RimWorld

RimWorld

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Weapon Tech: Craftable World Weapons
   
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Mod, 1.4, 1.5
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73.473 KB
17 Oct, 2023 @ 10:52am
10 Apr, 2024 @ 7:09pm
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Weapon Tech: Craftable World Weapons

Description
This is not a standalone mod; it requires Weapon Tech to function.

You asked for it, I tried my best to ignore it, but after 6 years I have finally caved!

This patch allows you to research and build the scavenge/trade only World Weapons!

Research is split into two categories - Extra Repeating Actions and Extra Self-Loading Actions. Both of these require the initial Repeating-Actions and Self-Loading Actions research, but there are also additional variables at play. Many World Weapons (modernised variants in particular) feature additional accessories that require more than just mechanical knowledge. The weapons sporting these accessories will only be craftable once the research related to said accessories has been completed.

PLEASE NOTE!
If you are looking for a balanced experience, you will not find it here. Many of the World Weapons are made scarce for a reason - 20 pawns, all equipped with high-quality Anti-Materiel Rifles, will make very short work of most raids. Also, this patch only works for version 1.4.

Regardless, if you are one of the people who left a comment asking for this patch in the past, congrats! You won! I genuinely hope you enjoy the fruits of your labour.
9 Comments
Nexus57 12 Jul @ 9:02am 
I give be hug if updated
Hexatron 29 Apr, 2024 @ 9:17pm 
Oh ok, wow interesting. I had no idea it was this off. Thought you may have accidentally defined the weapon in both of your mods. But guess it has something to do with the base game then.

Well thanks for looking!
Janson  [author] 29 Apr, 2024 @ 4:04pm 
I searched and searched for a fix and have come up with nothing. Removing anything to do with the ChargeLance sill returns this issue for me, so I am completely baffled and am unsure of what to do. The error doesn't seem to affect gameplay though, so maybe just put up with it for now.
Hexatron 28 Apr, 2024 @ 2:16am 
When both of your weapon tech mods are enabled, i am getting the following error:

XML error: Duplicate XML node name recipeMaker in this XML block: <ThingDef ParentName="BaseHumanMakeableGun"><defName>Gun_ChargeLance</defName><label>charge lance</label><description>A pulse-charged rail-assisted lance weapon. It fires a single shot at high velocity, charging it with unstable energy as it leaves the acceleration rail.</description>


Sounds like it is defined twice? From my clueless non modder point of view. Not using any other weapon mods or mech mods though. So no idea where it is coming from. When i disable any of your two weapon mods it disappears. (Well gets replaced by dependency errors when i remove the weapon tech obviously, as this one needs the other).
YYman 28 Feb, 2024 @ 3:22am 
we won!
Boastmosttoast 30 Oct, 2023 @ 1:47pm 
Have been looking for a way to break the game for my next playthrough. Thank you
Velociraptus 18 Oct, 2023 @ 11:42am 
Henceforth I deem thee worthy of all praise and love.

Great job, dude.
Calantlar 18 Oct, 2023 @ 2:07am 
Glorious, simply glorious.
sigmaMGE 2.0 17 Oct, 2023 @ 9:28pm 
well, finally, the point? after all, the game makes it so that you need to improve crafting and production capabilities, as well as transport from VVE vehicles, we make trucks and self-propelled guns, we make spaceships from SOS2, but we can't craft any items, it's good that it works now, I think this should be included in the main version