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RimWorld

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ModularWeapons - Expanded
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Mod, 1.4, 1.5
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2.774 MB
3 Jun, 2023 @ 7:38pm
19 Nov, 2024 @ 7:46pm
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ModularWeapons - Expanded

Description
This mod expands upon Modular Weapons by kaitorisenkou to add a bit more variety to your selections as well as to fill in some gaps in weapons types, including melee weapons
It is HIGHLY RECOMMENDED that you toggle the option in the base Modular Weapons that restricts weapon parts to research. Otherwise you'll have access to future tech on certain weapons when you shouldn't, such as an EMP on your warhammer.
Weapons are based on and/or balanced around vanilla counterparts. Some are instead based around the Vanilla Weapons Expanded series of mods in terms their stats.

Ranged Weapons
  • Modular Flintlock: A flintlock pistol that can be expanded into a rifle, blunderbuss, or fitted with a bayonet. Aims fairly quickly to shoot a powerful show, but is inaccurate at range and reloads slow. Unlocks with Flintlocks research.

  • Modular Crossbow: A medieval crossbow that can be outfitted with limbs of various strength and speed. In general when compared to bows, it is a bit stronger, more accurate at range, quicker to aim, but slower to reload. Unlocks with Smithing.

  • Modular Recurve (Takedown Bow): A bow based on modern takedown recurve bows that use fiberglass reinforcement. Taking some liberties, I decided that devilstrand mixed with resin could be thought of as similar to fiberglass. This bow is exceeds vanilla counterparts and is cheap to make, perfect for an archery focused/medieval colony. Unlocks after Smithing with Advanced Archery research.

  • Modular Compound Crossbow: A modern crossbow that exceeds the medieval one in every way. The only downside is it is more expensive and cannot use specialized arrows like explosive or flame bolts. Unlocks after Machining with Compound Archery.

  • Modular Compound Bow: A modern bowthat exceeds the takedown bow in every way. The only downside is it is more expensive, heavier, and cannot use specialized arrows like explosive or flame bolts. Unlocks after Machining with Compound Archery.

  • Modular Lever Action: A lever action rifle that in general is weaker but faster than the standard bolt action. Its old world design limits some of the more advanced attachments, but it remains a viable option. Unlocks by researching Gunsmithing.

  • Modular Old World Pistol: A bulky pistol based on the C96 Mauser. It is as powerful as the autopistol, but slower and more accurate. It can also be outfitted with a stock, stronger ammo, or even made full auto once you research gas operation. Unlocks by researching Gunsmithing, a bit earlier than the autopistol.

  • Modular Auto Shotgun: An auto shotgun that fills the role of the Chain Shotgun, but modular. Boasts multiple ammo types and can even accept grenade launchers as an underbarrel attachment.

  • Modular Minigun: A minigun that can shoot low caliber, high caliber, and even explosive rounds. Make it a huge weapon with longer barrels, or try to make it more compact.

  • Modular Coilgun: A versatile coilgun that fills the role of a spacer tech sniper rifle. With the right attachments, it is as powerful as a Charge Lance but more accurate, and can fill more niche roles with its ammo types. Unlocks with Fabrication and requires Advanced Components, silver, and steel to build.

  • Modular Energy Gun: A highly versatile energy weapon that can be a rifle, pistol, smg, DMR, shotgun, etc. It does heat damage by default.. It also has some unique energy types such as EMP or stunning blasts. Unlocks after Advanced Fabrication with Energy Weaponry and is considered an endgame weapon.

Melee Weapons
  • Modular Blade: A bladed weapon that defaults as a knife, but be turned into any length of sword. When compared to the Modular Rod, it generally has higher DPS, but is less versatile. The curved blades in particular are very powerful, but suck against armor.

  • Modular Rod: A blunt rod that without attachments is a weak weapon. Lengthen it or put on up to two heads and a tip. Make a simple hammer, a halberd, a glaive, or some sort of monstrosity. Very versatile with stats further affected by the core and shell of the weapon. Generally weaker in DPS compared to the Modular Blade, but it's blunt damage and other attachments provide higher utility.


Other Notes
Weapons can be built at the Gunsmithing Station or where it make sense, such as the smithy for melee weapons. The new Advanced Smithy also allows you to build and modify weapons using wood fuel, intended for lower tech weapons.

The Modular Rod has an error with the damage numbers until you fit a head/tip on it, but this is purely a visual bug. Attacks will always be used as expected

Many of the weapons have attachments that are not available without the right research. That’s why it’s recommended to have that option turned on in Modular Weapons.

Planned Features/Weapons
I will probably just add new attachments as I think of them, or maybe even new weapons if I get interesting suggestions.
Might add some patches too for certain mods. Particularly for redundant research options if I find them.

Credits
Most art done by me, based on real world weapons or free-use art/models, with inspirations from kaitorisenkou’s art and vanilla art. Some art assets, like the blades, were lifted from vanilla art.
Coding done by me, based on the PDW Addon by kaitorisenkou and some additional code from their base Modular Weapons.
Stats for some weapons based on those by Vanilla Weapons Expanded.
Tynan and the Rimworld team for Rimworld.
Popular Discussions View All (2)
23
14 Jul, 2023 @ 7:48am
Suggestions
Commander Shrekard
4
11 Feb, 2024 @ 9:59am
Bug Reports
Commander Shrekard
95 Comments
Commander Shrekard  [author] 26 Nov, 2024 @ 7:11pm 
I think a few weapons now are in the base mod. I'll leave them in as some people may prefer my versions. If you don't want duplicates, I recommend using Cherry Picker.
Black_Overlord 26 Nov, 2024 @ 1:59pm 
Minigun is now in the base mod
Commander Shrekard  [author] 20 Nov, 2024 @ 7:19pm 
I don't see any reason why it wouldn't. I just added extra weapons using the base mod is all.
zecond 20 Nov, 2024 @ 7:13pm 
Would this work with CE since the original does out of the box?
Huile Smith 20 Nov, 2024 @ 11:12am 
Thank you for the 1.5 tag :)
Commander Shrekard  [author] 19 Nov, 2024 @ 7:47pm 
I've just been busy and lazy (but mostly lazy) to retag this for 1.5. Just did it now.
Krell356 18 Nov, 2024 @ 3:05am 
is this going to be re-tagged for 1.5 at some point or is it in need of some fixes? I see the earlier comment that it should work just fine, but it would be nice to have it officially tagged.
ItsYuri 6 Nov, 2024 @ 7:47pm 
Please add support for Melee animations mod! I'd love to see executions with the melee weapons I forge with this mod!
RegalKain 29 Oct, 2024 @ 7:10pm 
Does this work with Big and Small genes size changing modifiers for melee weapons?
CTH2004 10 Sep, 2024 @ 7:19am 
GitHub link? I could quickly go in and find any thing needing an update, then make a Pull-Request