RimWorld

RimWorld

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Ancient Weaponry
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
9.809 MB
18 Apr @ 9:36am
10 Aug @ 3:03pm
8 Change Notes ( view )

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Ancient Weaponry

Description
Mod description:
Ancient weaponry is a advanced weapon/armor pack that aims to be inbetween spacer and glittertech.
While marine armor and charge rifles are pretty strong, after this there isn't really anything to make anymore, besides extreme late-game glittertech gear from other mods. Ancient weaponry offers new fun and effective weapons/armor, that are expensive, but worth your resources.


How to unlock ancient weapons:
Unlocking this new tech requires the ancient weaponry techprint (twice).
It also requires pulse-charged munitions, and marine armor, to be researched.

*If royalty DLC is missing, the techprint requirement is removed.
*The Arc thrower is the only non-craftable weapon, and is obtained as a rare quest reward instead.

Weapon/armor specifications:
Note: Stats are based on normal quality!






















Incompatibilities:
No CE patch present, might have some weird interactions, but nothing should break.

Credits:
Art: Soldiermn
Coding: Alite
Workshop art: Holgast
24 Comments
cristianir255 10 Aug @ 4:01pm 
Yeah, I meant vac resistance, I translated it as it is said in my language. And recently I learnt that Vacuum and Void are differents lol. In Spanish those words are the same: Void = Vacio/ Vacuum = Vacio. Anyway, I don't know why I explained all that
tide{S}haper industries 10 Aug @ 3:38pm 
PS.: the base-values of those armors are on the left, the right columns show the stats I went with for my tweaks - so less of interest I guess ^^
tide{S}haper industries 10 Aug @ 3:36pm 
I'll probably cook up the compat-patches for my tweak collection tonight, so I was already looking into it. If you want, I have a work-sheet with some armor-stats I use to keep track about my patches. If you need some inspiration what some other, armor-mods run with...

https://docs.google.com/spreadsheets/d/1ToFoQWjic_9OF_pGfwdFpgqauC4XfVqV-M-iVB-f3dM
tide{S}haper industries 10 Aug @ 3:35pm 
The 'vanilla' perfect insulation for vac is 69%(0.69) on helmets and 32%(0.32) on body-armor. That's at least based on the vacsuit and became the standard for spacer-tier armor. I'm not 100% sure but I assume the 101% total are just to prevent rounding-issues and I don't think any more than 100% actually does something. So the 70+70% you went with are probably just overkill. :)

Ludeon also increased the cold-insulation on all those armors to 200% the previous value. So marine armor now has ~65 cold-insulation. Seems like that went unnoticed by a lot of armor mods.
RavenousEye  [author] 10 Aug @ 3:04pm 
vac resistance added, i can't test it since i don't own that DLC, so let me know if causes any issues (it should be good to go)
RavenousEye  [author] 10 Aug @ 2:47pm 
added missing tag for 1.6, still works as intended as far as i can see.

@cristianir255
i think you mean vac resistance? (from the new DLC) i'll look into it
cristianir255 8 Aug @ 1:59pm 
Man, this mod is awesome! It works really well in 1.6, but the armor sets don't have void resistance, so I’d love it if you could add that.
(≡◉‿‿◉≡) 13 Jul @ 8:13pm 
1.6 :)
cristianir255 11 Jul @ 10:53am 
Nice mod, hope you patch this for 1.6
Kornet 3 Jul @ 8:07pm 
1.6 is on the horizon wonder if this will make it