RimWorld

RimWorld

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Advanced Munitions
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Mod, 1.0, 1.1, 1.2, 1.3
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Posted
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5.506 MB
24 Mar, 2019 @ 7:54pm
13 Sep, 2021 @ 7:33pm
33 Change Notes ( view )

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Advanced Munitions

Description
Adds Air-burst, White Phosphorus, HEAT, Nerve Agent, Minelet, APDS, Tear gas, NARQ, Roid, Mechinoid, Glitterworld Riot and Napalm Shells/IEDs, grenades/launchers and cannons.

Sorry folks, due to Life and major changes in Rimworld itself i am afraid im am walking away from this project. Thank you for all the support over the years, i am opening up the repo if anyone is interested: Github[github.com]

Shells only version

Uses Additional Verb Mod for some weapons but is not required and is now required
(more to come)

There is a chance of non-colonist pawn death on down, as such there is a small chance NARQ/Rubber bullets will kill a non-colonist. At this point i am not changing that as there are many mods that remove/adjust the "kill on down" chance. Also changing that just for NARQ/Rubber bullet weapons would also likely break them.

If you are having an issue, PLEASE CHECK IF THERE IS AN EXISTING DISSCUSSION, IF NOT PLEASE CREATE ONE. THEN POST YOUR LOAD ORDER, ANY DETAILS AND OR SCREEN SHOTS. your load order can be retrieved by opening your save with notepad or any simple text editor and the mod list will be right at the top.

Air-burst (Shells only) peppers a large area with micro munitions.

Napalm (Shells and IEDS) creates a field of napalm that ignites on contact and inflicts minor damage, lasts for an 30-60 seconds and cannot be extinguished.

White Phosphorus (Shells, IEDs, launcher and grenades) detonates in a cloud of white phosphorus. WP explosions will not only blind but also embed burning shrapnel in the target that will continue to reignite and cause additional damage, burning WP also generates a toxic gas. Also can be used as shotgun or minigun ammo.

Nerve Agent (Shells and IEDs) are loaded with R-NDY nerve agent, banned on almost all planets capable of imposing said ban. R-NDY causes chemical burns, cancer and dementia. It must be flushed from each part with a treatment quality of 70% or better, or it will only slow down the contamination.

Minelet (Shells only) create a field of minelets.

Tear Gas (Shells, IEDs, launcher and grenades) releases a cloud of Tear gas. Tear gas affects breathing and sight and causes vomiting in biological pawns.

APDS (Shells) Armor Penetrating Discarding Sabot shells, Uranium and Plasteel slug that causes Extreme damage with absolute armor penetration. highly effective against centipedes, but requires a bit of luck to connect with the target as it requires a direct hit.

HEAT (shells, launcher) High explosive anti tank shells, cheaper that APDS and has a splash of shrapnel but less pinpoint damage

NARQ (Shells, IEDs, grenades, launcher, guns) Sedatives either aerosolized or loaded into darts to incapacitate pawns, sedatives can also be administered/taken directly to reduce mental break threshold and pain at the cost of rest and consciousness.

Roid (Shells, IEDs, grenades, launcher, guns) Powerful Combat Stim, high risk of uncontrollable rage. Concentrated and refined into darts and shells to increase the rage effect.

Glitterworld Riot Shells – Mechinite shells designed to disarm and disrobe enemy combatants

Mechinoid Shells – Shells recovered from a mechinoid supply cache, loaded with self-replicating mechinites. Safe to store but deployment is not recommended…DO NOT USE, a single shell can wipe out cities…

Field Gun – A large-bore cannon capable of firing many shells, equipped with a 10 round feeder box to reduce reload times. May explode when damaged.

Launchers - M79 style launchers in many flavors - if Additional Verb Mod is installed grenade launchers will have an indirect fire option (longer range and pass walls at the cost of accuracy)

Shrapnel Damage has a chance to leave behind shrapnel in the victim that will cause pain and bleeding until it is removed (has a chance to fail when tended)

Rubber bullets.... do i really have to explain?


Some components must be crafted at the drug lab.

!! Warning !! white phosphorus and R-NDY phials are volatile and prone to rupture/self ignition if handled improperly


-CE compatibility: Nope

If you are having an issue with missing Submunition.XXXX class and are using Vanilla Weapons Expanded delete the Submunition.dll from
...\Steam\steamapps\workshop\content\294100\1814383360\Assemblies
It should work fine after reloading

Just make sure Advanced Munitions is higher in the load order


Almost any feedback is welcome

+1 human leather hat for (CMFL) Frying_Dutchman for his feedback!

