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|forum        = 9536
 
|forum        = 9536
 
|author      = [[User:Alistaire|Alistaire]]
 
|author      = [[User:Alistaire|Alistaire]]
|version      = v1.9
+
|version      = v1.8
|comp        = 0.18.1722
+
|comp        = Alpha 12d
 
|firstrelease = 2015-01-22
 
|firstrelease = 2015-01-22
 
}}
 
}}
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==Feature list==
 
==Feature list==
  
===Weapons===
+
Here's a list of the guns currently in the mod:<br/>
Here's a list of the weapons currently in the mod:<br/>
 
  
 
{| {{STDT|sortable}}
 
{| {{STDT|sortable}}
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|style="text-align: center;"| init || pocket revolver || [https://en.wikipedia.org/wiki/Derringer Derringer]
 
|style="text-align: center;"| init || pocket revolver || [https://en.wikipedia.org/wiki/Derringer Derringer]
 
|-
 
|-
|style="text-align: center;"| init || jagged rifle || [https://en.wikipedia.org/wiki/IMI_Galil IMI Galil]
+
|style="text-align: center;"| init || iraqi rifle || [https://en.wikipedia.org/wiki/IMI_Galil IMI Galil]
 
|-
 
|-
 
|style="text-align: center;"| init || greasegun SMG || [https://en.wikipedia.org/wiki/M3_submachine_gun M3 submachine gun]
 
|style="text-align: center;"| init || greasegun SMG || [https://en.wikipedia.org/wiki/M3_submachine_gun M3 submachine gun]
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|style="text-align: center;"| init || military rifle || [https://en.wikipedia.org/wiki/XM8_rifle H&K XM-8]
 
|style="text-align: center;"| init || military rifle || [https://en.wikipedia.org/wiki/XM8_rifle H&K XM-8]
 
|-
 
|-
|style="text-align: center;"| 1.2 || multiple grenade launcher || [https://en.wikipedia.org/wiki/Milkor_MGL Milkor MGL]
+
|style="text-align: center;"| v1.2 || multiple grenade launcher || [https://en.wikipedia.org/wiki/Milkor_MGL Milkor MGL]
 
|-
 
|-
|style="text-align: center;"| 1.3 || detective pistol || [https://en.wikipedia.org/wiki/Sphinx_Systems Sphinx AT 2000]
+
|style="text-align: center;"| v1.3 || detective pistol || [https://en.wikipedia.org/wiki/Sphinx_Systems Sphinx AT 2000]
 
|-
 
|-
|style="text-align: center;"| 1.3 || soviet pistol || [https://en.wikipedia.org/wiki/TT_pistol Tokarev TT-30]
+
|style="text-align: center;"| v1.3 || soviet pistol || [https://en.wikipedia.org/wiki/TT_pistol Tokarev TT-30]
 
|-
 
|-
|style="text-align: center;"| 1.4 || deadeye rifle || [https://en.wikipedia.org/wiki/Armalite_AR-50 Armalite AR-50]
+
|style="text-align: center;"| v1.4 || deadeye rifle || [https://en.wikipedia.org/wiki/Armalite_AR-50 Armalite AR-50]
 
|-
 
|-
|style="text-align: center;"| 1.4 || heavy AMR || [https://en.wikipedia.org/wiki/MICOR_Leader_50 MICOR Leader 50]
+
|style="text-align: center;"| v1.4 || heavy AMR || [https://en.wikipedia.org/wiki/MICOR_Leader_50 MICOR Leader 50]
 
|-
 
|-
|style="text-align: center;"| 1.4 || counterfeit handgun || [https://en.wikipedia.org/wiki/Para_USA Para Ordnance P14-45]
+
|style="text-align: center;"| v1.4 || counterfeit handgun || [https://en.wikipedia.org/wiki/Para_USA Para Ordnance P14-45]
 
|-
 
|-
|style="text-align: center;"| 1.4 || SASR || [https://en.wikipedia.org/wiki/PGM_Hécate_II PGM 'Hécate II']
+
|style="text-align: center;"| v1.4 || SASR || [https://en.wikipedia.org/wiki/PGM_Hécate_II PGM 'Hécate II']
 
|-
 
|-
|style="text-align: center;"| 1.5 || storm carbine || [https://en.wikipedia.org/wiki/Beretta_Cx4_Storm Beretta Cx-4 Storm]
+
|style="text-align: center;"| v1.5 || storm carbine || [https://en.wikipedia.org/wiki/Beretta_Cx4_Storm Beretta Cx-4 Storm]
 
|-
 
|-
|style="text-align: center;"| 1.5 || police carbine || [https://en.wikipedia.org/wiki/Ruger_Police_Carbine Ruger PC9]
+
|style="text-align: center;"| v1.5 || police carbine || [https://en.wikipedia.org/wiki/Ruger_Police_Carbine Ruger PC9]
 
|-
 
|-
|style="text-align: center;"| 1.5 || civilian PCC || [https://en.wikipedia.org/wiki/Heckler_%26_Koch_UMP#Variants H&K USC]
+
|style="text-align: center;"| v1.5 || civilian PCC || [https://en.wikipedia.org/wiki/Heckler_%26_Koch_UMP#Variants H&K USC]
|-
 
|style="text-align: center;"| 1.8 || CAW shotgun || [https://en.wikipedia.org/wiki/Heckler_%26_Koch_HK_CAWS H&K CAWS]
 
|-
 
|style="text-align: center;"| 1.9 || court revolver || [https://en.wikipedia.org/wiki/Taurus_Judge Taurus Judge]
 
