RimWorld

RimWorld

Weapon Tech B18
131 Comments
BlackRabbit 1 Sep, 2018 @ 12:52am 
Lets face it we love this mod. B19 soon please.
Janson  [author] 30 Aug, 2018 @ 11:04am 
@Strawcave I have a version which is pretty much ready for release, just doing some play testing before I release it.
Strawcave 30 Aug, 2018 @ 10:06am 
Any chance of B19 version?
tyriael_soban 19 Aug, 2018 @ 7:30pm 
there are also mods that allow you to dissassemble apparel, ive managed to get piles of hyperweave without buying it or making it by myself, just recycling.
Rea 19 Aug, 2018 @ 9:11am 
There are a ton of mods that allow you to craft it.
Lex_Ms 16 Aug, 2018 @ 8:31am 
I loved this mod but now i figured out that this mod changes the cost for power arrmor
Vanilla: 175 lasteel and 18 components
This: 185 plasteel, 18 components AND 80 hyperweave

How am i supposed to get hyperweave? Never had it on any trader in ~ 480 hours RimWorld
N1A 20 Jul, 2018 @ 10:56pm 
so many turret mods now i quit playing this game until 1.0 is stable released
Janson  [author] 16 Jul, 2018 @ 1:47pm 
@СоrрusСallоsum Cheers for the heads up!
duke dunac 16 Jul, 2018 @ 3:39am 
The double barrel shotgun has three r's, http://prntscr.com/k6zssl
N1A 1 Jul, 2018 @ 1:45pm 
why add turret and not just weapons? nice mod though appreciated
N1A 1 Jul, 2018 @ 1:44pm 
nice mod but conflicts with other turret mods
Teacyn 27 Jun, 2018 @ 6:51pm 
Is there a 1.0 patch in the works?
Pneumothorax 12 Jun, 2018 @ 4:40pm 
Any chance of a CE patch?
Teacyn 10 Jun, 2018 @ 1:08pm 
would it be possible to add compatibility for https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=898543416 ?

The mods work fine together, but the linked mod adds a few of the same guns and obviously they're not set to the researches added by this mod.
sigmaMGE 2.0 8 Jun, 2018 @ 4:46am 
why not wear a down jacket or jacket over a composite vest? just freeze in winter..
Janson  [author] 4 Jun, 2018 @ 1:44am 
@Gasch So long as you only upload the edited files, sure, I have no problems with that!
Gasch 3 Jun, 2018 @ 3:17pm 
Hey, I made a rebalance of your mod for my own use. I want to release it. Add me on steam! <3
crimson_fluf 28 May, 2018 @ 11:00am 
I understand. Will appreciate it if you get around to it. As it is now though, seems like the only mod I have that really doesn't feel vanilla.
Janson  [author] 26 May, 2018 @ 5:05am 
@crimson_fluf I might try something when I get around to making a non-turreted version of the mod, however, I don't think it's too much of a problem for now. You still need to source the gun itself, as it can't be built as one unit like in vanilla, meaning the only real thing being built is the tri-pod. If tribals can make a walls and furniture out of steel, I'm sure it's not too far fetched that they could make a simple tri-pod. :)
crimson_fluf 25 May, 2018 @ 5:29pm 
Hey, cool mod here. I can always get down on adding more research.
One slight request... the mounted LMG/GPMG/minigun coming from this mod... can you add research for these? I'm currently playing a tribal start and these are available on start. Which seems rather silly and rather counter-productive to the mods purpose.
Vazzaroth 9 Apr, 2018 @ 12:40pm 
Any chance you can offer a version/option to not replace vanilla turrets? I love everything else, but I have problems with the turret implementation. For one, vanilla turrets don't require a machnining table, whereas you have to craft the actual gun first here. (And it's easy to have a pawn grab it when you dont notice then think you don't have a gun available)

Also, I have a problem right now where I looted a LMG from a caravan that died on my property and the game isn't recongizing it so I can't build a LMG turret. I'm going to have to create an entirely new LMG and waste the componenets, etc, to get the basic turret now. :|
Oddworld86 16 Mar, 2018 @ 11:38am 
Ok, thanks.
Janson  [author] 16 Mar, 2018 @ 4:41am 
@⚡⚡Caesar15⚡⚡ @Oddworld75 No, it is not compatible. I caught wind of someone making a patch a while ago, but I've haven't heard anything since then.
Oddworld86 16 Mar, 2018 @ 3:27am 
"Looks like a great mod, is it compatible with combat extended by a chance? " Same question
Larsen 13 Mar, 2018 @ 10:55am 
I also recommend this mod [http//this+mod] for those who like this one, it's somewhat similar and the guns are just as nice :)
Larsen 13 Mar, 2018 @ 10:49am 
I was wondering why there were so many weapons that I couldn't craft, then I realized it was this mod lol.

