RimWorld

RimWorld

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Recycled Mechanoid Arms
   
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Mod, 1.3, 1.4
File Size
Posted
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2.069 MB
18 Jul, 2022 @ 11:17am
23 Nov, 2022 @ 5:36pm
12 Change Notes ( view )

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Recycled Mechanoid Arms

Description
! ! !This mod has been redone. It is recommended to use anew version! ! !
*This mod is mainly used in CE environment. The vanilla environment can also be used, but the experience will be mediocre.
*Made for players who have saved a pile of mechanoid ammo in the warehouse but lack corresponding weapons.


One morning, when I checked the colonial ammunition depot, I found that the most ammunition in its inventory was 12x64mm charge heavy machine gun ammo. These were looted from the mech centipede who had attacked the base before. Fortunately, they entered my warehouse instead of flashing blue light and blowing my head off.

I looked around for weapons that could use these bullets, but I found that the only thing that could use them was the auto charge blaster turret in the automatic factory system. I also remembered that not long ago, we just got a new set of information about the recycling and use methods of mechanical family parts,

so I thought: is there any way that I can use these munitions to blow up the heads of other things anytime and anywhere?

Abstract
Some new weapons are added. These weapons are made of mechanoid parts and must use mechanoid ammunition, so that you can use the captured mechanoid ammunition. You can no longer only pour them all into the smelter in exchange for a little plasteel, or blow up your ammunition depot in an accidental fire.

main content

Mechanoid marksman rifle
Use 5x35mm charge ammo.12 rounds of magazines, seim-auto. A precision rifle with low damage and high penetration, suitable for medium-long range combat.

Mini charge railgun turret
Using 5x35mm charge ammo.120 rounds of magazines,and continuous firing of 2. It's a dual mounted long-range automatic turret with night vision function, which can ensure accuracy in the dark.


Mechanoid assault rifle
Use 6x22mm charge ammo, 36 rounds of magazines, and continuous firing of 3/6. It is similar to the charge rifle, but the continuous firing accuracy is high.

Mechanoid battle rifle
Use 6x22mm charge ammo, 36 rounds of magazines, and continuous firing of 3. It can accurately and quickly project all three bullets to the same target at mid-long distances.


Mechanoid special combat carbine
Use 12x64mm charge ammo, 4 rounds of magazines (faster reload speed), seim-auto. A large caliber short rifle. Lower bullet speed and penetration, but strong mobility, suitable for medium and short-range operations and street warfare.

Mechanoid anti-material rifle
Use 12x64mm charge ammo, 8 rounds of magazines, seim-auto. Large caliber anti -material sniper rifle with bipod.

Mechanoid heavy machine gun
Use 12x64mm charge ammo, 80 rounds of magazines, and continuous firing of 5/10. The single soldier portable heavy machine gun. It's still very heavy, you'd better to equip power armor or exoskeleton to use.

Recycled charge blaster turret
Use 12x64mm charge ammo, 150 rounds of magazines, and continuous firing of 5/15. Fixed heavy machine gun turret, need a gunner to operate.

——The above weapons need to study the Charge shot technology and be manufactured on the Fabrication Bench; If you installed Mechanoid Bench 3, you need to study [mechanoid weapons] and change the manufacturing station to a mechanoid workbench. Blaster turret can be found in Building - Security.

Disposable inferno launcher (CE-only)
The disposable launcher is made by refitting the 80x256mm Inferno incendiary shell into a rocket and loading it into a simple launcher. Its lethality is equal to that of Inferno shells. Made on the machining table.

——Need to study [simple launcher].

mod compatibility
——Vanilla Factions Expanded - Mechanoids
If this mod is installed, some advanced components required for weapons manufacturing will be replaced by Mechanoid Component.

——Mechanoid Bench 3
If this mod is installed, some advanced components required for weapons manufacturing will be replaced by Mecha Component, AND ignoring the previous compatibility, relevant technologies and production stations will also change (see above).

known issue

*Making one Disposable inferno launcher will incorrectly show that 10 80x256 shells are needed in the formula interface, but in fact only 1 is needed. The formula for making five is the same.

the concept of this mod is largely inspired by MB3, and it is almost written as an expansion of MB3 during production, so I strongly recommend it to be used together!
34 Comments
朽垢 26 Feb, 2023 @ 12:05am 
子弹不算电荷啊,我装了正品电荷弹但是无法麻痹目标
原初天廻龙廻天 14 Jan, 2023 @ 4:37am 
装了ce之后,那个穿刺针好像用的是60毫米迫击炮炮弹啊……6×22电荷弹好像找不到啊……(更别说没法制作…)
Windward'Snow  [author] 23 Nov, 2022 @ 5:53pm 
update to 1.4
maybe I should remove the recipe patch in MB3 and VFE-M (Remove the required mecha component or mechanoid component), because player can build mechanoids by themselves. But I'm not sure whether to change it like this
LambdaFan 21 Nov, 2022 @ 12:51pm 
@Windward'Snow So 1.4 CE is here, when will this mod be updated for 1.4?
Windward'Snow  [author] 3 Nov, 2022 @ 2:20pm 
I will process after the ce update
Anastasios Nwakaeme 3 Nov, 2022 @ 10:46am 
1.4 ?
Windward'Snow  [author] 26 Sep, 2022 @ 8:30pm 
已修
[吸雷man]Lanking-Yuri 25 Sep, 2022 @ 10:15am 
作者,除了机械反器材枪之外的所有机械枪械由于缺少近战tool,会导致小人近战的时候出现BUG,贴图会卡在一个方向然后漂移,在使用allow tool的“杀死单位”命令时,小人会卡住不能正常杀死单位,此外在小人有仿生手臂的情况下,仿生手臂会被消耗掉用来击杀单位。
Blitzmo 16 Sep, 2022 @ 11:32pm 
So just a heads-up,the dev branch of CE is changing the 60mm mortar of the pikeman into it's own 66mm HE-I projectile
Windward'Snow  [author] 9 Sep, 2022 @ 10:54pm 
@Mismagius My test results in the vanilla game are OK. Maybe the weapon data is unbalanced. I haven't played games in the vanilla for a long time, and this mod is not designed for this. If you are not at ease, you can back up the game saves before playing.