|-
 
|style="text-align: center;"| 1.9 || aluminum-cast SMG || [http://guns.wikia.com/wiki/Hafdasa_C-4 Hafdasa C-4]
 
|-
 
|style="text-align: center;"| 1.9 || guerrilla rifle || [https://en.wikipedia.org/wiki/AK-47 AK-47]
 
|-
 
|style="text-align: center;"| 1.9 || box-magazine GPMG || [https://en.wikipedia.org/wiki/Type_73_light_machine_gun Type 73]
 
|-
 
|style="text-align: center;"| 1.9 || replica LMG || [https://en.wikipedia.org/wiki/Madsen_machine_gun Madsen LMG]
 
|-
 
|style="text-align: center;"| 1.9 || RPG launcher || [https://en.wikipedia.org/wiki/RPG-7 RPG-7 Commando]
 
|-
 
|style="text-align: center;"| 2.1 || large-calibre revolver || [https://en.wikipedia.org/wiki/Smith_%26_Wesson_Model_500 S&W Model 500]
 
|-
 
|style="text-align: center;"| 2.1 || rimfire pistol || [http://www.ruger.com/products/markIIIStandard/models.html Ruger Mk III Standard]
 
|-
 
|style="text-align: center;"| 2.1 || aviation crew SMG || [https://en.wikipedia.org/wiki/Heckler_%26_Koch_MP5#MP5K H&K MP5K-PDW]
 
|-
 
|style="text-align: center;"| 2.1 || varmint rifle || [https://en.wikipedia.org/wiki/Ruger_10/22 Ruger 10/22]
 
|-
 
|style="text-align: center;"| 2.1 || repeating rifle || [https://en.wikipedia.org/wiki/Spencer_repeating_rifle Spencer Repeating Rifle]
 
|-
 
|style="text-align: center;"| 2.1 || soviet DMR || [https://en.wikipedia.org/wiki/Dragunov_sniper_rifle Dragunov SVD]
 
|-
 
|style="text-align: center;"| 2.1 || police AMR || [https://en.wikipedia.org/wiki/Barrett_M82#M82A1 Barrett M82A1]
 
|-
 
|style="text-align: center;"| 2.1 || replica GPMG || [https://en.wikipedia.org/wiki/Rheinmetall_MG_60 Rheinmetall MG60]
 
|-
 
|style="text-align: center;"| 2.1 || MAAWS || [https://en.wikipedia.org/wiki/Carl_Gustaf_recoilless_rifle Carl Gustaf recoilless rifle]
 
|-
 
|style="text-align: center;"| 2.1 || short crossbow ||
 
|-
 
|style="text-align: center;"| 2.1 || charge pistol ||
 
|-
 
|style="text-align: center;"| 2.1 || charge SMG ||
 
|-
 
|style="text-align: center;"| 2.1 || charge shotgun ||
 
|-
 
|style="text-align: center;"| 2.1 || charge sniper rifle ||
 
|-
 
|style="text-align: center;"| 2.1 || atlatl || [https://en.wikipedia.org/wiki/Spear-thrower Atlatl]
 
|}<br/>
 
 
 
===Research projects===
 
Rimfire added weapon crafting research since Alpha 13 since the base game included this.<br/>
 
 
 
{| {{STDT|sortable}}
 
! Mod version !! Project !! Requirements !! Unlocks crafting of..
 
|-
 
|style="text-align: center;"| v1.9 || small rockets || machining || RPG launcher
 
|-
 
|style="text-align: center;"| v1.9 || antimateriel weapons || plasteel guns || deadeye rifle, heavy AMR, SASR
 
|-
 
|style="text-align: center;"| v1.9 || plasteel guns || machining || detective pistol, modern SMG, automatic shotgun, military rifle, deadeye rifle, multiple grenade launcher
 
|-
 
|style="text-align: center;"| v1.9 || multibarrel weapons || microelectronics basics || mitrailleuse
 
|-
 
|style="text-align: center;"| v2.4 || antimateriel weapons || plasteel guns || -
 
|-
 
|style="text-align: center;"| v2.4 || plasteel guns || precision rifling || detective pistol, modern SMG, automatic shotgun, military rifle, hunting rifle, multiple grenade launcher
 
|-
 
|style="text-align: center;"| v2.4 || small rockets || gas operation || RPG launcher, MAAWS
 
 
|-
 
|-
 +
|style="text-align: center;"| v1.8 || CAW shotgun || [https://en.wikipedia.org/wiki/Heckler_%26_Koch_HK_CAWS H&K CAWS]
 
|}<br/>
 
|}<br/>
  
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{| {{STDT|sortable text-center}}
 
{| {{STDT|sortable text-center}}
!data-sort-type=number| Game version !! Mod version !! Release !! Weapons # !! Description !! Requirements !! Update post !! Download !! [http://www.moddb.com/mods/alistaire/downloads ModDB] !! [http://www.nexusmods.com/rimworld/mods/69/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D69&pUp=1 Nexus]
+
!data-sort-type=number| Game version !! Mod version !! Release !! Guns # !! Description !! Requirements !! Download !! [http://www.moddb.com/mods/alistaire/downloads ModDB] !! [http://www.nexusmods.com/rimworld/mods/69/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmodfiles%2F%3Fid%3D69&pUp=1 Nexus]
|-
 
|data-sort-value=8| [[Version/0.8.657|Alpha 8]] || 1.0 ||  || 15 ||style="text-align: left;"| Rimfire v1.0 first release, added fifteen weapons. ||  ||  || [https://www.dropbox.com/s/reptb3mesiklq2v/Rimfire_v1.0.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
 
