RimWorld

RimWorld

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Exotic's Fine Weaponry
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.615 MB
25 Apr, 2018 @ 11:57am
15 Jul @ 1:11am
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Exotic's Fine Weaponry

Description
Version 3.6
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17th of July, 2025: Updated to RimWorld v1.6.
-Crossbows and Plasmathrowers still remain for the moment. I haven't had a chance to do a playthrough with Anomaly to make a decision on their future just yet. They may be reworked to fit better with vanilla forms of the same weapons (Nerve Spiker and Incinerator respectively!).
-No other weapon changes at present!

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This mod adds a collection of new, balanced weaponry to the game, with an art style that fits the feel of RimWorld without being excessively stylised. EFW currently adds a host of 16 equippable weapons of all tech levels (up to Spacer) to your arsenal, from humble throwing rocks to miniguns that fire rockets!

I've intentionally left their details a mystery. Let your own curiosity guide you!

As always, enjoy! -ExoticButts

Credit to Leonapp for bits & pieces of debugging assistance.
Features integration with [XND] Proper Shotguns pre-1.3.

COMPATIBILITY
Will be compatible with anything that doesn't alter the vanilla Psychic Shock definition or how toxic/psychic sensitivity works.
Not compatible with Combat Extended. If someone wishes to make a patch for it, go for it, but please do let me know so I can link it here. If you need ammo ideas, I can provide them.
Works out of the box with Dual Wield; you will have to manually set weapons to be onehanded or twohanded. I may look at making this automatic in future.
Popular Discussions View All (2)
9
16 Mar, 2022 @ 11:09pm
Suggestions and Changes
ExoticButts
73 Comments
BrenTenkage 15 Jul @ 6:00pm 
yeah, though least with mechadart rifles it is kinda balanced by the fact that if you friendly fire...uh whoop,s there goes jim the cook

anywya keep up the good work, nice to see the old school mods still going strong
ExoticButts  [author] 15 Jul @ 4:49pm 
@BrenTenkage Oh yeah, don't worry. If it gets an effect nerf, it'll be a slower freeze buildup or something like that, plus increased costs. Same for the Mechadart Rifle... That thing is frankly far too potent at the moment lmao

Weaker options like the crossbow are more being weighed against their vanilla rivals, in this case the Nerve Spiker, DU rifles against a certain unique weapon, Plasmathrowers against the Incinerator, stuff like that
BrenTenkage 15 Jul @ 4:31pm 
Naw, keep it op, but if I were to recommend a balance, include a cost like a persona core to make it, like "you need a persona core to properly regulate and control all the internal cryo parts" or somethin
ExoticButts  [author] 15 Jul @ 4:15pm 
@BrenTenkage That it does, though it's certainly one of the stronger ones that'll need rebalancing at some point :meepsad:
BrenTenkage 15 Jul @ 9:52am 
as long as the op cryo rifle still exists I'm happy
ExoticButts  [author] 15 Jul @ 1:16am 
Updated for 1.6/Odyssey! I'm beginning to see some issues with certain weapons in the mod, mostly related to long-term balance and overlaps with vanilla weapon niches, so things will likely be reworked eventually. I'll do my best to try and retain compatibility as I have with any update that removes/reworks stuff for EFW, so we'll see how things go :meephappy:
BrenTenkage 5 May, 2024 @ 5:34pm 
good that cryro rifle will be perfect for fighting the SCPs
ExoticButts  [author] 5 May, 2024 @ 4:33pm 
1.5 update out now!
ExoticButts  [author] 14 Nov, 2022 @ 10:14pm 
Updated to 1.4! Admittedly I'm still in a 1.3 save, so was more than a little distracted in terms of updating to 1.4 and Biotech. More is still in the works for this, but I am split heavily between my hobbies, work and other projects, so it'll take some time, but stay tuned!
BrenTenkage 14 Nov, 2022 @ 10:12pm 
ah good the return of my favorite cryo rifle...might even be able to use it against mr void