RimWorld

RimWorld

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Weapon Tech [A16]
   
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22 Sep, 2016 @ 1:18pm
28 Dec, 2016 @ 3:52pm
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Weapon Tech [A16]

Description
For the A19 version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1501573913

For the B18 version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1206336449

For the A17 version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=936987539

For the A15 version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=832697393

This mod aims to add some depth to weapon research and handling, without taking away from the general Rimworld feel. In short, it adds 4 simple tech branches to allow the researching of weapons, rather than having them lumped in with machining.

In order, they are:

Gunpowder - Arquebus, Cast Grenades
Breech-Loading - Breech-loader
Repeating Actions - Revolver, Pump Shotgun, Lever-Action, Survival Rifle
Optics - Sniper Rifle
Self-loading Actions - Pistol, Machine Pistol, Semi-Auto Shotgun, Assault Rifle, Battle Rifle, MG, Anti-Material Rifle

Advanced Grenades - Frag Grenade, Molotov Cocktail, EMP grenade
Grenade Launchers - Grenade Launcher, Incendiary Launcher

Both the Sniper Rifle and LMG have been retextured, if only for my own personal satisfaction, and the Heavy SMG has been removed as I felt it was rather redundant. A few of the original weapons have had their stats altered, but nothing too jarring. Just rebalanced to accomodate the new weapons.

Update 1 - Added the Semi-Auto Shotgun to Self-Loading Actions
Implemented the beginnings of the explosives tree
Changed Self-Loading Actions' tech class to spacer

Update 2 - Updated to A16
Added Breech-Loading research topic and added the Breech-Loader
Rebalanced crafting costs and market values



In any case, please enjoy this minor modification to the Rimworld experience!
82 Comments
Janson  [author] 19 Jun, 2017 @ 3:32pm 
A17 has been released! Hope everyone enjoys this somwhat large update! You can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=936987539
Yoloswag69tbag 19 Jun, 2017 @ 9:19am 
Awesome thanks for the fast response. tbh I like the sound of this mod because it does not render all the weapons useless, but i like the added charge weapons from rimsenals :(.
Janson  [author] 18 Jun, 2017 @ 2:40pm 
@ Lundamyrstrollet It's progressing.
CANALETA 17 Jun, 2017 @ 12:43pm 
Any progress for the update?
Thundercraft 17 Jun, 2017 @ 5:08am 
I've tried Rimsenal before. While their weapons are nice, they're TOO nice, IMO. They make many vanilla guns obsolete. And it makes raids far more difficult, since they randomly come with the far deadlier Rimsenal stuff. I know Rimsenal has a lot of fans. But, personally, I do not like deadlier combat, nor do I enjoy the feeling of a life-or-death arms race.
Janson  [author] 17 Jun, 2017 @ 3:24am 
@ Challenger 2 Rimsenal kinda ruins this mod. Not in terms of buggy behaviour, it's just that Rimsenal weapons are still grouped with machining, so you can completely side track all other Weapon Tech research. Defeats the whole point of Weapon Tech, really. Also, the weapon balance might be slightly off, and so might material costs.

TLDR: Perfectly usable, it just doesn't balance well.
Yoloswag69tbag 16 Jun, 2017 @ 11:40pm 
Whats the mod like when used with other weapon packs? For example: Rimesnals?
dingo 2 Jun, 2017 @ 8:10am 
Awesome, thanks for the quick response. :)
Janson  [author] 2 Jun, 2017 @ 8:03am 
@ SmoothJazzWineTasting Currently testing the A17 version for any bugs or errors. Will most likely be up by the end of June at the latest.
dingo 2 Jun, 2017 @ 6:37am 
Is this coming to A17?