RimWorld

RimWorld

Westerado Gunslinger
57 Comments
terasu  [author] 1 Apr @ 2:40pm 
@Phantom
Maybe one day we'll return
CC-5576-39 1 Apr @ 8:59am 
rip all the good western mods
Alquimista Erick 7 Jan, 2021 @ 4:23pm 
No problem, the mod is yours and it's free, no need to feel pushed or anything like that
terasu  [author] 7 Jan, 2021 @ 4:16pm 
@ReDeR
Probably not.

@Net Discada.
We're still planning on updating it, we're just incredibly lazy and busy with other stuff.
Alquimista Erick 7 Jan, 2021 @ 3:10pm 
Back in 2019, this mod was broke, the devs told that they would patch it, but never replied abou it. So I think that it's still broken
ReDeR 6 Jan, 2021 @ 12:10pm 
does this mod still work?
terasu  [author] 18 Nov, 2019 @ 4:30pm 
@Net Discada
Thanks!
Alquimista Erick 18 Nov, 2019 @ 12:37pm 
Ok. Thank you guys for working in this amazing mod, this mod made me buy the game actually ^^
terasu  [author] 17 Nov, 2019 @ 11:24am 
@Net Discada
We'll update it once we find time to, we've been busy over the last few months sadly.
Alquimista Erick 17 Nov, 2019 @ 3:35am 
Still bugged
Batou 7 Nov, 2019 @ 10:57pm 
can confirm. The problem seems to be that the stats were renamed in xml files, hence weapons do not have penetration or melee stats correctly implemented.
Alquimista Erick 7 Nov, 2019 @ 3:21pm 
I mean in Combat Extended
Alquimista Erick 7 Nov, 2019 @ 12:34pm 
Default bullets have 0 ammo pen, people are reporting that modded bullets are having this problem since the new patch, so I decided to report it here
terasu  [author] 19 Jul, 2019 @ 6:55am 
@BladeofSharpness
I'll make sure to look into that then, thanks.
BladeofSharpness 19 Jul, 2019 @ 3:44am 
Ok, I'll see when I can post such list.

From the main CE threads, the guys over there indicate it is possible to have weapons modify the damages and behavior of ammo, so there would be no need to duplicate ammo (something I don't want)
terasu  [author] 18 Jul, 2019 @ 11:44am 
@BladeofSharpness
Dynamite is very expensive for balancing reasons, we'll probably tweak that as with most things.

In regards to various weapons using the same ammo type still doing the same penetration/damage; yes this is "incorrect" in a realistic sense but it's done this way because of limitations within combatextended. The only way to get around this as far as I can tell is to make the same ammo type as different defs, meaning you'll have one set of .58 minie that only fit one weapon and one set that only fits another which would make even less sense. We also decided at some point in the development that we didn't want to add 500 new ammo types, hence why some weapons use the incorrect ammo type and instead use an equivalent.

If you want to make a list of weapon stats and where you wish to see changes feel free to post that in the suggestions page of the core mod, we always discuss/use suggestions but we can't gurantee we'll use every single one.
BladeofSharpness 17 Jul, 2019 @ 9:54pm 
Ah, I forgot. One dynamite: 20 steel, 80 chemfuel? So a bundle of dynamite, 120 steel, 480 chemfuel, really?
BladeofSharpness 17 Jul, 2019 @ 8:28pm 
Hi,

Please see the ongoing discussion
https://ludeon.com/forums/index.php?topic=33461.msg461703#new

"Regarding weapon-specific damage/penetration stat I don't think many modders out there know that. I'm playing with westerado and the .58 Minie ball is used by muskets, flintlock pistols and percussion pistols. The author is probably not aware of the subtlety."

Basically, the .303 British ammo is also a problem. You are using it for several weapons, but they will use it doing the same damage, which is not good. You would expect that the longest range weapon, the Sharp sniper rifle, would also do the most damages.

Also the Martini-Henry rifle is supposed to have a good range, like an 'early sniper rifle' but it has the range of a revolver.

