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Weapon Tech B18 - Vanilla Turrets
   
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26 May, 2018 @ 10:14am
18 Jul, 2018 @ 3:27am
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Weapon Tech B18 - Vanilla Turrets

Description
This version of Weapon Tech features the original vanilla turrets with no alterations to any of their stats.

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

For the orginal B18, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1206336449

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, 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 9 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 - Machining Table
Multibarrel Weapons - Minigun - Machining Table

Advanced Grenades - Frag Grenade, Molotov Cocktail, EMP grenade - Machining Table Only
Grenade Launchers - Grenade Launcher, Incendiary Launcher - Machining Table

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!

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!
1 Comments
Comrade Corwin 15 Jul, 2018 @ 7:32am 
In Facial Stuff, they add hands with proper positioning of weapons so that they appear to be held by the pawns. Modded weapons don't come with repositioning, unless the author adds them. Does your mod have this?

I've tried the in-game weapon positioning editor myself, but can't seem to get any positive results. The author of Facial Stuff wouldn't address how to use the editor nor was he willing to add a generic weapon position for the sake of unadjusted mod weapons. In other words, I'd have been glad to do it, but I can't seem to wrap my head around the editor.