RimWorld

RimWorld

TMC Armory - Support Weapons #1
48 Comments
Typical 11 Jul, 2024 @ 5:55am 
1.5 update?
123 24 Mar, 2022 @ 11:39am 
1.3 broke many turrets it seems so now only base is visible
HyperionPeaks 17 Aug, 2021 @ 12:05am 
1.3 pls
GAMERCAT 12 Aug, 2021 @ 4:27pm 
1.3 pls:nametag:
PROPHYZ 11 Aug, 2021 @ 4:22am 
did you motherfker seriously posted under every single FKN mod

update please 1.3 ?... brain dmg
Timou 2 Aug, 2021 @ 3:33am 
Update please 1.3
q798745445 31 Jul, 2021 @ 4:38am 
1.3 plz
Ulas 28 Jul, 2021 @ 5:10pm 
Hey i love this mod and i use it all the time, id appreciate it if u updated it to 1.3, no hurry do please take as long as u need : )
Sanya · V · Litvyak 28 Jul, 2021 @ 12:01am 
1.3 plz:lunar2019piginablanket:
카이저현민킹 24 Jul, 2021 @ 5:52pm 
It's work 1.3??
Mr.Ant 21 Jul, 2021 @ 12:51pm 
update to 1.3?
Renisia 8 Jul, 2021 @ 7:51am 
For some reason this mod bugs out and conflicts with Realistic Human Sounds. The grenade launcher (RTGL) just gets broken and projectiles that get fired into somewhere under a roof just doesn't explode, leaving the projectile there. It also leaves a mess of red error messages.
Saint Mattis 20 Jun, 2021 @ 2:40pm 
Could you add a M240 ground mount and 50 cal M2 ground mount as well? I like the current ground mount security weapons but would prefer NATO weapons. :NATO:
MURDA 29 May, 2021 @ 3:18pm 
it looks like the crafting grenade is missing
Mr.Ant 16 Feb, 2021 @ 1:28am 
isw glm40 grenade breaks roofs idk if thats intentional but it also breaks thin rock roofs and DOESNT work under a mountainous roof
Tittymcswaggy  [author] 19 Jan, 2021 @ 4:09pm 
@Saint Mattis of Quantico - The M249 is already in my Community Pack, you can go check it out.
Saint Mattis 19 Jan, 2021 @ 11:13am 
Can you make some M240's and M249's?
Denneisk 29 Dec, 2020 @ 6:23am 
More mounted MGs would make me happy.
Finn_Legolas 21 Nov, 2020 @ 11:38am 
Grenade luncher zarya grenade RGD-5 grenade of tarkov i like it
Tittymcswaggy  [author] 17 Nov, 2020 @ 3:50pm 
@PainlessViking - you can try run a new game with just my mods to see if it is true.
ChaosViking 17 Nov, 2020 @ 7:20am 
I'm sure it's caused by either some mod that creates tabs as i run a lot of mods and there are lots of production tabs
Tittymcswaggy  [author] 17 Nov, 2020 @ 6:10am 
@PainlessViking - Now that is really weird , I will take a look at this ASAP.
ChaosViking 17 Nov, 2020 @ 3:34am 
I see, but it happends to the other mods for me, whenever is assault rifle or shotgun on top of others, only their respective table shows up, others go in machining table, but i don't mind it :D
Tittymcswaggy  [author] 17 Nov, 2020 @ 3:16am 
@PainlessViking - This mod is the only one has the recipes in the machining table .
ChaosViking 17 Nov, 2020 @ 1:07am 
For some reason only the assault weapon tmc one spawns and the rest of the weapons are in the machining table
Tittymcswaggy  [author] 15 Nov, 2020 @ 2:56am 
@VoidxStar - I`m not really good at drawing up more spacer types so for now I will stick with realistic ones
VoidxStar 15 Nov, 2020 @ 2:15am 
any chance that you will do a charge weapon set also or are you just doing more realistic weapons?
bwrbird 14 Nov, 2020 @ 9:59pm 
that is some incredible texture work
Nick Nape'em 14 Nov, 2020 @ 4:53am 
nice, very nice
DeTH 13 Nov, 2020 @ 8:43am 
keep up the good work man i love this shi
CrackaJack 13 Nov, 2020 @ 8:04am 
i think these are the most detailed guns out there yet xD
CrackaJack 13 Nov, 2020 @ 8:04am 
fkin beautiful weapons, good work
Ayameru 13 Nov, 2020 @ 5:10am 
really awesome work as always, God bless :)
Tittymcswaggy  [author] 12 Nov, 2020 @ 4:16am 
@DEADSHOOT - I just tested the launchers , Its work fine for me. Could be another mod conflict with.
DEADSHOOT 12 Nov, 2020 @ 3:56am 
@Tittymcswaggy No no, this is for the HEDP projectile from the second rocket launcher, right on the 3rd screenshot in the Steam. Why the thermobaric projectile flies and bangs perfectly, but the HEDP refuses to fly. That is, the projectile is consumed, but it does not fly from the barrel.
Tittymcswaggy  [author] 12 Nov, 2020 @ 2:15am 
@DEADSHOOT - Is that for the AT rifle because mine seem to be working fine.
DEADSHOOT 12 Nov, 2020 @ 1:45am 
at CombatExtended.Verb_ShootCE.WarmupComplete () [0x0009e] in <9c4fae758e6449ee94ef79effb56a322>:0
at Verse.Stance_Warmup.Expire () [0x0000a] in <7b345446a85d4ed599f9c604ae61854b>:0
at Verse.Stance_Busy.StanceTick () [0x00017] in <7b345446a85d4ed599f9c604ae61854b>:0
at (wrapper dynamic-method) Verse.Stance_Warmup.Verse.Stance_Warmup.StanceTick_Patch1(Verse.Stance_Warmup)
at Verse.Pawn_StanceTracker.StanceTrackerTick () [0x00018] in <7b345446a85d4ed599f9c604ae61854b>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch1(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <7b345446a85d4ed599f9c604ae61854b>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
DEADSHOOT 12 Nov, 2020 @ 1:45am 
Exception ticking ДиЛанж (at (147, 0, 100)): System.InvalidCastException: Specified cast is not valid.
at CombatExtended.Verb_LaunchProjectileCE.TryCastShot () [0x0006a] in <9c4fae758e6449ee94ef79effb56a322>:0
at CombatExtended.Verb_ShootCE.TryCastShot () [0x00017] in <9c4fae758e6449ee94ef79effb56a322>:0
at (wrapper dynamic-method) Verse.Verb.Verse.Verb.TryCastNextBurstShot_Patch0(Verse.Verb)
at Verse.Verb.WarmupComplete () [0x00013] in <7b345446a85d4ed599f9c604ae61854b>:0
at CombatExtended.Verb_LaunchProjectileCE.WarmupComplete () [0x0006e] in <9c4fae758e6449ee94ef79effb56a322>:0