I would be willing to lay for you a list of weapons stats in your mod to point out the issues, but only if you will make use of that :-)
terasu  [author] 8 Jul, 2019 @ 12:14pm 
@Memes
Thanks, we'll fix that soon™
Jimmy Carter 8 Jul, 2019 @ 12:03pm 
Just an FYI, the broomhandle pistol is tagged in CE as a two-handed weapon, which means the game complains when you try to use shields with it. Found it by accident, figured you should know.
terasu  [author] 1 Jul, 2019 @ 11:56am 
@Vektor T
Unfortunately I can't help right now because my PC crashed, gonna take a while before I can set everything up again.
Vektor T 1 Jul, 2019 @ 9:51am 
Nope, still can't find it. Maybe is the tech requeriment since I unlocked the cannon but not other turrets/artillery yet, but would be odd to unlock it and not it ammo.
terasu  [author] 1 Jul, 2019 @ 6:33am 
@Should be same place as other shells, if not try the forges.
Vektor T 30 Jun, 2019 @ 6:04pm 
How do I produce cannon balls?
Vektor T 20 Jun, 2019 @ 2:04pm 
@pipedream Westerado at first was above other mods like CE:Guns, now I moved it below and same issue happen. I will try to make the Gunsmith tech require one of the later Westerado techs as a simple fix, I think it would be easier than changing every single gun in every mod that uses the Gunsmith tech.
terasu  [author] 19 Jun, 2019 @ 8:03am 
@Vektor T
Possible, what is your load order?
Vektor T 19 Jun, 2019 @ 12:02am 
I have a problem where the Gunsmith tech can be researched waaaaaay before this mod techs. Maybe it's a compatibility problem with other mods that use the Gunsmith tech, like CE: Guns?
sb250 8 May, 2019 @ 12:36am 
boos , Loaded Scarlet Letter
terasu  [author] 25 Mar, 2019 @ 9:52am 
@Joahkeim
If you find any other issues please do tell. Most of the issues are just overlooked and forgotten during development, hence we rely on the people using the mods to find those so we can fix em.
Whiskey-Tango 25 Mar, 2019 @ 8:50am 
@🐐 goat
Wow, thanks man it just kinda bugged me. I appreciate all the hard work that's gone into Westerado.
terasu  [author] 24 Mar, 2019 @ 1:15pm 
@Joahkeim
Thanks, will do.
Whiskey-Tango 24 Mar, 2019 @ 12:18pm 
Looks like coyote leather is stronger than devilstrand, might want to look into that.
terasu  [author] 22 Mar, 2019 @ 1:40pm 
Yea, quite common in history.
kon. 22 Mar, 2019 @ 12:14pm 
a bit misleading name then
kon. 22 Mar, 2019 @ 12:13pm 
oh okay, my bad
terasu  [author] 22 Mar, 2019 @ 12:09pm 
Minnis weren't (usually) balls. Google it.
kon. 22 Mar, 2019 @ 12:03pm 
like the minie balls aren't even balls
kon. 22 Mar, 2019 @ 12:02pm 
is it me or does the ammo look a bit too modern?
Dorothy Haze 8 Feb, 2019 @ 2:44pm 
@owl

Oh, no worries! I appreciate you even taking the time to humour my lack of detail! Thank you!
terasu  [author] 8 Feb, 2019 @ 8:09am 
@Oracle
Sorry for not providing more help, but I'm glad to hear it's working now.
Dorothy Haze 7 Feb, 2019 @ 8:37pm 
@owl

I'm not sure what I did, actually. I just tested out all the ammo you mentioned, and then the Minnie, and for whatever reason, it works now. I didn't disable anything that I didn't have disabled before, except for the mounts and Giddy-Up. Trying another game with said mods installed, and it still works, so I have actually no idea what was causing the issue to start. Regardless, I will let you know if the issue arises once more. Thank you!
terasu  [author] 7 Feb, 2019 @ 5:24pm 
@Oracle
Have you tried if the other ammo types added by the mod works? .41 Short, 11.3×36mmR, 10 Gauge
Dorothy Haze 7 Feb, 2019 @ 5:07pm 
@[BA] Sten

I'd agree, if Westerado wasn't the only western mod I had installed.
Sten Knight 7 Feb, 2019 @ 10:23am 
Oracle there is another Western mod that has gun names close to this mod but is not CE compatible this maybe your issue. I had one similar but it doesn't like an issue with another mod. I had similar issue of weapons not firing it happened to be another mod causing the problem.
terasu  [author] 1 Feb, 2019 @ 12:18am 
@Oracle
I'm unable to reproduce the issue with the minie balls. Unfortunately that means you'd have to enable/disable mods at a time until it starts working and report to us which mods is causing the conflict for us to fix the issue.
Dorothy Haze 31 Jan, 2019 @ 11:57am 
@owl
Now, if it helps, I do have a large list of mods that I'm using at the same time, but I would expect those to interfere with all weapons, not just the .58 Minnies. I disabled my RPG Inventory and Dual Wield with no luck to boot. It just seems as if the .58 doesn't exist properly, since the characters will pick up the ammo, but not automatically load their weapons. They only automatically reload if they are already firing, and they will reload if you hit the reload button, but otherwise they will simply sit on the ammunition. It will be used up, but nothing will come out of the firearm.

I hope that provides a bit more context as to what I'm dealing with. Thank you.
terasu  [author] 30 Jan, 2019 @ 9:46pm 
@Oracle
We'll look into it.
Dorothy Haze 30 Jan, 2019 @ 12:41pm 
Alright, so I have been testing this a bit, and I found that my .58 Minnie weapons don't actually fire proper. I could get vanilla weapons to fire, the Colt Army, the Henry Repeater, the Paradox, and a few other weapons, but for some reason, anything that uses .58 Minnie will not fire properly. The ammo will be used, and the character will reload, but nothing will actually fire from the weapon.
simpolplan 28 Jan, 2019 @ 3:22am 
RED DEAD REDEMPTION heeeee haw
terasu  [author] 27 Jan, 2019 @ 6:06pm 
@[BA] Sten
Happy to hear it's resolved!