RimWorld

RimWorld

Weapon Tech
226 Comments
Nedlee 19 Jul @ 6:20am 
Good ol' weapon tech! Glad to see you still working on this.
Zipcole 19 Jul @ 5:16am 
Sorry about your plans but super happy about the mod update! I'm pretty sure I've used this mod for 90% of my 2.7K hours on rimworld, glad to be able to continue using this going forward! Loved the scenario and glad to see it working again!
Ralathar44 19 Jul @ 4:39am 
It's always a dice roll, it could have just as easily been a nightmare. But I know how you feel. Happy to see one more must have mod updated and ty for looking into it. Will let you know if I encounter anything weird and narrow it down to Weapon Tech.
Janson  [author] 19 Jul @ 4:06am 
Well my plans for this weekend were ruined by the weather, so I figured I'd have a little look-see at what needs to be done, and turns out 1.6 and Weapon Tech are basically already compatible, sans a scenarioDef, and no weapon balancing or changes *need* to be done, which is a huge load off my mind. Sooo... sorry for being so melodramatic, I guess, and here's your 1.6 update as not-promised! Let me know if you experience any bugs, as again, I don't really play this game anymore and therefore won't be aware of anything that may appear in gameplay.
Zipcole 18 Jul @ 6:27am 
Truly sad to see this go! The best and the ONLY weapons mod I use. You did great work with it, I can only hope to see this mod resurface in an official or unofficial manner!
Janson  [author] 17 Jul @ 2:59pm 
Thanks for the kind words and support, guys, I really do appreciate it. Never would have thought my random pet project from A15 would've come this far, and I have to admit, I don't like the idea of it just dying here. You never know, I might randomly get a flash of inspiration and decide to update on a whim as I did with 1.3, though again, I can't and won't promise anything.

As for the the permissions thing, I've had the mod listed under the creative commons "BY-NC-SA 4.0" license since 1.0, so while it would be good manners to ask permission first, it's not explicitly needed. If someone out there wants to provide and upload their own update, they're free to crack on, I only ask they send me a message so I can put a link in the description here to lead people to it.
Ralathar44 16 Jul @ 8:08pm 
@Janson its ok man, I get it. Thank you for all the years of enjoyment i've gotten out of this.

If you want to be a real G though just make a comment to provide permission, officially, for someone else to update and carry on the mod for you. Many people have made mods and moved on or ghosted or died or etc, but the community carries on the torch always.

But even if you don't do that, again thank you for making the mod in the first place <3. Good luck in your life and in gaming.
2001catman 16 Jul @ 5:11pm 
thank you for a great mod it was one of the best in my opinion
Stalker_44 16 Jul @ 12:09pm 
o7
Janson  [author] 12 Jul @ 2:29pm 
I don't really play RimWorld anymore, and I have no intention of buying the new DLC, so an update is incredibly unlikely. Sorry to disappoint, guys.
Nexus57 12 Jul @ 9:02am 
I give kiss if update
5150 20 Jun @ 1:01pm 
hello boss! we need 1.6!
Janson  [author] 11 Dec, 2024 @ 9:45am 
@vincent_renevot Thanks! I've only made a few personal mods here and there, such as soundtracks and graphical edits, nothing quite as substantial as Weapon Tech.
vincent_renevot 11 Dec, 2024 @ 8:31am 
@Jason Wow, impressive work and knowledge! Smart classification of weapons. i suscribe. Did you do other mods?
Janson  [author] 25 Nov, 2024 @ 3:10pm 
Not that I'm aware of, but if anyone knows of one, let me know here and I'll add a link in the description.
Ewi 24 Nov, 2024 @ 9:46pm 
Is there a german translation?
Janson  [author] 28 Oct, 2024 @ 3:01pm 
Yeah, I've considered updating the sprites to the new resolution as it does bug me also, especially with Camera+, but I just can't be bothered. Kinda lost interest in RimWorld for now, as I did a couple years ago, and the effort required to remake all 173 sprites from scratch again is better spent elsewhere in my life at the moment, for better or worse. Maybe one day, though~
Aulie 28 Oct, 2024 @ 1:50pm 
I love the idea of this mod and the content, though it would be absolutely banger if the sprites were improved.
joe2_4 9 Oct, 2024 @ 7:49am 
yea il try to see if theres a conflict, thanx
Janson  [author] 9 Oct, 2024 @ 1:48am 
Now that is interesting, because the centipede gunner should be using a mechanoid specific minigun that doesn't have the movement speed debuff for that very reason. Did some testing and I can't replicate the issue, so may very well be a mod conflict on your end. Anything that might replace the mechanoid's <weaponTags> node should be the prime suspect.
joe2_4 8 Oct, 2024 @ 10:24pm 
one more funny thing that ive noticed about this mod, centipede gunners r kinda a joke now.. they move at an absolutely GLACIAL pace and i think its cuz of the -1.20 moving speed of the minigun of this mod
i also have a mod that has centipede gunners escort caravans sometimes so its funny because they take like 3 days to move on and off the map and get left in the dust
Janson  [author] 8 Oct, 2024 @ 12:13pm 
@Raistlin
Thanks, I'm glad I could help you enjoy RimWorld even more!

