RimWorld
ModularWeapons - Expanded
95 bình luận
Commander Shrekard  [tác giả] 26 Thg11, 2024 @ 7:11pm 
I think a few weapons now are in the base mod. I'll leave them in as some people may prefer my versions. If you don't want duplicates, I recommend using Cherry Picker.
Black_Overlord 26 Thg11, 2024 @ 1:59pm 
Minigun is now in the base mod
Commander Shrekard  [tác giả] 20 Thg11, 2024 @ 7:19pm 
I don't see any reason why it wouldn't. I just added extra weapons using the base mod is all.
zecond 20 Thg11, 2024 @ 7:13pm 
Would this work with CE since the original does out of the box?
Huile Smith 20 Thg11, 2024 @ 11:12am 
Thank you for the 1.5 tag :)
Commander Shrekard  [tác giả] 19 Thg11, 2024 @ 7:47pm 
I've just been busy and lazy (but mostly lazy) to retag this for 1.5. Just did it now.
Krell356 18 Thg11, 2024 @ 3:05am 
is this going to be re-tagged for 1.5 at some point or is it in need of some fixes? I see the earlier comment that it should work just fine, but it would be nice to have it officially tagged.
ItsYuri 6 Thg11, 2024 @ 7:47pm 
Please add support for Melee animations mod! I'd love to see executions with the melee weapons I forge with this mod!
RegalKain 29 Thg10, 2024 @ 7:10pm 
Does this work with Big and Small genes size changing modifiers for melee weapons?
CTH2004 10 Thg09, 2024 @ 7:19am 
GitHub link? I could quickly go in and find any thing needing an update, then make a Pull-Request
Commander Shrekard  [tác giả] 8 Thg08, 2024 @ 4:05pm 
Should work with 1.5 since the base mod does. I just haven't had a moment to change the version numbers
JessieFeathers 8 Thg08, 2024 @ 1:18pm 
1.5?
Commander Shrekard  [tác giả] 2 Thg06, 2024 @ 7:48am 
I don't see why it wouldn't, the original modular weapons is working to my knowledge. I haven't played Rimworld in a while but I'll spend some time to just update the version number sometime.
dopefrancis420 1 Thg06, 2024 @ 1:42pm 
does this still work for 1.5?
Commander Shrekard  [tác giả] 7 Thg12, 2023 @ 5:40pm 
That's good to hear, if anything else pops up feel free to report it
Joshyan 7 Thg12, 2023 @ 3:32am 
I can't recreate the bug so let's assume it just error.
It's gone when I restart game.
Commander Shrekard  [tác giả] 6 Thg12, 2023 @ 8:40pm 
sounds like its that mod breaking the coilgun then and not the coilgun itself. Does it happen with any other modular weapons? If not, maybe I could still fix it on my end.
Joshyan 6 Thg12, 2023 @ 8:12pm 
It happens when I use empire mod and create unit with coilgun.
My colonist who has coilgun can't access and UI until that coilgun is deleted.