Tittymcswaggy  [author] 12 Nov, 2020 @ 1:14am 
@DEADSHOOT - oh right , i forgot to remove that angle offset .
DEADSHOOT 12 Nov, 2020 @ 12:51am 
@Tittymcswaggy I'm sorry, but AT is in trouble again. When shooting, weapons ... Kind of ... Raised 30 degrees higher than necessary. As if shooting somewhere else ...Everything was fine before the update.
Tittymcswaggy  [author] 12 Nov, 2020 @ 12:17am 
@DEADSHOOT - Well currently I am experimenting with something that could be very interesting
DEADSHOOT 11 Nov, 2020 @ 11:48pm 
Thanks for the answer! The mod is gorgeous! I will wait for something else juicy (in my language, juicy is something very interesting and cool)
Tittymcswaggy  [author] 11 Nov, 2020 @ 4:06pm 
@DEADSHOOT -
The AT rifle was for more heavily armored targets , It was never intended for humanoid so that is why I put it in here but I can enlarge the thing for you.
As for the grenade launcher , while it once had 2 fire modes , I ditched it so that the other grenade launcher becoming totally useless.

@CancerTherapy - Thank you.
DEADSHOOT 11 Nov, 2020 @ 1:51pm 
And another request. Well, if you yourself are interested. Could you enlarge the AT model? Against the background of Gm6 Lynx - she looks like a baby, just like the bullpup SVD
DEADSHOOT 11 Nov, 2020 @ 1:29pm 
@Tittymcswaggy Sorry, but what does the AT rifle do in the patch section? It seems that it is not in the screenshots and it is more suitable for another mod (TMC - Sniper Rifles # 1).

By the way, one more request. You can make 2 shooting modes for the RG-6. Single and queue. In real life, when setting a smoke screen, they often fired in bursts.
CancerTherapy 11 Nov, 2020 @ 8:05am 
I accidentially discovered one of your mods and I have to say that I'm in love with these weapons you added to the game! Now I can't even imagine my colony without those John Wick easter eggs weapons. Keep up the awesome work!
Tittymcswaggy  [author] 11 Nov, 2020 @ 3:20am 
@Tokeseph Stalin - There is one in this one actually , I forgot to mention.
I feel that 1 should be enough for this mod , there will be a new pack with the suggested guns I have been receiving .
Max Havoc 11 Nov, 2020 @ 3:08am 
Will the anti material rifles be in this mod at a later date or a new mod entirely?