@joe2_4
I've thought about adding more spacer stuff in the past, but the main issue for me is how to make them visually distinct without treading into the realm of the absurd. Most sci-fi guns are just unrealistically bulky and would never make sense in combat, and simply adding bright "tech lights" to the side also doesn't make any sense as it would likely just give your location away. There's also the fact that I see RimWorld's future tech like charge weaponry as being pretty much pointless (which you can find the reasons as to why in previous comments), so I also have no real motivation to make more of something that in my eyes is just a niche fad and doesn't benefit gameplay much.

Thanks for bringing that bug to my attention, it wasn't a mod conflict, it was a complete oversight on my part. It also made me realise there was a problem with the mounted gatling gun too, so two birds with one stone :)
joe2_4 8 Oct, 2024 @ 9:57am 
mods pretty good, good and punchy gunshots, lots of weapon variety, the only thing i would probably ask for is more spacer world weapons because you can do so much crazy shit with that. also for some reason the moment i research machining i immediately have access to a minigun emplacement? might be a mod conflict idk
Raistlin 6 Oct, 2024 @ 10:10am 
My absolute favorit mod forever! No question! There is no Rimwolrd run without this mod for me!
Janson  [author] 4 Sep, 2024 @ 4:46am 
:)
arkai65 1 Sep, 2024 @ 4:57pm 
i LOVE this mod.
H1tSc4n 26 Aug, 2024 @ 3:29pm 
<3
Janson  [author] 26 Aug, 2024 @ 12:48pm 
Thanks for the kind words!
H1tSc4n 26 Aug, 2024 @ 11:57am 
Still by far the best weapon mod without question.
Janson  [author] 21 Aug, 2024 @ 1:03pm 
No problem, hope you enjoy :)
Bubaka 21 Aug, 2024 @ 12:58pm 
No idea what you did man, but no error messages anymore. Thanks a lot dude you're a star :)
Janson  [author] 21 Aug, 2024 @ 10:43am 
I *think* I've managed to pin down the issue. I've uploaded the fix, so give it a try once steam updates and let me know if your problem persists.
Bubaka 21 Aug, 2024 @ 9:51am 
update I removed every single mod except Weapon tech and still getting the same error.
Bubaka 21 Aug, 2024 @ 9:38am 
Yes quite a few, however i get the error only when Weapon tech is active
Janson  [author] 21 Aug, 2024 @ 8:57am 
Odd. Do you have any other mods installed?
Bubaka 20 Aug, 2024 @ 2:41pm 
As soon as i enable this mod i get the following error as soona s i launch the game:

[Weapon Tech] Patch operation Verse.PatchOperationFindMod(Ideology) failed
file: E:\Games\Steam\steamapps\workshop\content\294100\2005456121\1.4\Patches\WT_CorePatches.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
...............