TO DO:
-swap launcher/field gun ammo types
- Modular Rocket Launch System
- Grenade launchers in all the flavors
- Light Roof checks for submunitions
- LOS checks for submunitions
- ????
- CE Patch

V1.10.0 - New Corrosive damage
added missing nerve agent thumper and grenades
fixed some mod compatibility issues

V1.9.0 - hmmm i don't remember....my bad

V1.8.1 - oops... removed harmony debug

V1.8.0 - a bunch of bug fixes/tweeks
added flame thrower/chemical sprayers
added "compensator" assault rifle - for those who like to multi task
added a few missing launchers
added Sting-ball grenades/ a few guns with rubber bullets
changed frag grenades to actual fragments w/o fof
Mini gun mini turret - for the madmen out there
and some other things i'm sure i'm forgetting

V1.7.5 - Vanilla Furniture Expanded - Security compatibility for shells in the artillery
Additional Verb Mod compatibility - if installed grenade launchers will have an indirect fire option (longer range and pass walls at the cost of accuracy)
added missing WP field gun

V1.7.3 - NARQ mini-turret

V1.7.0 - added HEAT shells
renamed sabot shells to APDS shells
added grenade launchers in many flavors (needs better artwork)
add several flavors of field guns (shell swapping to come later)
relabeled vanilla grenades to HE and added actual frag grenades
Added dragons breath shotgun, hellfire minigun
minor tweeks and balancing

V1.6.1 - updated for Rimworld v1.1
tweeeked to try and save framerates with "gas"

V1.5.12 - Tweeked Roid effects
Added Recipe for GW Riot shells

V1.5.7 - Fixed Misc shells not showing up in sieges

V1.5.3 - Roid weapons
Mechinoid, Glittterworld Riot Shells

V1.4.0 - NARQ weapons(sedatives)
tweeked nerve agent and white phosphorus treatment and effects
changed Air-burst shells and minelets to shrapnel damage type
made air-burst and minelet shells true submunitions
added tear gas pellet item for crafting tear gas munitions

V1.3.0 - Tear gas, IEDs and grenades
general tweeks and balancing

V1.2.0 - Minelet shells

V1.1.2 - Fix missing category for white phosphorus and nerve agent items
added resistance to gas

V1.1.1 - Nerve Agent and White Phosphorus tweeks
added white phosphorus and nerve agent items and recipes
made WP round more leathal

V1.1.0 - Nerve Agent and White Phosphorus shells

V1.0.3 - Rimefeller patch -
napalm shell now takes napalm if rimefeller is installed

If you are having an issue, PLEASE CHECK IF THERE IS AN EXISTING DISSCUSSION, IF NOT PLEASE CREATE ONE. THEN POST YOUR LOAD ORDER, ANY DETAILS AND OR SCREEN SHOTS. your load order can be retrieved by opening your save with notepad or any simple text editor and the mod list will be right at the top.

[ko-fi.com]
Popular Discussions View All (4)
30
6 Jul, 2021 @ 8:05am
PINNED: Suggestions
Pyrofreak4321
10
13 Sep, 2021 @ 11:01am
Field gun gamebreaking bug (grey screen on map load) + load order
Foxtrot39
7
31 Jan, 2021 @ 5:07am
Bug report
Flock of Byrds
425 Comments
RutraNickers 7 Jul, 2023 @ 6:36am 
aedbia 7 Jul, 2023 @ 4:06am 
@Lion @dimullaney5 It's already done.
Nick Nape'em 6 Jul, 2023 @ 12:11am 
@ardbia MY BROTHER IN CHRIST DO IT
Lion 5 Jul, 2023 @ 10:50pm 
@aedbia please do :D
aedbia 5 Jul, 2023 @ 9:32pm 
Can I reupload this for 1.4?I found it can work normally on the 1.4 after modifying some of the code.
ishee 30 Jun, 2023 @ 5:19pm 
mod dead?
Judge Dread 28 Jun, 2023 @ 11:38am 
1.4 update?
-=FC=- SpeedFlip 21 Feb, 2023 @ 10:23am 
Would be great if this mod was updated. I really love it.
Satori 27 Jan, 2023 @ 10:28am 
Hoping for an update....
SirPhoenixBlood 8 Jan, 2023 @ 8:33pm 
does anyone know if this has been fork for 1.4 yet?