RimWorld

RimWorld

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Urbworld Weaponry: Caseless
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Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
46.355 MB
24 Sep, 2022 @ 6:26pm
1 Jul, 2024 @ 5:45pm
38 Change Notes ( view )

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Urbworld Weaponry: Caseless

In 1 collection by WanotayA77
Wanost's Mods
5 items
Description
Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places...

A pack of 8 new weapons; 50% health of regular firearms but fast firing and lightweight.

For ideology users: most of these weapons are considered "short shots" and "light", giving ideologically rigid colonies some serviceable mid-range firepower. Also comes with 45 variations (techist, totemic, morbid, rustic and spikecore).

Highly recommended:
Enable Oversized weapons .
Now modular!
Weapon Modularization.
Update 10/5/23: Compatability for ModularWeapons
ModularWeapons

Fully CE compatible! For CE users: Caseless ammunition is usually 50% lighter than cased ammo, making these excellent weapons for long campaigns or diverse (and heavy) loadouts.
26 Comments
HunterEX 14 Jun @ 6:31am 
Recently ModularWeapons 2 just Released and I'm really looking forward for compatible with this mod and CE together
and also 1.6 update in future
WanotayA77  [author] 7 Feb @ 11:13am 
Yes, although they're a little faster than their industrial counterparts.
Rzabat 4 Feb @ 8:38am 
For CE, are the advanced scopes supposed to increase aiming time (thereby making aiming slower)? That is what they are currently doing.
WanotayA77  [author] 19 Oct, 2024 @ 5:18am 
Sorry for late replies:
@Miri
I see! With XML extensions enabled you can disable the vanilla-style weapons, I need to update the descriptions. Thank you! And I wish there were a way to clarify the bullet data but I agree I think it's a mod issue.
@Euphemia
Weapon Modularization isn't enabled for 1.5. ModularWeapons is the most recent version I would recommend. I like them both but WM's development has taken a pause.
Euphemia 26 Sep, 2024 @ 5:19am 
Question: In your opinion, does this mod work better with ModularWeapons or Weapon Modularization as the framework? I'm not familiar with the differences between the two
Miri 12 Aug, 2024 @ 2:34pm 
Think i found the issue with Schnitzel's: Modular weapons enabled doesn't disable the main bench. So you can make a Burst Rifle and Burst Rifle Mod. which is the one you actually mod.

Mod is fantastic, though for CE some of the descriptions for the bullet's penetration and MPA are missing, though that could be workshop being crummy.
WanotayA77  [author] 25 Apr, 2024 @ 6:20am 
Amending my last comment. I thought of chemrails as a conversion kit given to rear guard or unconventional modifications, so having large capacitors and power banks hanging off the gun was the trade-off for having a powerful weapon. They are lower velocity than CE's standard railgun ammo (which probably explains the damage loss with larger projectiles i.e. 8mm)
I'm working on another balance pass at the moment, I am learning a lot with this mod :). Expansions are planned but Im approaching levels of xml spaghetti bigger than recon hive so it may take some time.Once again thanks for the feedback!
heisenX 10 Apr, 2024 @ 1:17am 
Some feedback re. the chemrail weapons that become available with the ModularWeapons mod:
- They feel overpowered to the point of making every other weapon obsolete. Damage might need to be nerfed
- 8mm rounds do less damage than 6mm rounds, which seems odd
- Would be great if the accelerator attachments did not hinder customization of other categories such as underbarrel launchers

Also, if you ever add more calibres, a .50 BMG equivalent would be amazing for caseless anti-material rifles and caseless HMGs
WanotayA77  [author] 6 Apr, 2024 @ 11:55am 
Are there any red errors in the log? I tested on my end no issues
Sgt.Schnitzel 6 Apr, 2024 @ 5:02am 
Cant customize any weapon except for the m23