RimWorld

RimWorld

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Combat Modules (Continued)
   
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Mod, 1.3, 1.4
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1.813 MB
9 Mar, 2023 @ 1:28pm
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Combat Modules (Continued)

Description
Combat Modules (Continued)

Author of the original mod - MrKociak who kindly allowed us to work on the update his mod.
Thank you for developing such amazing mods MrKociak!

Combat Modules (Continued) is compatible with RW 1.4.
The module which used toxic grenades from Vanilla Weapons Expanded was replaced with the module which uses toxic grenades from Biotech.

Contributions:
Taranchuk - Coding, XML, all tech aspects
DeathTomato - Ideas, funding and communications
Nameless - Ideas, funding and communications

Incompatibilities (in addition to those mentioned in the original description):
- Dual Wield
=======================================================
Original description:

Originally planned to be a module (heh) for my bionic expansion mod but, but then decided that having 3+ versions of the same module (1 for every tier) is kinda stupid.

Content

This mod adds combat modules, combat-oriented implants that don’t replace any of the pawn’s body parts.

The melee ones function pretty much the same as implants (like the power claw) from vanilla. The ranged ones function like a built-in version of the weapon that they're based on. In other words: they're fancy, bionic sidearms.

Currently there are no “original” ranged or melee combat modules, all of them are based either on already existing vanilla and modded weapons (charge weapons for example) or implants/replacement (the power claw for example).

Balancing

I’m open to suggestions, so this is all subject to change, but this is currently how it all works:

For ranged and melee combat modules a maximum of two can be installed onto a pawn at the same time, same for grenade dispensers, but those are “counted” separately.

The stats are pretty much copied over from weapons/implants that the module is based on, so if they are based on a weapon, they should be as effective as a normal-good quality one.

The implants are not affected by manipulation loss, but they do benefit from gained manipulation (don’t ask me how that works, I don’t know either, just trust me that there is a lore explanation and the costs have been adjusted for that).

The cost of a ranged/melee combat implant is 10 plasteel, 2 advanced/spacer/whatever you wanna call them + the cost of the weapon that the stats were stolen from. For grenade dispensers it’s 5 plasteel, 5 steel, 1 advanced/spacer/whatever module + the cost of the base weapon.

The implants do not replace an existing body part, I've done it that way because I did not like having to choose between a good arm and a good combat implant (most of the time a better arm would be superior to a combat one anyway).

An installed combat module gives +5% manipulation (10% if it’s a module that takes up both slots).

“Supported” mods (that cause additional modules to be added when they’re active)

-VFE Vikings

- VFE Insectoids

-Vanilla weapons expanded

-VWE Heavy weapons

- VWE Lasers

- VWE Non-Lethal

-Royalty

I’m open to suggestions when it comes to adding support for other mods or ideas for original modules. The only requirement is that the weapon should be unique enough (either have a unique firing mode or effect on hit), with every supported mod active there already is a ton of items being added, I’d like to avoid unnecessary bloat by not adding a “pistol #22435571” module.

Compatability

CE- I have not made any effort to make this mod compatible with CE, so it’s likely that at the time of me writing this CE is prooooobably not compatible with this mod.

Also, this description is being written while I’m sleepy as hell and it probably shows, feel free to ask stuff if you are unable to decipher what I’m even talking about.
24 Comments
Unstable Energy 15 Oct, 2024 @ 2:50pm 
@Miles

Are you able to fork this?
Dreamer 3 Jul, 2024 @ 5:20am 
1.5?
ChucklinNarwhal 1 Jun, 2024 @ 6:48am 
Been using this in my current 1.5 playthrough, and haven't had any problems yet, so it seems to still be working, but I didn't do exhaustive testing on it, so take that with a grain of salt
GULÉ🏠 22 May, 2024 @ 10:56am 
Anyone?
GULÉ🏠 27 Apr, 2024 @ 1:56pm 
Does this work for 1.5? it's red in Rimpy
jrybacek 13 Feb, 2024 @ 12:43pm 
disappearing implants, endless shooting, hediff errors - in my case at least it was an incompatibility with Fortifications - Industrial, replicated this on a clean install with only required mods and F-I installed, and then without F-I. Same behavior with similar mods like Combat Bionics. Tested with just the dev mode test map. Possibly related to multi-verb combat framework (Vanilla Expanded), if F-I touches that
FalsedSteps 9 Nov, 2023 @ 2:54pm 
Implants dissapearing after use is an issue for me too heres a log https://gist.github.com/HugsLibRecordKeeper/e0140f1c703c53a8396de95b1f7af9cc
JessieFeathers 13 Sep, 2023 @ 11:08am 
The implants just disappear after "use," however it doesnt even shoot anything. It just aims, nothing happens, then the implant just disappears.
Victor 22 Aug, 2023 @ 2:07pm 
Hmm I have been playing with this mod and I think it's quite overpowered, it stops being fun when any pawn can become a brutal assassin, maybe it has to do with me using RunAndGun and Sensible Aiming though
TARDIS 17 Jun, 2023 @ 10:36pm 
GitHub?