|-
 
|-
|data-sort-value=8| [[Version/0.8.657|Alpha 8]] || 1.0 || CR || 15 ||style="text-align: left;"| &#9;Rimfire v1.0 rebalanced to work with CombatRealism. || {{LudeonThread|9759|CR}} || {{LudeonThread|9536|msg=101481}} || [https://www.dropbox.com/s/jlta6o8eb2uzaf0/Rimfire%20for%20Combat%20Realism.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=8| [[Version/0.8.657|Alpha 8]] || v1.0 || || 15 ||style="text-align: left;"| Rimfire v1.0 first release, added fifteen weapons. || || [https://www.dropbox.com/s/reptb3mesiklq2v/Rimfire_v1.0.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=9| [[Version/0.9.722|Alpha 9]] || 1.1 || || 15 ||style="text-align: left;"| Rimfire v1.1's artstyle was adjusted to Alpha 9's. || || {{LudeonThread|9536|msg=104786}} || [https://www.dropbox.com/s/jtc1foadbkgcg4b/Rimfire_V1.1.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=8| [[Version/0.8.657|Alpha 8]] || v1.0 || CR || 15 ||style="text-align: left;"| &#9;Rimfire v1.0 rebalanced to work with CombatRealism. || [https://ludeon.com/forums/index.php?topic=9759.0 CR] || [https://www.dropbox.com/s/jlta6o8eb2uzaf0/Rimfire%20for%20Combat%20Realism.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=9| [[Version/0.9.722|Alpha 9]] || 1.1 || CR || 15 ||style="text-align: left;"| &#9;Rimfire v1.1 rebalanced to work with CombatRealism. || {{LudeonThread|9759|CR}} || {{LudeonThread|9536|msg=107350}} || [https://www.dropbox.com/s/j5mxbevrzobtmhy/Rimfire_v1.1%20for%20Combat%20Realism.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=9| [[Version/0.9.722|Alpha 9]] || v1.1 || || 15 ||style="text-align: left;"| Rimfire v1.1's artstyle was adjusted to Alpha 9's. || || [https://www.dropbox.com/s/jtc1foadbkgcg4b/Rimfire_V1.1.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=9| [[Version/0.9.722|Alpha 9]] || 1.2 || || 16 ||style="text-align: left;"| Rimfire v1.2 added one grenade launcher. || || {{LudeonThread|9536|msg=109161}} || [https://www.dropbox.com/s/s6c560x965bc1gc/Rimfire_v1.2.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=9| [[Version/0.9.722|Alpha 9]] || v1.1 || CR || 15 ||style="text-align: left;"| &#9;Rimfire v1.1 rebalanced to work with CombatRealism. || [https://ludeon.com/forums/index.php?topic=9759.0 CR] || [https://www.dropbox.com/s/j5mxbevrzobtmhy/Rimfire_v1.1%20for%20Combat%20Realism.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=9| [[Version/0.9.722|Alpha 9]] || 1.2 || CR || 16 ||style="text-align: left;"| Rimfire v1.2 rebalanced to work with CombatRealism. || {{LudeonThread|9759|CR}} ||  || [https://www.dropbox.com/s/bqldz9maks48g8n/Rimfire_v1.2%20for%20CombatRealism.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=9| [[Version/0.9.722|Alpha 9]] || v1.2 || || 16 ||style="text-align: left;"| Rimfire v1.2 added one grenade launcher. ||  || [https://www.dropbox.com/s/s6c560x965bc1gc/Rimfire_v1.2.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=9| [[Version/0.9.722|Alpha 9]] || 1.2 || 3DP || 0 ||style="text-align: left;"| A Rimfire v1.2 (CR) patch for Enhanced 3D Printed Guns and Armor. || {{LudeonThread|10862|E3DPGA}}<br/>Rimfire v1.2 (CR) ||  || [https://ludeon.com/forums/index.php?topic=11923.0 Forums] || &#x2717; || &#x2717;
+
|data-sort-value=9| [[Version/0.9.722|Alpha 9]] || v1.2 || CR || 16 ||style="text-align: left;"| Rimfire v1.2 rebalanced to work with CombatRealism. || [https://ludeon.com/forums/index.php?topic=9759.0 CR] || [https://www.dropbox.com/s/bqldz9maks48g8n/Rimfire_v1.2%20for%20CombatRealism.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=10| [[Version/0.10.785|Alpha 10]] || 1.3 || || 19 ||style="text-align: left;"| Rimfire v1.3's artstyle was adjusted to Alpha 10's, three pistols were added. || || {{LudeonThread|9536|msg=123764}} || [https://www.dropbox.com/s/jxfgald7075xmx7/Rimfire_v1.3.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=9| [[Version/0.9.722|Alpha 9]] || v1.2 || 3DP || 0 ||style="text-align: left;"| A Rimfire v1.2 (CR) patch for Enhanced 3D Printed Guns and Armor. || [https://ludeon.com/forums/index.php?topic=10862.0 E3DPGA]<br/>Rimfire v1.2 (CR) || [https://ludeon.com/forums/index.php?topic=11923.0 Forums] || &#x2717; || &#x2717;
 
