RimWorld

RimWorld

Weapon Tech 1.0
272 Comments
dingo 28 Jul, 2021 @ 8:28am 
i miss this mod.
Wild colonial boy 2 Jan, 2021 @ 3:10pm 
No
StierlitZ 25 Jul, 2020 @ 3:11am 
is this CE compatible?
Ralathar44 21 Mar, 2020 @ 10:23pm 
I hate to say it but battle rifle might be too good. Great at all ranges except close, good armor pen, good damage. Is there a downside I'm missing?
Thundercraft 29 Feb, 2020 @ 10:10pm 
@ Janson [author] wrote:
"1.1 update here. Fudged the whole "multiversion" feature, didn't realise it was a thing."

Actually, it is appreciated that you released separate versions. This "multiversion" thing has downsides. For one, those of us who prefer to stick with 1.0 until more mods update and who prefer the DRM-free version to the Steam version are unable to use 1.1 multiversion mods, even if they claim support for 1.0. That's because the Steam version of 1.0 got an update to fix a critical red issue with the multiversion feature, but DRM users seem largely out of luck.
LuigiTheKuk 29 Feb, 2020 @ 12:29pm 
Hey, I've got the 1.1 version from that link but if this page is still technically only the 1.0 version, just make sure to take 1.1 out of the top of this page's description. Could be pretty confusing
Gozer 26 Feb, 2020 @ 5:07pm 
awesome! thanks
Janson  [author] 26 Feb, 2020 @ 8:57am 
1.1 update here. Fudged the whole "multiversion" feature, didn't realise it was a thing.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2005456121
Gozer 26 Feb, 2020 @ 1:41am 
yep, 1.1 compatibility would be great.
Awesome weapon mod that adds ton of variability. And the fact that you can't craft most of the weapons and have to rely on RNG to give you something good (through traders / quests / loot), instead of just spam-crafting is awesome.
Zipcole 19 Feb, 2020 @ 11:17am 
1.1 compatible? best gun mod!
General Phanter 10 Feb, 2020 @ 12:04pm 
Does this work with CE?
Orkboi 6 Feb, 2020 @ 8:28pm 
What are the 5 rare weapons added in the update? I used to play with a mod that added Raiden's sword from Metal Gear Rising but I can't find it easily. I wish I could see all the weapons in this.
Janson  [author] 31 Jan, 2020 @ 11:51am 
Fuses must be researched before mortar shells can be crafted.
Butterlord 29 Jan, 2020 @ 3:07pm 
Does this do anything to artillery? I was having issues building vanilla artillery shells until I disabled this mod
Janson  [author] 30 Dec, 2019 @ 3:40pm 
The Charge Lance has been disabled for the player and is meant to be a mechanoid only weapon, similar to the Heavy Charge Blaster. I suspect you might have a mod that's conflicting with these changes. As I haven't experienced this problem myself, I can only suggest either moving Weapon Tech to the top of load order priority, or identifying the suspected mod(s) and moving them below Weapon Tech in regards to load order priority. This is, of course, assuming it is a mod causing the issue.
War Daddy 30 Dec, 2019 @ 3:27pm 
I'm having a little difficulty with the charge lance. Was it removed or? I did a little poking around with an in game def editor and it seems the crafting recipe has been removed and that causes the weapon not to exist. I had one dropped in a cargo pod nearby and it showed up until my hat went to put it in storage and as soon as it is dropped it despawns.
Belial03 22 Dec, 2019 @ 8:42pm 
No worries, thanks for the reply
Janson  [author] 22 Dec, 2019 @ 5:58pm 
@Belial03 You presume correctly. Sorry bud.
Belial03 22 Dec, 2019 @ 5:07pm 
i presume this is not combat extended friendly?
Hugo Stigletz 1 Oct, 2019 @ 6:05pm 
Or an even smaller mod containing only the vintage weapons?
Hugo Stigletz 1 Oct, 2019 @ 6:03pm 
I really like the idea of having a few more guns in the game that can only be bought or got through quests but I already use Trunken's vanilla weapons overhaul for gun crafting. Is there any chance we can get another version of this mod that just adds the bonus weapons for people who use other gun crafting overhauls?
TotallyAverageGamer 15 Sep, 2019 @ 12:21pm 
Is there a github download to this mod?
Camalie 14 Sep, 2019 @ 8:44pm 
and I'm assuming you've tried to redownload the mod?
I'm not sure how to help you with this, sorry
Uruk-Pilled 14 Sep, 2019 @ 8:24pm 
Yes
Camalie 14 Sep, 2019 @ 10:53am 
That's really weird then. And are the weapon files the only part of the mod that you changed?
Uruk-Pilled 14 Sep, 2019 @ 7:35am 
Yes, i thought it would help. But I did test it before i moved it and it still didnt work.
Camalie 14 Sep, 2019 @ 2:04am 
Did you physically move data for the Large Revolver to be between the revolver and the pump-action?
Uruk-Pilled 14 Sep, 2019 @ 1:42am 
The gun is in the game, but when doing the change I tried it both on a fresh save with no other gun mods, and on my pre-existing save with vanilla weapons expanded alongside. the gun still exists in both, just it doesn't show up in the machining bench bills.
Uruk-Pilled 14 Sep, 2019 @ 1:16am 
https://pastebin.com/096Dwk5Q Here is a pastebin of the first three entries of the repeating actions in the "WT_RangedIndustrial.xml" file
Camalie 13 Sep, 2019 @ 11:46pm 
@Agnolotti Alan
That should have worked. Perhaps there's a slight error that was made as you were changing things? Is the gun itself inside of the game or does it not show up anywhere?
Janson  [author] 13 Sep, 2019 @ 11:17am 
@Agnolotti Alan

