? it wont show up in dev mode
Retrogam3r_96 2.9. klo 17.49 
@Vril Local's CE Launchers has loads
Vril 31.8. klo 14.39 
Would be cool if we got more weapons for exotic calibers 20,25mm, grenade launchers for 40mm or 14.5/23mm AMR rifles.