RimWorld

RimWorld

120 ratings
Weapon Tech B18
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
996.979 KB
20 Nov, 2017 @ 3:02am
18 Jul, 2018 @ 3:26am
13 Change Notes ( view )

Subscribe to download
Weapon Tech B18

Description
For the B19 version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1501573913

For the B18 Vanilla Turrets version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1395271400

For the A17 version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=936987539

For the A16 version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=768123620

For the A15 version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=832697393


I'd always found it odd that your colonists instantly knew how to design and construct firearms, just by building a machining table. Guns are a specialised kind of engineering, and require specific knowledge in that field. This mod aimed to replicate the technological progression of gunsmithing, but has since expanded to feature composite armour, more varied turrets, and a whole slew of bonus weapons! Whilst B18 does now add Tech Progression for weapons, I still feel as though it's not as accurate as it could or should be, so my own progression will still remain.

Weapons and Armour are split into 10 research topics
In order, they are:

Gunpowder - Arquebus, Matchlock Pistol, Cast Grenades - Smithy/Machining Table
Breech-Loading - Breech-loader, Double-Barrel Shoutgun - Smithy/Machining Table
Repeating Actions - Revolver, Pump Shotgun, Lever-Action, Bolt-Action Rifle - Smithy/Machining Table
Optics - Sniper Rifle - Smithy/Machining Table
Self-loading Actions - Pistol, Submachine Gun, Automatic Shotgun, Assault Rifle, Battle Rifle, Light Machine Gun, Mounted LMG, Mounted GPMG - Machining Table/Security Tab
Automated Turrets - Automated LMG, Automated GPMG - Security Tab
Multibarrel Weapons - Minigun, Automated Minigun (requires Automated Turrets) - Machining Table/Security Tab

Advanced Grenades - Frag Grenade, Molotov Cocktail, EMP grenade - Machining Table Only
Grenade Launchers - Grenade Launcher, Incendiary Launcher, Automated GMG (requires Automated Turrets) - Machining Table/Security Tab

Composite Vests - Composite Vest - Tailoring Bench

Thanks to bonesbro for making a research tab for Weapon Tech!

Introducing bonus weapons!

Tired of seeing hundreds of pawns from a multitude of diverse backgrounds with the EXACT same 4 weapons as the last group? Well, you're in luck! These weapons are only available via trade or by scavenging from fallen enemies. Not all of these weapons are necessarily better than your current arsenal, but hey! Not all settlements are so well aversed in firearms design!

More varied Turrets?

Rimworld's vanilla turret selection is somewhat... lacking. And whilst mods such as More Vanilla Turrets are really fricken' cool, they're not included among the Weapon Tech research trees. As such, I've developed my own turrets as a nice middle ground. Mannable turrets are now a thing, and offer increased accuracy at the cost of mobility. The construction of turrets has also been changed in the that you now need the weapon you want to mount to be lying around, with the exception of the GMG. This means that any unwanted LMG's, GPMG's, ect., can now be put to use!

Update 1
Added the Semi-Auto Shotgun to Self-Loading Actions
Implemented the beginnings of the explosives tree
Changed Self-Loading Actions' tech class to spacer

Update 2 - Updated to A16
Added Breech-Loading research topic and added the Breech-Loader
Rebalanced crafting costs and market values

Update 3 - Updated to A17
Weapon damage is now dependant on the calibre of bullet, rather than some arbitrary number.
Added most of the compatible content from the WIP Combat Realism version that may never see release.
Replaced the Semi-Auto Shotgun with the Automatic Shotgun.
Rebalanced every weapon to better fit the newer bonus weapons.
Fixed the huge error that occured from booting Rimworld with dev mode on.
A couple other updates that i'm probably forgetting.

Update 3a
Employed bonesbro's research tab to help with the cluttered research screen.

Update 4 - Updated to B18
Added new turret types; replaced vanilla turret textures.
Added Composite Armour; increased Power Armour cost and defence to compensate.
Added a few new bonus weapons.
Rebalanced the Arquebus and added a pistol counter-part.
Changed how weapons are distributed amoung pawns to encourage more diverse spawns.
Re-textured the Assault Rifle, LMG, and Machine Pistol.

Update 4a
Fixed sappers not spawning and throwing up an error.

Update 4b
Added Double-Barrel Shotgun to Breech Loading Tree.
Added Sawn-Off Shotgun.
Fixed pistol/autopistol clone. (Will most likely cause an error on update, but not game-breaking)
Fixed Grenade Launchers and Incendiary Launchers appearing on non-grenadiers.

Update 4c
Fixed issue with mannable turrets not being available until Self-Loading was researched.
Minor buffs to the Light Machine Gun, Bullpup Rifle, and Light Support Weapon.

Update 4d
Added Mannable Minigun.
Adjusted Mounted and Automated LMG/GPMG stats.
Reduced number of rounds fired by the LMG, changed description to suit.
Changed graphic for Automated LMG/GPMG tripods.

In any case, please enjoy this minor modification to the Rimworld experience!
Popular Discussions View All (1)
15
11 Feb, 2018 @ 9:48pm
Suggested Weapons And Improvements
VAM
131 Comments
BlackRabbit 1 Sep, 2018 @ 12:52am 
Lets face it we love this mod. B19 soon please.
Janson  [author] 30 Aug, 2018 @ 11:04am 
@Strawcave I have a version which is pretty much ready for release, just doing some play testing before I release it.
Strawcave 30 Aug, 2018 @ 10:06am 
Any chance of B19 version?
tyriael_soban 19 Aug, 2018 @ 7:30pm 
there are also mods that allow you to dissassemble apparel, ive managed to get piles of hyperweave without buying it or making it by myself, just recycling.
Rea 19 Aug, 2018 @ 9:11am 
There are a ton of mods that allow you to craft it.
Lex_Ms 16 Aug, 2018 @ 8:31am 
I loved this mod but now i figured out that this mod changes the cost for power arrmor
Vanilla: 175 lasteel and 18 components
This: 185 plasteel, 18 components AND 80 hyperweave

How am i supposed to get hyperweave? Never had it on any trader in ~ 480 hours RimWorld
N1A 20 Jul, 2018 @ 10:56pm 
so many turret mods now i quit playing this game until 1.0 is stable released
Janson  [author] 16 Jul, 2018 @ 1:47pm 
@СоrрusСallоsum Cheers for the heads up!
duke dunac 16 Jul, 2018 @ 3:39am 
The double barrel shotgun has three r's, http://prntscr.com/k6zssl