Really love the idea of bonus weapons though, I mainly download weapon mods for variety so this is perfect for me!
Caesar15 12 Mar, 2018 @ 2:48pm 
Looks like a great mod, is it compatible with combat extended by a chance?
dninemfive 3 Mar, 2018 @ 5:29pm 
Thanks for all your help!
Janson  [author] 3 Mar, 2018 @ 5:02pm 
@dninemfive Don't worry about it, it's good to ask! I use a free program called Paint .NET , but with a few plugins. There are probably better editors, but I know how to use it better than GIMP or Photoshop, so it suits me more. The hotkeys, general layout and workings make more sense to me, but by all means, experiment!
dninemfive 3 Mar, 2018 @ 4:41pm 
Sorry for all the questions, but which editor do you use?
Janson  [author] 3 Mar, 2018 @ 4:18pm 
@dninemfive For me, it's just an effect I can add in my editor. It's pretty common, so It shouldn't be hard to find, just look for 'outline' or something similar.
dninemfive 3 Mar, 2018 @ 4:02pm 
Thanks. How do you do the outline? That's the main problem I've been having.
Janson  [author] 3 Mar, 2018 @ 4:00pm 
@dninemfive The way I make them is by grabbing a side shot of what I want to make, tracing over it and selecting a few defining features to highlight, then adding a black outline. Also, make sure the empty background 'colour' isn't white. Has to be a completely transparent black, else you get an odd white haze behind all your textures.
dninemfive 3 Mar, 2018 @ 10:36am 
How did you make the weapon textures? Any template/filter you can recommend?
Zedrin 3 Mar, 2018 @ 1:33am 
I've used this with Medieval Times to no conflict. The only thing I think it could maybe conflict would be if there's something that modifies vanilla gun turrets, since this outright removes and replaces them.
Davi 2 Mar, 2018 @ 6:01pm 
How does this work with other mods that add their own weapons? Or mods that change vanilla weapons?
tyriael_soban 28 Feb, 2018 @ 6:17pm 
Would it be possible to shift your weapon production so it will work on the survivalists addons forge as well?
Miss Mocha 27 Feb, 2018 @ 11:42am 
gpmg

heheheh

*Rule Britannia!
Britannia rule the waves!
For Britons shall never never never never be slaves!*
psilynt1 21 Feb, 2018 @ 8:53am 
I took an in-depth look at one weapon to see how balanced the changes were and... the minigun is all over the place!

Wielding a minigun has range 28, mounted turrets and auto turrets have range 32. Mounted miniguns have a cooldown of 6.5, slower than being wielded. They're not force miss, but the accuracy is lowered and buildings having a shooting skill of 8 make them essentially forced miss 1. Automated miniguns have greater accuracy, but the forced miss radius was increased for some reason. They also only have a cooldown of 6, still slower than being wielded.

None of the mounted versions of the gun have any <turretBurstWarmupTime> tags, just cooldowns so they can shoot instantly, unlike wielded guns. Seems cheezy. The mounted minigun firing rate should be just as fast as a wielded one (3 warmup, 1.66 cooldown OR 4.66 cooldown)

I haven't done a deep dive into all the other weapons, but are these changes intended? Maybe a few balance tweaks are in order?
Zedrin 20 Feb, 2018 @ 10:19am 
It seems a bit weird that you can craft light machine guns, miniguns, and even automated grenade launchers, but not GPMGs.

Additionally the resource costs are a little weird as well--it takes quite a few components to build miniguns for instance, yet a grenade mounted machine gun requires only 6. This could maybe be offset by giving the GMG a weapon requirement as well, like the other turrets.

Also, while I think it's cool to use existing guns to make turrets, I feel that it puts you at a significant disadvantage to have to wait til LMGs to make turrets, when in the vanilla turrets can be built with a simple industrial tier research and a few components. Something to fill that low-middle tier gap would be good, be it just keeping in gun turrets, or adding in another kind that uses a small arm like a pistol.
GTMVifunny 18 Feb, 2018 @ 5:52pm 
Why did you decided that you can't make some weapons and that you have to find them, and also this is a great mod.
Hugo 13 Feb, 2018 @ 12:19pm 
@Janson Ahhh that explains it, ty man.
Janson  [author] 13 Feb, 2018 @ 9:13am 
@Taikonaut Thank you! The GPMG is the name of the weapon you need, It is dropped by Heavy Mercenaries.
Hugo 13 Feb, 2018 @ 9:01am 
Great mod dude, as oters have said i like the more humble balance this weapons mod gives.
A quick question, What guns am i able to mount into the automated GPMG turrents, which guns come under the tag ''GMPG''.
I wasted time making sub machine guns thinking they were it but i count mount the machine pistol/uze thing.
HeroinHobgoblin 10 Feb, 2018 @ 6:31pm 
@zaune_thegreywyvern I totally agree, even during a mild winter raid my Pawns were suffering from the onset of hypothermia because of the composite vest.

Either give it some insulation protection, or let them wear some dang coats to the fight.

I do like the concept of the composite vest though, there are only two armor options in vanilla, a metal plate on the chest or a hyper advanced combat suit.

Also, the guns that are supposed to be market only are far too rare and their quality is never beyond good, perhaps there is a way to omit the lower quality variants so that way when they are for sale their quality is also desirable?
zaune_thegreywyvern 10 Feb, 2018 @ 2:09am 
I see. There's one pretty big problem with that, though; in a lot of climates it's going to be outright useless for at least part of the year, because wearing it on the regular leaves pawns susceptible to hypothermia or heatstroke.

Maybe you could make a couple of variants with a little bit of extra cold or heat protection, and call them "Composite Vest with Arctic/Desert/etc Smock"? Just an idea.
Janson  [author] 9 Feb, 2018 @ 12:28pm 
@zaune_thegreywyvern Yes, the Composite Vest is designed to resemble a modern plate carrier system with magazine pouches and such, which a coat would render useless. It's also an attempt to balance the armour a little better, as it is quite powerful.
zaune_thegreywyvern 7 Feb, 2018 @ 1:24pm 
Quick question: Is it intended behaviour that the Composite Vest has to be worn instead of a coat rather than underneath one?
TacticalRNG 7 Feb, 2018 @ 5:15am 
I don't like the fact that this has armor and turrets also. It would be great if you could split this mod up into 3 separate mods, one for guns, one for turrets and one for armor. The point of mods is to be modular so we can fine-tune our game, I for one would like to use the guns but I really don't want the armor nor the turrets, so I can't use this mod.