|-
 
|-
|data-sort-value=10| [[Version/0.10.785|Alpha 10]] || 1.3 || CR || 19 ||style="text-align: left;"| &#9;Rimfire v1.3 rebalanced to work with CombatRealism. || {{LudeonThread|9759|CR}} || {{LudeonThread|9536|msg=129590}} || [https://www.dropbox.com/s/t4g0y880b4lje3s/Rimfire_v1.3%20for%20CombatRealism.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=10| [[Version/0.10.785|Alpha 10]] || v1.3 || || 19 ||style="text-align: left;"| Rimfire v1.3's artstyle was adjusted to Alpha 10's, three pistols were added. || || [https://www.dropbox.com/s/jxfgald7075xmx7/Rimfire_v1.3.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=10| [[Version/0.10.785|Alpha 10]] || 1.3 || BSC || 0 ||style="text-align: left;"| A Rimfire v1.3 (CR) patch for Brunayla's Security Co. || {{LudeonThread|7179|BSC}}<br/>Rimfire v1.3 (CR) ||  || {{LudeonThread|12314|Forums}} || &#x2717; || &#x2717;
+
|data-sort-value=10| [[Version/0.10.785|Alpha 10]] || v1.3 || CR || 19 ||style="text-align: left;"| &#9;Rimfire v1.3 rebalanced to work with CombatRealism. || [https://ludeon.com/forums/index.php?topic=9759.0 CR] || [https://www.dropbox.com/s/t4g0y880b4lje3s/Rimfire_v1.3%20for%20CombatRealism.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=11| [[Version/0.11.877|Alpha 11]] || 1.4 || || 23 ||style="text-align: left;"| Rimfire v1.4 added three sniper rifles and a pistol. || || {{LudeonThread|9536|msg=140791}} || [https://www.dropbox.com/s/pa53rln5z4uv7zf/Rimfire_v1.4.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=10| [[Version/0.10.785|Alpha 10]] || v1.3 || BSC || 0 ||style="text-align: left;"| A Rimfire v1.3 (CR) patch for Brunayla's Security Co. || [https://ludeon.com/forums/index.php?topic=7179.0 BSC]<br/>Rimfire v1.3 (CR) || [https://ludeon.com/forums/index.php?topic=12314.0 Forums] || &#x2717; || &#x2717;
 
|-
 
|-
|data-sort-value=11| [[Version/0.11.877|Alpha 11]] || 1.5 || || 26 ||style="text-align: left;"| Rimfire v1.5 added three carbines. ||  || {{LudeonThread|9536|msg=142631}} || [https://www.dropbox.com/s/4bwtkvnqswe01nw/Rimfire_v1.5.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=11| [[Version/0.11.834|Alpha 11]] || v1.4 || || 23 ||style="text-align: left;"| Rimfire v1.4 added three sniper rifles and a pistol. ||  || [https://www.dropbox.com/s/pa53rln5z4uv7zf/Rimfire_v1.4.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=11.1| [[Version/0.11.877|Alpha 11b]] || 1.6 || || 26 ||style="text-align: left;"| Rimfire v1.6 rebalanced carbines and compiled DLL for Alpha 11b. ||  || {{LudeonThread|9536|msg=148300}} || [https://www.dropbox.com/s/9ba1jrfnw7e6fpu/Rimfire_v1.6.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=11| [[Version/0.11.834|Alpha 11]] || v1.5 || || 26 ||style="text-align: left;"| Rimfire v1.5 added three carbines. ||  || [https://www.dropbox.com/s/4bwtkvnqswe01nw/Rimfire_v1.5.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=12| [[Version/0.12.906|Alpha 12]] || 1.7 || || 26 ||style="text-align: left;"| Rimfire v1.7 compiled DLL for Alpha 12. ||  || {{LudeonThread|9536|msg=160677}} || [https://www.dropbox.com/s/jfmdovt7yg3msi2/Rimfire_v1.7.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=11.1| [[Version/0.11.857|Alpha 11b]] || v1.6 || || 26 ||style="text-align: left;"| Rimfire v1.6 rebalanced carbines and compiled DLL for Alpha 11b. ||  || [https://www.dropbox.com/s/9ba1jrfnw7e6fpu/Rimfire_v1.6.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=12| [[Version/0.12.906|Alpha 12]] || 1.8 || || 27 ||style="text-align: left;"| Rimfire v1.8 added a shotgun and redid all sounds. ||  || {{LudeonThread|9536|msg=168294}} || [https://www.dropbox.com/s/su1m4bmo9yn5trk/Rimfire_v1.8.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=12| [[Version/0.12.906|Alpha 12]] || v1.7 || || 26 ||style="text-align: left;"| Rimfire v1.7 compiled DLL for Alpha 12. ||  || [https://www.dropbox.com/s/jfmdovt7yg3msi2/Rimfire_v1.7.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=12| [[Version/0.12.906|Alpha 12]] || 1.8 || CR || 27 ||style="text-align: left;"| Rimfire v1.8 rebalanced to work with CombatRealism. || {{LudeonThread|9759|CR}}<br/>{{LudeonThread|14172|CCL}} || {{LudeonThread|9536|msg=168294}} || [https://www.dropbox.com/s/b9px9avo294auu7/Rimfire_v1.8%20for%20CombatRealism.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
+
|data-sort-value=12| [[Version/0.12.906|Alpha 12]] || v1.8 || || 27 ||style="text-align: left;"| Rimfire v1.8 added a shotgun and redid all sounds. || || [https://www.dropbox.com/s/su1m4bmo9yn5trk/Rimfire_v1.8.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|-
|data-sort-value=12| [[Version/0.12.906|Alpha 12]] || 1.8 || CR_SK || 27 ||style="text-align: left;"| Hardcore SK modified version of Rimfire v1.8 for CombatRealism. || {{LudeonThread|12996|SK}} ||  || {{LudeonThread|12996|Forums}} || &#x2717; || &#x2717;
+
|data-sort-value=12| [[Version/0.12.906|Alpha 12]] || v1.8 || CR || 27 ||style="text-align: left;"| Rimfire v1.8 rebalanced to work with CombatRealism. || [https://ludeon.com/forums/index.php?topic=9759.0 CR]<br/>[https://ludeon.com/forums/index.php?topic=14172.0 CCL] || [https://www.dropbox.com/s/b9px9avo294auu7/Rimfire_v1.8%20for%20CombatRealism.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
|-
 