Apologies, but what you've done should have worked, from what I can tell. Moving the weapon into a different section shouldn't have any effect at all, it's just to make it easier to find things in the text editor. The only issue I can think of is that maybe the Repeating Actions research hasn't been unlocked while you're testing? If that's not the problem, I would ask you copy and paste what you've done onto pastebin or something similar so I can have a butchers.
Uruk-Pilled 13 Sep, 2019 @ 8:38am 
Howdy, could you please give a quick guide on how to make things craftable if you don't mind because I have been trying the past hour and a half to no avail. I tried changing the "BaseGunSpecial" to "BaseMakeableGunR" on the Large Revolver, as well as moving into the section of Repeating Actions between the entries of the Revolver and the Pump Action and yeah im just lost. Thanks if you do <3.
ambi 13 Sep, 2019 @ 3:44am 
@Janson, thanks!
BasherPT 12 Sep, 2019 @ 1:47pm 
@Camalie Didn´t know that. Thanks.
Janson  [author] 12 Sep, 2019 @ 12:24pm 
@Captain Kaivarian Generally speaking, the mounted turrets are far more effective at range than most weapons fire off-hand, and are easily superior to their non-mounted versions. As for shooting skill, vanilla rimworld does not support pawn shooting skill being used for mounted turrets, however, [XND] Turret Extensions adds exactly that, and a couple other things. Weapon Tech has a built-in patch for [XND] Turret Extensions, so it's as simple as installing that and away you go.
ambi 12 Sep, 2019 @ 11:15am 
Are the mounted guns better than most of the rifles in the game? Are they influenced by shooting skill?
Camalie 3 Sep, 2019 @ 11:25pm 
@BasherPT, the GPMG and the vintage GPMG are classified as the type of weapons that you can't build. In order to get them you would have to loot or buy them from the AI. There is a file edit I described earlier in the comments section that would allow you to set those guns as being available to build though if you're interested
BasherPT 3 Sep, 2019 @ 1:14pm 
I can only make the mounted gatling gun,the mounted LMG and the mounted minigun. I cant build the other mounted weapons because i can´t find the GPMG and the vintage GPMG. They dont show up in any research branch.
Uruk-Pilled 30 Aug, 2019 @ 10:02am 
I would love for the ability to make all of the guns, you could easily fill an extra tech or two with them. Amazing mod though :D.
Silent Service 25 Aug, 2019 @ 6:44am 
Ce pls
bsdaddict 24 Aug, 2019 @ 1:47pm 
tryin to fit this in to a Medieval only run so I have more things to research in that era.... smoothbore musket before gunpowder doesn't make sense. also would love to see an early cannon.
[BLA]Unmortal 24 Aug, 2019 @ 8:02am 
finaly a weapon mod that i wane try it looks good and vanila like ish.
Camalie 17 Aug, 2019 @ 2:24pm 
@t34beb
If you know how to edit files then it's really easy to make it to where you can craft all the weapons
t34beb 17 Aug, 2019 @ 4:50am 
this is good mod weapons are great and fit in vanilla with style and stats. but inability to craft all the weapons is a huge disadvantage for me.
OverTheWave 12 Aug, 2019 @ 12:45am 
Is this mod compatible with Infused? I was really hoping it was, but if it isn't, is there a patch out there?
Camalie 11 Aug, 2019 @ 5:21pm 
@Dead Eye Deale, I don't think most weapon mods are incompatible. Unless you're talking about balance or just all of the extra research projects added

If you're talking about weapons having similar names to other modded weapons then that's an easy, if a bit tedious, thing to fix. All you have to do is change the label of each weapon in the xml file that has all of the stats
Brianna The Brave 11 Aug, 2019 @ 7:17am 
I really like what this mod does, unfortunately for me I use a ton of modded weapons. It is probably an area of high incompatibility in general since people add weapons all the time. Keep up the good work!
imjeff1 21 Jul, 2019 @ 9:07pm 
Is there a non-steam download out there somewhere? Thanks :)
GrimMonkeh 21 Jul, 2019 @ 1:32pm 
I am doing a gameplay using mods where i start neo and go up the tech tree until i get advanced. I like your mod but i am thinking of adding Combat Extended. Does your mod Support the ammo system?