I will tried to recreate that bug and make report later.
Commander Shrekard  [tác giả] 6 Thg12, 2023 @ 7:56pm 
Gonna need some more info on those two bugs. Please go to the bug reports section to give anymore info if possible.
For the base generation, I'm going to guess that's more likely to be caused by the base modular weapons, but I'll double check some things.
For the coilgun, what UI is breaking? I don't touch anything regarding UI, and I need more info on the "various bugs" if you can.
Joshyan 5 Thg12, 2023 @ 12:12am 
Modular Coilgun breaks UI and cause various bug
DanTheThotSlayer 4 Thg12, 2023 @ 3:52pm 
Causing the broken faction generation bug, where each faction gets only one base, running just this, mw, core, and harmony
Commander Shrekard  [tác giả] 9 Thg10, 2023 @ 11:20am 
I have released another update, and this one is fairly large. It adds a new takedown bow, compound bow, and compound crossbow. I also bit the bullet and added some custom research to gate some of the more advanced weapons.
I also tweaked quite a few values, particularly for the lever action, energy weapon, and flintlock. Many parts, particularly barrels, stocks, and sights, are more standardized between weapons, with few exceptions. I also tweaked a lot of parts to affect warmup and cooldown downs differently. Weapons should shoot at the same rate, but way cooldown/warmup at different rates than before depending on parts. Full patchnotes and the description will give you a bigger picture than this comment, so I recommend reading those.
Commander Shrekard  [tác giả] 26 Thg09, 2023 @ 8:26pm 
And one last update. This one is simple and just adds actual textures for the advanced smithy and slightly increases the steel cost. Will probably be the last update for a while unless inspiration strikes me, or someone has a really interesting idea I want to do. Of course, I'll fix or tweak things if necessary.
Commander Shrekard  [tác giả] 26 Thg09, 2023 @ 5:17pm 
Another update has been pushed out. The Modular crossbow had its damage and armor piercing nerfed, but was given new ammo types. Let me know how it feels damage wise, I tried to keep it in line with the rifles available, but with less armor piercing.
The Modular coilgun also had its armor piercing rounds significantly nerfed. At high values you could get 160% armor piercing which basically made armor useless. It now caps out around 90%, similar to a uranium slug turret. I may reduce this further depending on how it preforms.
Joshyan 25 Thg09, 2023 @ 3:36am 
Nice :D
Commander Shrekard  [tác giả] 24 Thg09, 2023 @ 11:15pm 
The update is finally done. Most notable are the new additions to the blade and haft (now renamed rod). Among these are EMP heads and a stun tip for the rod, and a heated blade and gunblade for the blade. Now you can have a taste of Royalty weapons if you don't have the mod or weapons yet, albeit intentionally inferior.
There is also now a fueled version of the Gunsmithing workbench, and as such the Tinker Table has been replaced with the Advanced Smithy. The graphic for it is a placeholder.
Commander Shrekard  [tác giả] 24 Thg09, 2023 @ 2:04pm 
I spent some time tweaking some of the existing art and adding a couple new parts to the sword and haft (now renamed the rod). As such, I just need to tweak the damage and/or speed stats on the weapons a bit to account for the new material types. Also, quite frankly, some of the attachments were a bit unbalanced. Should hopefully have the update out today.
Commander Shrekard  [tác giả] 19 Thg09, 2023 @ 1:09pm 
So the author of Modular Weapons fixed the issue with weapon parts not being affected. As such, I will update this rather soon. I probably need to tweak some of the numbers though, so it may take a bit longer than a simple swap.
Commander Shrekard  [tác giả] 17 Thg09, 2023 @ 9:58am 
After further testing, i will actually NOT be changing melee weapons for the time being. The base mod does not take weapon material into account for components that add a damage type. For example, if you make a modular haft that has an axe head, the axe head does the same raw damage if it's made of plasteel or wood, though speed buffs still apply.
Commander Shrekard  [tác giả] 17 Thg09, 2023 @ 8:23am 
Some of you may have seen it already, but the original author for Modular Weapons added additional implementation of stuffed weaponry. As such, I will likely tweak the melee weapons in this mod.
Most likely, the "shell" and "core" upgrades may be changed and or removed, so be aware this could break existing weapons. The weapons will probably be simplified as a result, but will now be stuffable and properly use the material they're made out of.
Caramel 13 Thg07, 2023 @ 5:46am 
mini-gun is awesome
no profile 8 Thg07, 2023 @ 6:10pm 
I just left it to the momentum and wrote it, so please don't worry about it.
I've already made a new one, and I'm satisfied with it.
Commander Shrekard  [tác giả] 8 Thg07, 2023 @ 5:00pm 
Sorry about that. I changed quite a few of the Defs to be more in line with what they actually are.
It's not the most elegant solution, but you can use dev mode to spawn in the guns you lost.
no profile 8 Thg07, 2023 @ 4:52pm 
Thank you for letting me use this fun mod. It's a machine translation.
As a result of the previous update, 2 laser guns were deleted. One was a Legendary.
I understand what you want done, but I don't think this type of update is very desirable.

I wrote it involuntarily because it is the mod that I am currently using the most.
I am very much looking forward to future updates.
CTH2004 8 Thg07, 2023 @ 2:36pm 
nice!
Commander Shrekard  [tác giả] 8 Thg07, 2023 @ 1:47pm 
I was able to also jury rig a solution to the tranq and nausea beam affecting mechanoids.
Tranq darts are now pain darts. Targets can still OD, and at extreme levels still fall unconscious no matter what, but will be incapacitated from pain more often than not.
The nausea energy works similarly now, but also makes pawns vomit more frequently and lose their vision. Painstopper pawns will never fall unconscious now, but they should be so crippled as to stop being a threat.
You can still technically use these against mechanoids, but the pain darts do even worse than armor, and won't affect a mechanoid until you reach 80% buildup. The nausea energy will also only affect the mechanoid's sight., still leaving most a threat.
Commander Shrekard  [tác giả] 8 Thg07, 2023 @ 11:05am 
New update is released. I changed the lasergun to just being a "fit all" energy weapon. It still functions mostly the same, but with a couple new shot types too.
CTH2004 27 Thg06, 2023 @ 3:54pm 
great! Glad I could help!
Commander Shrekard  [tác giả] 27 Thg06, 2023 @ 1:04pm 
Throw the ideas in the suggestions discussion and I'll definitely take a look.
That's an interesting idea for the laser though. Maybe I can do something with negative values.
CTH2004 27 Thg06, 2023 @ 6:19am 
well, plasma weapons can work by just ionizing air (Like an electric arc, but more fineshed), like a " plasma popper [www.solidsmack.com]", sending out a ring of plasma (Currently exists)

The main idea is to use it like a laser, but you could cut it off (forming a "bolt"), or leave it running. After all, IRL, a laser takes time to burn something, and unless hitting a small area, requires the target to not move. It is best on metals, hence the main useage being shooting down missiles.