|data-sort-value=12| [[Version/0.12.906|Alpha 12]] || 1.8 || TGP || 27 ||style="text-align: left;"| TheGentlePack modified version of Rimfire. || {{LudeonThread|16368|TGP}} ||  || {{LudeonThread|16368|Forums}} || &#x2717; || &#x2717;
 
|-
 
|data-sort-value=13| [[Version/0.13.1135|Alpha 13]] || 1.9 || || 33 ||style="text-align: left;"| Rimfire v1.9 added six guns and reworked all graphics, added recipes and research. ||  || {{LudeonThread|9536|msg=202037}} || [https://www.dropbox.com/s/0grteyowhe7rtev/Rimfire_v1.9.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|data-sort-value=13| [[Version/0.13.1135|Alpha 13]] || 2.0 || || 33 ||style="text-align: left;"| Rimfire v2.0 had a Community Core Library v13 requirement and added RPG-7 smoke trails. ||  || {{LudeonThread|9536|msg=208680}} || [https://www.dropbox.com/s/7fyuvbil5qiez38/Rimfire_v2.0.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|data-sort-value=14| [[Version/0.14.x|Alpha 14]] || 2.1 || || 48 ||style="text-align: left;"| Rimfire v2.1 added fifteen guns, redid a few sounds and improved on the Mod Configuration Menu. ||  || {{LudeonThread|9536|msg=245286}} || [https://www.dropbox.com/s/ckjjfznylv48eug/Rimfire_v2.1.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|data-sort-value=14| [[Version/0.14.x|Alpha 14]] || 2.1 || CR || 48 ||style="text-align: left;"| Rimfire v2.1 stripped and balanced to work with CombatRealism 1.6.7.3. || [https://github.com/skyarkhangel/CombatRealism/releases/tag/1.6.7.3 CR 1.6.7.3] || {{LudeonThread|9536|msg=254093}} || [https://www.dropbox.com/s/aq29et379raeswd/Rimfire_v2.1%20for%20CombatRealism.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|data-sort-value=14| [[Version/0.14.x|Alpha 14]] || 2.1 || Hands || 0 ||style="text-align: left;"| A Rimfire v2.1 (CR) patch for Clutter Misc v1.0.3's "Clutter Misc Module - Hands". || {{LudeonThread|17610|Clutter Misc v1.0.3}} || {{LudeonThread|9536|msg=245286}} || [https://www.dropbox.com/s/ckjjfznylv48eug/Rimfire_v2.1.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|data-sort-value=16| [[Version/0.16.1393|Alpha 16]] || 2.2 || || 48 ||style="text-align: left;"| Rimfire v2.2 moved the GunMod menu over to HugsLib. ||  || {{LudeonThread|9536|msg=293408}} || [https://www.dropbox.com/s/oe0rxujaotccni1/Rimfire_v2.2.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|data-sort-value=16| [[Version/0.16.1393|Alpha 16]] || 2.2 || CR || 48 ||style="text-align: left;"| Rimfire v2.2 balanced to work with CombatRealism 1.6.9.2. || [https://github.com/skyarkhangel/CombatRealism/releases/tag/1.6.9.3 CR 1.6.9.2+] || {{LudeonThread|9536|msg=293408}} || [https://www.dropbox.com/s/ran5jg4g1ysshjj/Rimfire_v2.2%20for%20CombatRealism-1.6.9.2.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|data-sort-value=17| [[Version/0.17.1546|Alpha 17]] || 2.3 || || 48 ||style="text-align: left;"| Rimfire v2.3 saw a graphical update to the HugsLib mod menu and some anti-materiel rifle nerfs. ||  || {{LudeonThread|9536|msg=347901}} || [https://www.dropbox.com/s/lwt8qy3ko2slw49/Rimfire_v2.3.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|data-sort-value=18| [[Version/0.18.1722|Beta 18]] || 2.4 || || 48 ||style="text-align: left;"| Rimfire v2.4 made large changes to gun balance to fit vanilla DPS curves. ||  || {{LudeonThread|9536|msg=380434}} || [https://www.dropbox.com/s/xdtxqbkdhhmvctm/Rimfire_v2.4.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|data-sort-value=19| [[Version/1.0.2059|Release 1.0]] || 2.5 || || 48 ||style="text-align: left;"| Rimfire v2.5 rebalanced all guns to 1.0 mechanics and DPS curves, again. ||  || {{LudeonThread|9536|msg=445669}} || [https://www.dropbox.com/s/4zvm9jnd560u5rk/Rimfire_v2.5.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
|-
 
|data-sort-value=20| [[Version/1.1.2565|Release 1.1]]/[[Version/1.2.2753|1.2]] || 2.6 || || 48 ||style="text-align: left;"| Rimfire v2.6 brings Rimfire to RimWorld 1.1+. ||  || {{LudeonThread|9536|msg=485885}} || [https://www.dropbox.com/s/qm8kyajq9ujp1ng/Rimfire_v2.6.zip?dl=0 Dropbox] || &#x2713; || &#x2713;
 
 
|}
 
|}
  
Line 208: Line 117:
 
