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Advanced Munitions

Adds Air-burst, White Phosphorus, HEAT, Nerve Agent, Minelet, APDS, Tear gas, NARQ, Roid, Mechinoid, Glitterworld Riot and Napalm Shells/IEDs, grenades/launchers and cannons. Sorry folks, due to Life and major changes in Rimworld itself i am afraid im am walking away from this project. Thank you for all the support over the years, i am opening up the repo if anyone is interested: [url=https%3A%2F%2Fgithub.com%2FPyrofreak4321%2Fsubmunitions_mod]Github[/url][github.com] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2551193472]Shells only version[/url] Uses [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1654925331]Additional Verb Mod[/url] for some weapons but is not required and is now required (more to come) There is a chance of non-colonist pawn death on down, as such there is a small chance NARQ/Rubber bullets will kill a non-colonist. At this point i am not changing that as there are many mods that remove/adjust the "kill on down" chance. Also changing that just for NARQ/Rubber bullet weapons would also likely break them. If you are having an issue, PLEASE CHECK IF THERE IS AN EXISTING DISSCUSSION, IF NOT PLEASE CREATE ONE. THEN POST YOUR LOAD ORDER, ANY DETAILS AND OR SCREEN SHOTS. your load order can be retrieved by opening your save with notepad or any simple text editor and the mod list will be right at the top. Air-burst (Shells only) peppers a large area with micro munitions. Napalm (Shells and IEDS) creates a field of napalm that ignites on contact and inflicts minor damage, lasts for an 30-60 seconds and cannot be extinguished. White Phosphorus (Shells, IEDs, launcher and grenades) detonates in a cloud of white phosphorus. WP explosions will not only blind but also embed burning shrapnel in the target that will continue to reignite and cause additional damage, burning WP also generates a toxic gas. Also can be used as shotgun or minigun ammo. Nerve Agent (Shells and IEDs) are loaded with R-NDY nerve agent, banned on almost all planets capable of imposing said ban. R-NDY causes chemical burns, cancer and dementia. It must be flushed from each part with a treatment quality of 70% or better, or it will only slow down the contamination. Minelet (Shells only) create a field of minelets. Tear Gas (Shells, IEDs, launcher and grenades) releases a cloud of Tear gas. Tear gas affects breathing and sight and causes vomiting in biological pawns. APDS (Shells) Armor Penetrating Discarding Sabot shells, Uranium and Plasteel slug that causes Extreme damage with absolute armor penetration. highly effective against centipedes, but requires a bit of luck to connect with the target as it requires a direct hit. HEAT (shells, launcher) High explosive anti tank shells, cheaper that APDS and has a splash of shrapnel but less pinpoint damage NARQ (Shells, IEDs, grenades, launcher, guns) Sedatives either aerosolized or loaded into darts to incapacitate pawns, sedatives can also be administered/taken directly to reduce mental break threshold and pain at the cost of rest and consciousness. Roid (Shells, IEDs, grenades, launcher, guns) Powerful Combat Stim, high risk of uncontrollable rage. Concentrated and refined into darts and shells to increase the rage effect. Glitterworld Riot Shells – Mechinite shells designed to disarm and disrobe enemy combatants Mechinoid Shells – Shells recovered from a mechinoid supply cache, loaded with self-replicating mechinites. Safe to store but deployment is not recommended…DO NOT USE, a single shell can wipe out cities… Field Gun – A large-bore cannon capable of firing many shells, equipped with a 10 round feeder box to reduce reload times. May explode when damaged. Launchers - M79 style launchers in many flavors - if Additional Verb Mod is installed grenade launchers will have an indirect fire option (longer range and pass walls at the cost of accuracy) Shrapnel Damage has a chance to leave behind shrapnel in the victim that will cause pain and bleeding until it is removed (has a chance to fail when tended) Rubber bullets.... do i really have to explain? Some components must be crafted at the drug lab. !! Warning !! white phosphorus and R-NDY phials are volatile and prone to rupture/self ignition if handled improperly -CE compatibility: Nope [b]If you are having an issue with missing Submunition.XXXX class and are using Vanilla Weapons Expanded delete the Submunition.dll from [i][b]...\Steam\steamapps\workshop\content\294100\1814383360\Assemblies[/b][/i] It should work fine after reloading Just make sure Advanced Munitions is higher in the load order[/b] Almost any feedback is welcome +1 human leather hat for (CMFL) Frying_Dutchman for his feedback! TO DO: -swap launcher/field gun ammo types - Modular Rocket Launch System - Grenade launchers in all the flavors - Light Roof checks for submunitions - LOS checks for submunitions - ???? - CE Patch V1.10.0 - New Corrosive damage added missing nerve agent thumper and grenades fixed some mod compatibility issues V1.9.0 - hmmm i don't remember....my bad V1.8.1 - oops... removed harmony debug V1.8.0 - a bunch of bug fixes/tweeks added flame thrower/chemical sprayers added "compensator" assault rifle - for those who like to multi task added a few missing launchers added Sting-ball grenades/ a few guns with rubber bullets changed frag grenades to actual fragments w/o fof Mini gun mini turret - for the madmen out there and some other things i'm sure i'm forgetting V1.7.5 - Vanilla Furniture Expanded - Security compatibility for shells in the artillery Additional Verb Mod compatibility - if installed grenade launchers will have an indirect fire option (longer range and pass walls at the cost of accuracy) added missing WP field gun V1.7.3 - NARQ mini-turret V1.7.0 - added HEAT shells renamed sabot shells to APDS shells added grenade launchers in many flavors (needs better artwork) add several flavors of field guns (shell swapping to come later) relabeled vanilla grenades to HE and added actual frag grenades Added dragons breath shotgun, hellfire minigun minor tweeks and balancing V1.6.1 - updated for Rimworld v1.1 tweeeked to try and save framerates with "gas" V1.5.12 - Tweeked Roid effects Added Recipe for GW Riot shells V1.5.7 - Fixed Misc shells not showing up in sieges V1.5.3 - Roid weapons Mechinoid, Glittterworld Riot Shells V1.4.0 - NARQ weapons(sedatives) tweeked nerve agent and white phosphorus treatment and effects changed Air-burst shells and minelets to shrapnel damage type made air-burst and minelet shells true submunitions added tear gas pellet item for crafting tear gas munitions V1.3.0 - Tear gas, IEDs and grenades general tweeks and balancing V1.2.0 - Minelet shells V1.1.2 - Fix missing category for white phosphorus and nerve agent items added resistance to gas V1.1.1 - Nerve Agent and White Phosphorus tweeks added white phosphorus and nerve agent items and recipes made WP round more leathal V1.1.0 - Nerve Agent and White Phosphorus shells V1.0.3 - Rimefeller patch - napalm shell now takes napalm if rimefeller is installed If you are having an issue, PLEASE CHECK IF THERE IS AN EXISTING DISSCUSSION, IF NOT PLEASE CREATE ONE. THEN POST YOUR LOAD ORDER, ANY DETAILS AND OR SCREEN SHOTS. your load order can be retrieved by opening your save with notepad or any simple text editor and the mod list will be right at the top. [url=https%3A%2F%2Fko-fi.com%2FA0A7YVO3] [img]https://i.imgur.com/HUp6iZT.png?1[/img] [/url][ko-fi.com]