I have some ideas for plasma weapons, but I will put it down in a bit.

Finally, maybe to not cause damage, the gun would also heal all burns caused by that type of laser? Basically, the naseua one will cause nasea, cause a burn, then heal all burns caused by nasue lasers! It looks like it never caused damage, but in the background, it did!
Joshyan 26 Thg06, 2023 @ 6:50pm 
Sweeping is how laser deal cut damage.

Plasma is what laser gun is right now. You could rename it to energy gun, left it vague and let player fill the blank in their head.
Commander Shrekard  [tác giả] 26 Thg06, 2023 @ 3:46pm 
Using the vanilla systems of weapons applying "disease buildup," black lasers (nauseating laser) has to do damage or the buildup does not occur. You'll notice the same with the tranq rifle. Its base damage is 1, but barrels and charge can bump that up to 2 I believe, but more buildup too.

I tried mimicking the beam graser's solid beam for the laser projectiles, but it uses a different Verb than standard shots that does more of a sweeping attack rather than a single blast, so I decided against it. Maybe one day.

I'm still debating if I even bother adding a plasma weapon. It would do heat AND sharp damage maybe? I'll have to see if it will be affected by both armor types. Dunno if that makes it stand out enough, so I may honestly skip that idea. Plasma weapons are also iffy on if they can be realistically made, while laser weapons are theoretically possible. That said, it's sufficiently sci-fi to overlook any possible "realism." Maybe if I get interesting suggestions I'll do it.
Joshyan 26 Thg06, 2023 @ 11:12am 
Well, if we have plasma weapon, we are going to have XCOM weapon progression (Conventional > Laser/Coilgun > Plasma)

BTW, chain shotgun is the most cost-effective weapon early to mid game still quite effective late game as long as you don't fight against very heavy armor.
CTH2004 26 Thg06, 2023 @ 9:08am 
lol (:
so, you play that game to? I will not admit my adiction to it!

the black shift is the nausea one.

also, yeah. Almost all games and shows show what is clearly a plasma weapon... I could honestly write a paper on it, with all the differences between the 2. Maybe I should, for fun...
Joshyan 26 Thg06, 2023 @ 1:07am 
Black-shift? UV Laser? Are we going to have all 5 tiers of stellaris laser tech? :D

PS:
- Red Laser > Blue Laser > UV Laser (Dark Purple) > X-Ray Laser (Green) > Gamma Laser (Yellow)

-Laser ingame is look like plasma than beam weapon. Tesseron's beam graser could be use as base for actual laser.
CTH2004 25 Thg06, 2023 @ 2:14pm 
the black shifted laser still causes burns. Why is that?
Commander Shrekard  [tác giả] 24 Thg06, 2023 @ 3:33pm 
The minigun has been added. Not sure how balanced some of the options are, so please let me know. If you go with the big huge minigun, I suggest having those people stay as defenders, or getting yourself some bionics or something to speed up.
Commander Shrekard  [tác giả] 24 Thg06, 2023 @ 11:29am 
I've decided to more or less scrap the idea of a shoulder mounted heavy weapon. Missile weapons in vanilla are reserved for quest rewards, underbarrel launchers already give a fairly balanced explosive option, and anything I offer for a strong single shot option is probably just OP, or retreading on the laser or coilguns at max power.
That said, I am making a modular minigun that at base is a copy of the vanilla one, but you can slap on higher caliber rounds, explosive rounds, big magazines, and barrel lengths to affect damage, accuracy, bursts, etc. Should provide a more unique option of heavy weapon that isn't just another rocket launcher, but someone slots into the explosive or high firepower niches.
This weapon will make you SLOW though if you try to put on all the high firepower options. You'll see once it releases. I already did all the art, so it should be out before the end of today.
Commander Shrekard  [tác giả] 24 Thg06, 2023 @ 8:54am 
That's a simple change. I'm back home now so I'll do it right now. Base weight will be reduced and barrels will be increased in mass slightly.
Joshyan 24 Thg06, 2023 @ 8:40am 
Laser gun is too heavy. Basic pistol form without accessory is already 3.2 kg, around 2 times heavier than average pistol weight in game.

You should put most of gun's weight on barrel instead.

PS: Default maximum weight for sidearm (simple sidearm mod) is 2.7 kg for range weapon