! Game version !! Mod version !! Release !! Description !! Download
 
! Game version !! Mod version !! Release !! Description !! Download
 
|-
 
|-
| [[Version/0.13.1135|Alpha 13]] || 2.0 || ||style="text-align: left;"| C# Source for "Rimfire/Assemblies/AntiMateriel.dll", "Rimfire/Assemblies/SmokeTrails.dll", "Rimfire/Assemblies/GunModMCM.dll" || [https://www.dropbox.com/s/d9xnjnyw1gbn719/Source_v2.0.zip?dl=0 Dropbox]
+
| [[Version/0.11.834|Alpha 11]] || v1.4+ || ||style="text-align: left;"| C# Source solution for "Rimfire/Assemblies/AntiMateriel.dll" || [https://www.dropbox.com/s/zpad6z8tqc8zrhe/Source_AntiMateriel_v1.4.zip?dl=0 Dropbox]
|-
 
| [[Version/0.16.1393|Alpha 16]] || 2.1 || ||style="text-align: left;"| C# Source for several assemblies (including WIP ones for designated marksman rifles). || [https://www.dropbox.com/s/go90kxufrbtaels/Rimfire_v2.1%20source.zip?dl=0 Dropbox]
 
 
|-
 
|-
| Alpha 18 || 2.4 || ||style="text-align: left;"| C# Source for three relevant assemblies. || [https://www.dropbox.com/s/5ls9expp523l0y9/Rimfire_v2.4%20source.zip?dl=0 Dropbox]
+
| [[Version/0.12.906|Alpha 12]] || v1.8+ || ||style="text-align: left;"| C# Source solution for "Rimfire/Assemblies/AntiMateriel.dll" || [https://www.dropbox.com/s/0bpi5yersdvwviu/Source_AntiMateriel_v1.8.zip?dl=0 Dropbox]
 
|}
 
|}
  
Line 226: Line 133:
 
! '''Total''' !! 207 !! 100.0%
 
! '''Total''' !! 207 !! 100.0%
 
|}
 
|}
 
==Def Compatibility==
 
 
Every ThingDef <defName> used in the mod has "RF_" as prefix (e.g "RF_Gun_Deringer") to prevent incompatibility issues with other mods. This should make it possible to run it with any Alpha 9+ mod without guns overriding each other.
 
 
==GunModMCM Compatibility==
 
 
Rimfire v2.0/2.1 add a Community Core Library (CCL) Mod Configuration Menu (MCM): the Gun Mod Config Menu while v2.2 adds a HugsLib Mod Setting Menu. This contains several options:<br/>
 
 
===Inactive weapon removal===
 
 
* ''Enabled: all disabled guns below are actively destroyed (untradable, destroy on drop, not saved),''<br/>
 
* ''Disabled: disabled guns are prevented from being created anymore.''
 
 
Added in v2.0, this option causes all weapons in the weapon selection list which are disabled (red cross) to have the following changed about them:<br/>
 
 
{| {{STDT}}
 
!rowspan=2| Inactive weapon removal state !!rowspan=2| XML tag !!colspan=2| Weapon state
 
|-
 
! Enabled !! Disabled
 
|-
 
|rowspan=7 style="text-align: center;"| Disabled || canBeSpawningInventory || ''xml'' || false
 
|-
 
| destroyOnDrop || ''xml'' || ''xml''
 
|-
 
| isSaveable || ''xml'' || ''xml''
 
|-
 
| menuHidden || ''xml'' || ''xml''
 
|-
 
| equipmentType || ''xml'' || ''xml''
 
|-
 
| tradeability || ''xml'' || Min(Sellable, ''xml'')
 
|-
 
| smeltProducts || ''xml'' || ''xml''
 
|-
 
|rowspan=7 style="text-align: center;"| Enabled || canBeSpawningInventory || ''xml'' || false
 
|-
 
| destroyOnDrop || ''xml'' || true
 
|-
 
| isSaveable || ''xml'' || false
 
|-
 
| menuHidden || ''xml'' || true
 
|-
 
| equipmentType || ''xml'' || None
 
|-
 
| tradeability || ''xml'' || Never
 
|-
 
| smeltProducts || ''xml'' || .Clear()
 
|}
 
 
*''xml'': The value from the XML file where this ThingDef is defined.
 
 
===Weapon crafting===
 
 
* ''Enabled: all enabled guns below are craftable,''
 
* ''Disabled: none of the guns below are craftable.''
 
 
Added in v2.0, this option causes '''all''' weapons in the weapon list to be non-craftable. This is to aid those people who do not enjoy weapon crafting to instantly remove the feature from all gun mods, temporarily.
 
 
===Categorization===
 
 
* ''Enabled: vanilla and modded guns will be visibly categorized by type (pistol, shotgun).''
 
 
Added in v2.0, this option causes ''all'' weapons in the weapon list to be categorized into more descriptive categories, specifically the ones below (and possibly more, depending on the degree of compatibility implemented by other gun mods):<br/>
 
 
* GunModMCM_WeaponsMelee
 
** NeolithicMelee
 
** MedievalMelee
 
** IndustrialMelee
 
** SpacerMelee
 
* GunModMCM_WeaponsRanged
 
** GunModMCM_Grenades
 
** NeolithicRanged
 
** MedievalRanged
 
** IndustrialRanged
 
*** Pistols
 
*** Revolvers
 
*** Shotguns
 
*** Carbines
 
*** Rifles
 
*** SniperRifles
 
*** AntiMateriel
 
*** SubMachineGuns
 
*** MachineGuns
 
*** HeavyWeapons
 
** SpacerRanged
 
*** ChargeGuns
 
*** MechanoidGuns<br/>
 
 
GunModMCM looks for ThingCategoryDefs with names '''GunModMCM_''basegame category''''' which are used for categorization.<br/>
 