I have ideology installed and enabled, so not sure what im doing wrong? i tried moving it in the load order and still getting the same error.
wpmaura 2 Jul, 2024 @ 9:57am 
is this compatible with combat extended?
Janson  [author] 25 Jun, 2024 @ 12:39am 
To quote the lore primer, "Charged shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion". The main point to focus on here is "on impact", which means that the projectile would detonate before any significant penetration is achieved. I'm sure it's just an oversight on Tynan's part, but even so I've reduced the armour pen to less than that of a standard projectile of the same calibre, and changed the damage def to use explosive hediffs.
Salty Slothy 24 Jun, 2024 @ 10:42pm 
So that explains their damage but what about the Armor Penetration?
Salty Slothy 24 Jun, 2024 @ 10:40pm 
Oh I'm not trying to brow beat you into changing your stuff or anything, just curious what your thought process was for designing them that way.
Janson  [author] 24 Jun, 2024 @ 10:54am 
The optimal DPS difference between standard and charged weaponry are realistically no worse than vanilla. (sans the marksman rifles, an oversight on my part). The Charged LMG in particular deals 19.6 DPS, which is just shy of 5 points higher than the standard LMG. The standard Assault Rifle and Charged Assault Rifle have the smallest deviation, but the Charged variant still comes out on top with just over 2 points more than the standard, less than half a point off the deviation of the vanilla Assault and Charge rifles. I should also add that while you do require more materials to craft charged weapons, the total market value of said materials (for the Charged Assault Rifle) is 150 silver less than the vanilla Charge Rifle.

If you still take issue with my points, you are more than welcome to make and upload a patch with your own tweaks. You'd only need to patch the "Bullet_ChargedP", "Bullet_ChargedR", and "Bullet_ChargedMR" thingDefs, which is pretty simple.
Salty Slothy 23 Jun, 2024 @ 4:22pm 
So I guess the next question would be why bother with charge weapons then if they’re pretty much comparable but they eclipse their more conventional counterparts as far as costs go?
Janson  [author] 23 Jun, 2024 @ 2:35pm 
All charge rifles are modelled with the assumption that they're intermediate calibre, where as the marksman rifle is full-power, hence the damage discrepancy. Not quite sure how I missed that, but I do agree that that shouldn't be that case and needs fixing. I'll figure something out in the coming days, whether it be a nerf to the regular marksman rifle, or a buff to the charged marksman rifle.
Prowler 23 Jun, 2024 @ 12:08pm 
Charge Marksman Rifle deals less damage than ballistic Marksman Rifle, the stats could do with a run through (and with a simplification from the weapon/bullet code complexity)
Janson  [author] 23 Jun, 2024 @ 1:47am 
Charge Rifles/LMGs have the same damage as vanilla, and Charge Pistols/SMGs do significantly more damage than their service equivalents. If anything, the increased rate of fire over the vanilla charge rifle makes their DPS exceptionally high.
Salty Slothy 23 Jun, 2024 @ 12:10am 
What's with the damage on Charge weapons? they seem exceptionally low
Endless Summer 27 Apr, 2024 @ 5:51am 
Really glad to see this up to date, my favourite weapon pack
Brother Tanithos 17 Apr, 2024 @ 7:42am 
Very awesome, thanks!
Janson  [author] 17 Apr, 2024 @ 1:52am 
@xaxaxaxa Yes. After watching Arcflash Labs' GR-1 "Anvil" being fired, I realised coilguns wouldn't really make much of a sound - it's just magnets pulling a metal object down a barrel. That being said, there should be a supersonic crack which I've just noticed is missing, so I'll work on adding that.
Brother Tanithos 16 Apr, 2024 @ 5:44pm 
Is the gauss assault rifle intended to be like, dead quiet?