RimWorld

RimWorld

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Weapon Tech
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
9.950 MB
23 Feb, 2020 @ 7:34am
19 Jul @ 3:56am
33 Change Notes ( view )

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Weapon Tech

Description
Not a fan of being unable to craft World Weapons? A patch can be found here!



Weapon Tech replaces and expands the vanilla weapon research, with an emphasis on historically accurate chronological progression. Starting with simple smoothbore muzzle-loaders, your colonists will need to research thousands of years of firearms development, culminating in advanced Charged-Shot technology. All of these weapons are also original designs, as it seemed odd to me that your pawns were able to manufacture commercially available weapons without first acquiring blueprints or reverse engineering existing examples.

Weapons have been split into 6 primary research topics, with 5 side topics
  • Gunpowder - Matchlock Pistol, Matchlock Arquebus - Smithy/Machining Table



  • Breech-Loading - Double-Barreled Shotgun, Breech-Loading Rifle - Smithy/Machining Table



  • Repeating Actions - Revolver, Pump-Action Shotgun, Lever-Action Rifle, Bolt-Action Rifle - Smithy/Machining Table



  • Self-Loading Actions - Semi-Automatic Pistol, Submachine Gun, Automatic Shotgun, Assault Rifle, Battle Rifle, LMG - Machining Table



  • Mass Drivers - Gauss Pistol, Gauss Submachine Gun, Gauss Assault Rifle, Gauss LMG - Machining Table



  • Charged Shot - Charged Pistol, Charged Submachine Gun, Charged Assault Rifle, Charged LMG - Fabrication Bench



  • Optics - Breech-Loading Sniper Rifle, Lever-Action Sniper Rifle, Bolt-Action Sniper Rifle, Marksman Rifle, Gauss Marksman Rifle, Charged Marksman Rifle - Smithy/Machining Table



  • Multibarrel Weapons - Gatling Gun - Security Tab



  • Brushless Motors - Minigun - Machining Table



  • Fuzes - Frag Grenades, High-Explosive Shells, Incendiary Shells - Machining Table



  • Grenade Launchers - Incendiary Launcher, Smoke Launcher, EMP Launcher - Smithy/Machining Table


That's not all, though!

Composite Plate Carriers can be researched, offering a 20% decrease in cooldown time for ranged weapons (or 15kg increase to carrying capacity if playing without Biotech) thanks to their many pouches and pockets, and also a much higher defence than a flak vest/flak jacket combo. This doesn't come without risk though, as the nature of a plate carrier means a jacket cannot be worn over the top, and so limbs are left completely unprotected.
  • Composite Armor - Composite Plate Carrier - Machining Table

Mountable turrets are also a feature, and can be found under the security tab once Machining has been researched. They increase accuracy and negate cooldown, but have the obvious downside of being completely immobile.
  • Machining - Mounted LMG, Mounted Gauss LMG, Mounted Charged LMG, Mounted Minigun - Security Tab


Last but not least are "World Weapons". There are over 100 of these guns, and they can only be found be either trading, or scavenging from your enemies. I personally got bored of seeing the same M16 and Lee Enfield time and time again, and thought a few more weapons would add some much needed variety. While some of the rarer weapons have distinct advantages over those you yourself are able to craft, the vast majority are roughly equivalent to your own, so there's no need to worry about being at a huge disadvantage every time you face a group of enemies.

  • Pistols



  • Submachine Guns



  • Shotguns



  • Carbines



  • Rifles



  • Machine Guns



  • Snipers



  • Grenade Launchers






If you actually managed to read though those paragraphs, then I thank you! I hope it helps to explain a couple things you yourself may have wondered.



"Is this compatible with X mod?"
Weapon Tech uses a patch to edit a few vanilla research topics, the Stranger in Black, the Orbital Combat Trader, and the base Def for grenades. However, all ThingDefs found in BaseWeapons, RangedIndustrial, and RangedSpacer have been completely overwritten, as well as the Gunsmithing, Blowback Operation, Gas Operation, Precision Rifling, Multibarrel Weapons, and Charged Shot ResearchProjectDefs. So if you still don't know if it'll work, load them up together and find out.

Otherwise, I don't plan on making any patches for mods that I don't use. (i.e. Combat Extended)

"Could you add an options menu?"
Unfortunately not, as I have a very limited understanding of C#. If that changes in the future, then maybe.



CC BY-NC-SA 4.0 [creativecommons.org]
Popular Discussions View All (1)
0
28 Dec, 2020 @ 12:05pm
Mod patches
Slye_Fox
226 Comments
H1tSc4n 28 Jul, 2021 @ 9:16am 
Any chances of getting a CE patch?
Janson  [author] 27 Jul, 2021 @ 1:27pm 
@Daft Tomato Sorry but I don't have Ideology so I can't really bug test to try and fix it. I've had a few looks over the error log but don't really know what I could do, or where to even start. Is this happening with Weapon Tech as the only mod enabled?
Ponja__ 27 Jul, 2021 @ 11:56am 
Very interesting bug between this mod and Ideology. Trying to select the precept "Noble: Long shots, Despised: Short Shots" causes the UI to absolutely break and spam the debug log with errors. It just spits out this until you ALT+F4:
https://pastebin.com/UKAWYkX6
Ponja__ 27 Jul, 2021 @ 11:22am 
this man is a living god for updating this, i thought it was dead but i can't play without it
sab0t 26 Jul, 2021 @ 1:23am 
you are a beautiful legend. thanks for your great work!
Headcrabs in A Bucket 25 Jul, 2021 @ 11:50am 
Dang, thanks for updating!
Janson  [author] 25 Jul, 2021 @ 11:26am 
@dninemfive I wouldn't worry too much about things now bud, I've had some free time lately. I Really appreciate the offer though, thanks!

@Frater Momentum Uh-huh.

@Mr.SpacePenguin "I think it wont get 1.3 update as well" Oh ye, of little though perfectly understandable & reasonable faith.
MrSpacePenguin 23 Jul, 2021 @ 7:23am 
sooo this didn't get 1.2 update and I think it wont get 1.3 update as well so I hope it is working in 1.3 like how people is saying it is working :azuki2:
Nigel G. Ripper 13 Jul, 2021 @ 10:23pm 
As far as I can tell, this still works on 1.3 but just throws some xml errors on launch but I updated the about.xml to say it's compatible with 1.3 being the only change I made.
Frater Momentum 9 Jul, 2021 @ 3:09pm 
any chance of seeing this updated for 1.3? i tried it and it makes the screen flicker, and some pop-up windows don't open