 
=====Simple ThingDef compatibility/requirement=====
 
 
<source lang="xml"><?xml version="1.0" encoding="utf-8"?>
 
<ThingDefs>
 
 
<!-- WeaponsRanged is usually already defined -->
 
<ThingDef Name="GunBase">
 
<thingCategories>
 
<li>WeaponsRanged</li>
 
</thingCategories>
 
</ThingDef>
 
 
<!-- This ThingDef has a Rimfire GunModMCM  !!  REQUIREMENT  !! -->
 
<ThingDef ParentName="GunBase">
 
<defName>Gun_Pistol_Requiring_Rimfire</defName>
 
<thingCategories>
 
<!-- Added by Rimfire (GunModMCM_WeaponsRanged > IndustrialRanged > Pistols) -->
 
<li>Pistols</li>
 
</thingCategories>
 
</ThingDef>
 
 
<!-- This ThingDef is Rimfire  !!  COMPATIBLE  !! -->
 
<ThingDef ParentName="GunBase">
 
<defName>Gun_Rifle_With_Rimfire_Compatibility</defName>
 
<weaponTags>
 
<!-- Format: GunModMCM_[any ThingCategoryDef defName] -->
 
<li>GunModMCM_Pistols</li>
 
</weaponTags>
 
</ThingDef>
 
 
</ThingDefs></source><br/>
 
 
In above example, switching on Categorization causes ThingDef '''Gun_Pistol_Requiring_Rimfire''' to be removed from ThingCategoryDef '''WeaponsRanged''' childThingDefs and it also causes ThingCategoryDef '''IndustrialRanged''' to be added to ThingCategoryDef '''WeaponsRanged''' childCategories. Switching Categorization off causes the opposite to happen.<br/>
 
''To understand this concept I suggest trying it for yourself in the ModConfigurationMenu.''<br/><br/>
 
 
''Example usage'': <weaponTags>&lt;li>GunModMCM_ChargeGuns&lt;/li></weaponTags> can be added to a custom Charge weapon to categorize it correctly if Categorization is turned on.<br/><br/>
 
 
As can be seen, a mod author can choose between adding a GunModMCM ''requirement'' or adding GunModMCM ''compatibility'' - it is suggested to use compatibility because weaponTags will not interfere with game functioning if Rimfire is not active.<br/>
 
 
=====Adding new WeaponsMelee/WeaponsRanged subcategories=====
 
 
To add new categories, create each ThingCategoryDef up to the category you want added (their full defs are present in Rimfire Defs/ThingCategoryDefs/ and can just be copied).<br/><br/>
 
 
<source lang="xml"><?xml version="1.0" encoding="utf-8"?>
 
<Defs>
 
 
<!-- Adding these ThingCategoryDefs present in Rimfire makes "AztecMelee" Rimfire GunModMCM  !!  COMPATIBLE  !! -->
 
<ThingCategoryDef>
 
<defName>GunModMCM_WeaponsMelee</defName>
 
<label>melee weapons</label>
 
</ThingCategoryDef>
 
 
<!-- idem. -->
 
<ThingCategoryDef>
 
<defName>NeolithicMelee</defName>
 
<label>neolithic weaponry</label>
 
<parent>GunModMCM_WeaponsMelee</parent>
 
</ThingCategoryDef>
 
 
<!-- Without the two ThingCategoryDefs above, this would have a Rimfire GunModMCM  !!  REQUIREMENT  !! -->
 
<ThingCategoryDef>
 
<defName>AztecMelee</defName>
 
<label>aztec</label>
 
<parent>NeolithicMelee</parent>
 
</ThingCategoryDef>
 
 
</Defs></source><br/>
 
 
As can be seen, a mod author can choose between adding a GunModMCM ''requirement'' or adding GunModMCM ''compatibility'' - it is suggested to use compatibility because the ThingCategoryDefs '''GunModMCM_''basegame category''''' and its children will not show up anywhere in the game without GunModMCM active. Adding ThingDefs to this new category can be done using the ThingDef ''requirement'' or ''compatibility'' method again.<br/>
 
 
=====Adding new categorizable ThingCategoryDefs=====
 
 
<source lang="xml"><?xml version="1.0" encoding="utf-8"?>
 
<Defs>
 
 
<!-- This category will show up as child of Weapons regardless of anything -->
 
<ThingCategoryDef>
 
<defName>WeaponsChemical</defName>
 
<label>chemical weapons</label>
 
<parent>Weapons</parent>
 
</ThingCategoryDef>
 
 
<!-- This category is hidden UNLESS Rimfire with GunModMCM is active and Categorization is turned on -->
 
<ThingCategoryDef>
 
<defName>GunModMCM_WeaponsChemical</defName>
 
<label>chemical weapons</label>
 
</ThingCategoryDef>
 
 
<ThingCategoryDef>
 
<defName>NerveAgents</defName>
 
<label>nerve agents</label>
 
<parent>GunModMCM_WeaponsChemical</parent>
 
</ThingCategoryDef>
 
 
<ThingCategoryDef>
 
<defName>BlisterAgents</defName>
 
<label>blister agents</label>
 
<parent>GunModMCM_WeaponsChemical</parent>
 
</ThingCategoryDef>
 
 
</Defs></source><br/>
 
 
* In above example, any ThingDef's thingCategories must contain both "WeaponsChemical" (to show up in vanilla) and their respective ThingCategoryDef chemical weaponry type (in case GunModMCM categorization is active).<br/>
 
 
This example shows the true flexibility of GunModMCM's Categorization option - any newly added subcategories of Weapons can now be categorized even further without the need to do so only partially: if the end user really enjoys categorization they will have this feature enabled already, and if the end user really dislikes categorization they won't have to deal with it at all.<br/>
 
 
=====Example compatibility=====
 
 
* On your modded Industrial techLevel shotgun, add in ThingDef.weaponTags "GunModMCM_Shotguns" to add the shotgun to be categorized into the subcategory "Shotguns",
 
* You have a modded Spacer techLevel laser rifle - copy ThingCategoryDefs '''GunModMCM_WeaponsRanged''', '''SpacerRanged''', add ThingCategoryDef '''LaserGuns''' with parent '''SpacerRanged'''. To the laser rifle ThingDef.thingCategories add '''LaserGuns''' and '''WeaponsRanged'''.<br/>
 
 
===Name package===
 
 
* ''Select your preferred gun name package - gun names are automatically updated and displayed below.''
 
