RimWorld

RimWorld

33 ratings
Vanilla Modular Weapons
   
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Mod, 1.4, 1.5
File Size
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1.485 MB
5 Aug, 2023 @ 10:25pm
5 May, 2024 @ 5:26pm
9 Change Notes ( view )

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Vanilla Modular Weapons

Description
NOTE: As of 1.5, this mod is mostly deprecated. I've updated it to 1.5 for those of you who want to use it, but I can't guarantee it'll work as well as it did for 1.4.




An addon for the "Modular Weapons" mod by Kaitorisenkou intended to be run alongside "No Vanilla Weapons," so that only modular weapons are available in the world. There are several changes to help this goal:
  1. Modular versions have been introduced for all vanilla ranged weapons (except grenades). A list of all added weapons is available below. As of 1.5, the Anomaly weapons (Hellcat Rifle and Incinerator) are NOT implemented in this mod, and will be missing if you run this with "No Vanilla Weapons."

  2. A patch has been included to prevent players from customizing weapons for free when they are first crafted, so you can't just make a sniper rifle for cheaper by making a bolt action rifle and applying sniper attachments for free. This patch has been removed as it caused conflicts with customizing already-created weapons. The functionality of this patch has also been implemented into "Modular Weapons" as a toggleable config option titled "Gunsmith Immediately After Crafting."

  3. Some pawnkinds (especially grenadiers) are patched to broaden their range of usable weapons, so that they won't spawn in empty-handed.

  4. Certain weapons added by this mod have patches to prevent them from being randomized when raiders spawn with them (so they won't carry a "smoke launcher" that's actually been modified to use incendiary ammo).


Textures used are from Krazy4Games's mod "Vanilla Weapon Retextures." If you like K4G's textures and want to use them for the base modular weapons, check out my other mod "Modular Weapons Reskin."



Entirely new weapons added:
  • Modular Pila
  • Modular Miniguns
  • Modular Grenade Launchers (covering smoke, Emp, and Incendiary Launchers, as well as Toxbomb Launchers if Biotech is enabled)
  • Modular Bows (covering Shortbows, Recurve Bows, and Greatbows, as well as Flamebows if Biotech is enabled)
  • Modular Rocket Launchers (covering both Doomsday Launchers and Triple Rocket Launchers)

There are also alternative craftable version of existing modular weapons, in order to cover everything available in Vanilla, these include:
  • Modular Chain Shotguns (Shotgun)
  • Modular Charge Lances (Charge Rifle)
  • Modular Heavy SMGs (SMG)
  • Modular Machine Pistols (Autopistol)
  • Modular Sniper Rifles (Bolt-action Rifle)



Notes:
  • This mod is intended to be used with only "ranged weapons removed" in the config of "No Vanilla Weapons," it doesn't provide modular versions of melee weapons.

  • This mod is intended to be used with the config of "Modular Weapons" set to use a material difficulty of Normal or Hard, and research required to unlock parts enabled. Without those settings, there's no reason to make the Sniper, Chain Shotgun, Heavy SMG, etc. since you can just make their base versions and customize them for free.

  • Modular weapons maintain their original name, even after being customized, so if you make a smoke launcher and modify it to shoot emp grenades, it will still be titled "smoke launcher."

  • Even with "No Vanilla Weapons," starting scenarios are unmodified, so if you want to start with modular weapons, you will have to edit the default scenarios.
21 Comments
Space_Engineers 29 Sep, 2024 @ 7:11pm 
For other users like me:Not CE compatible, don't tire the modder by asking
CTH2004 20 Sep, 2024 @ 5:52am 
Ah. And I’m assuming those weapons will become modular eventually?

Also, any plans for some sort of laser weapon?
Friend Computer  [author] 17 Sep, 2024 @ 5:32pm 
@CTH2004
The patch that was originally included to prevent customization on crafting a modular weapon is now integrated into the base mod as a config option. The option to create and save presets was also added to the base mod, which makes the Chain Shotgun, Charge Lance, Heavy SMG, etc. from this mod kind of redundant.
Essentially, the main reason to use the mod now would just be for the modular versions of uncovered vanilla weapons: the Bow, Pila, Launchers, and Miniguns.
CTH2004 13 Sep, 2024 @ 10:07am 
why is it depracated-ish?
Narlindir 27 Aug, 2024 @ 9:08am 
okay somehow its fixed now
so weird
Narlindir 27 Aug, 2024 @ 6:58am 
BUG CQC stock states +5% acc on touch but on the readout its actually a -5% one of these has to be incorrect
Friend Computer  [author] 5 May, 2024 @ 5:20pm 
@Nam No, there was a typo in the def. Uploading an update that should fix the issue now.
Nam 5 May, 2024 @ 1:27pm 
Is it intended that the gold material modification for the pila does 200+ damage?
Caatalyst 20 Apr, 2024 @ 1:46am 
A 1.5 update would be amazing if possible! Thanks for the great mod.
Reaper 16 Apr, 2024 @ 4:06am 
please upgrade to 1.5