 
Added in Rimfire 2.0, the mod contains name databases in ''\Languages\English\Keyed'', with names in the form <*prefix**defName*>. Any time the Name packages are changed, all ThingDefs which have a translation option available in such form will get a new label. All cached labels are reset so Things will display the new ThingDef names.<br/>
 
 
In Rimfire v2.0+, the following *prefix*es exist (and are hardcoded in v2.2):<br/>
 
 
* Short_
 
* Long_
 
* AEight_
 
* ANine_
 
* Simple_<br/>
 
 
Both Gun ThingDef and Weapon ThingDef names are present in these databases. This is necessary, compound names can not be generated because some name packages require a special name rather than ''*weapon name* bullet'' (e.g ''RPG launcher'' with ''rocket propelled grenade'').<br/>
 
 
An example of a complete name database for the RF_Gun_USC and RF_Bullet_USC is the following:<br/><br/>
 
 
<source lang="xml"><?xml version="1.0" encoding="utf-8"?>
 
<LanguageData>
 
 
<Short_RF_Gun_USC>H&amp;K USC</Short_RF_Gun_USC>
 
<Short_RF_Bullet_USC>H&amp;K USC bullet</Short_RF_Bullet_USC>
 
 
<Long_RF_Gun_USC>Heckler &amp; Koch HK USC</Long_RF_Gun_USC>
 
<Long_RF_Bullet_USC>Heckler &amp; Koch HK USC bullet</Long_RF_Bullet_USC>
 
 
<AEight_RF_Gun_USC>USC carbine</AEight_RF_Gun_USC>
 
<AEight_RF_Bullet_USC>USC carbine bullet</AEight_RF_Bullet_USC>
 
 
<ANine_RF_Gun_USC>civilian PCC</ANine_RF_Gun_USC>
 
<ANine_RF_Bullet_USC>civilian PCC bullet</ANine_RF_Bullet_USC>
 
 
<Simple_RF_Gun_USC>multishot carbine</Simple_RF_Gun_USC>
 
<Simple_RF_Bullet_USC>multishot carbine bullet</Simple_RF_Bullet_USC>
 
 
</LanguageData></source><br/>
 
 
===Unlocked weapon disabling===
 
 
* ''Enabled: the filter below will extend toggles for vanilla guns and all mod guns.''
 
 
Added in Rimfire v2.1 (and always on in v2.2), this allows ALL weapons added by ALL mods to be toggled with some exceptions - the full IEnumerable<ThingDef> is created as follows:<br/><br/>
 
 
<source lang="csharp">
 
//GunModMCM.ModConfigurationMenu_GunMod
 
public override void Initialize()
 
{
 
//..
 
 
var enumerable = DefDatabase<ThingDef>.AllDefs.Where(
 
x => x.equipmentType == EquipmentType.Primary
 
&& x.stuffProps == null //wood log
 
&& x.ingestible == null //beer
 
);
 
var pawnDroppedBodyParts = DefDatabase<PawnKindDef>.AllDefs
 
.Where(x => !x.lifeStages.NullOrEmpty())
 
.SelectMany<PawnKindDef, ThingDef>(x => {
 
var list = new HashSet<ThingDef>();
 
foreach (PawnKindLifeStage stage
 
in x.lifeStages.Where(y => y.dropBodyPart != null
 
&& y.dropBodyPart.thing != null))
 
{
 
list.Add(stage.dropBodyPart.thing);
 
}
 
return list.Count > 0
 
? list
 
: Enumerable.Empty<ThingDef>();
 
  });
 
var turretGunTops = DefDatabase<ThingDef>.AllDefs
 
.Where(x => x.building != null
 
      && x.building.turretGunDef != null)
 
.Select<ThingDef, ThingDef>(x => x.building.turretGunDef);
 
FuzzyGunList.Initialize(enumerable
 
                        .Except(pawnDroppedBodyParts)
 
                        .Except(turretGunTops));
 
 
//..
 
}</source><br/>
 
 
This query excludes:<br/>
 
 
* <equipmentType> is not Primary
 
* <stuffProps> is not null (wood logs)
 
* <ingestible> is not null (beer)
 
* ThingDefs which are dropBodyPart for any PawnKindDef (elephant tusks)
 
* ThingDefs which are turretGunDef for any ThingDef building (turret guns)<br/>
 
 
Please ensure your weapons fit none of these excluded criteria.<br/>
 
 
===Nuke disallowed===
 
 
* ''Clears the currently loaded colony save file of any of the currently disallowed guns. This change CAN NOT BE REVERTED.''
 
 
Added in v2.1 (and is only available in-game), this removes every disabled weapon from Find.ListerThings (everything on the ground) and PawnUtility.AllPawnsMapOrWorldAliveOrDead (every carried weapon).<br/>
 
 
The use case for this feature is when you decide to disable a certain weapon mid-game and want to ensure it's instantly removed from the game, not just blocked from being spawned in.<br/>
 
 
===Contact===
 
 
If any of this is not clear enough, consider sending me a PM on the forums: [http://ludeon.com/forums/index.php?action=profile;u=36837 Alistaire].
 

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