RimWorld

RimWorld

Weapon Tech [A16]
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?
zaune_thegreywyvern 28 May, 2017 @ 7:04pm 
Really enjoyed this mod, hope it's still being worked on and will eventually be updated for A17.
CANALETA 16 May, 2017 @ 3:33pm 
I love this mod, feels more vanilla than the weapons pack.
Drewcat 1 Apr, 2017 @ 9:52am 
Awesome idea :D
I really love the extra effort you put in to making your own weapons, and they fit well with their associated tech. It makes a lot of sense to me that different types of weapons should have different unlock requirements, like most items do.
really good job!!
Janson  [author] 31 Mar, 2017 @ 9:57am 
@ meloncan

To be honest, I've not really tested this version in a long time, as I've been completely focused on the Combat Realism one, so balance will probably be wonky as hell for most things. As for the spacer thing, I was trying to make certain weapons not show up 'til later game as a balance thing, but I've learned alot since then. Namely, it has virtually no effect, barring research calculations and a couple other minor details. Maybe once I'm happy that the CR version is ready for release, I'll try to re-vist the original, but until then this will probably stay the same for a while.
meloncan 30 Mar, 2017 @ 7:08pm 
Two comments. Self-Loading being Spacer is super weird. Not that researching it is *hard* or anything but it leads as a prereq into techs that are all Industrial. Second, the semi-auto shotgun you get from self-loading seems to be a straight up downgrade from the el pumpo. It's slightly lighter but much more expensive, same damage with longer cooldown.
Dr. Quackers M.D. 27 Mar, 2017 @ 7:27pm 
Ah I am wondering if a few other mods of mine dont work for that reason now thanks.
Janson  [author] 24 Mar, 2017 @ 4:18am 
@ jars_u

Thought about it, but I don't think there is enough content or change to warrant it being an official thing. Plus, it's easier to manage as just a mod.

@ ExterminateJuice

The game will crash on startup, otherwise. Something to do with texture pathing, but everything seems perfectly fine. You can play with dev mode, just don't start up the game with it enabled.
Dr. Quackers M.D. 23 Mar, 2017 @ 10:12pm 
Why does dev mode need to be off
jars_u 19 Feb, 2017 @ 5:22am 
Audioviper, have you considered submitting your mod to officially be in RimWorld as outlined at https://ludeon.com/forums/index.php?topic=29505.0 ?
Commissar [GSF] 28 Jan, 2017 @ 7:32pm 
that's... interesting...
Janson  [author] 21 Jan, 2017 @ 5:17am 
@ Commissar [RTW]

Make sure you have Dev Mode off when booting the game up.
Cynblue 21 Jan, 2017 @ 1:20am 
@ Thundercraft thanks
Commissar [GSF] 16 Jan, 2017 @ 4:23pm 
for some reason, this mod is breaking everything when enabled. causes a major issue, where rimworld shoots back a log of texture load errors, and disables all mods. all my other mods work fine.
KrawMagraw 16 Jan, 2017 @ 4:17pm 
So with ENBs be prepared mod if you compare the prices of the added guns w/really low tech weapons like a shortbow they are vastly underpriced. For example a shortbow is like 360 or so and I believe the breech loader is like 200. Additionally when early raiders are showing up they come with breech loaders, and other such low/medium tech stuff instead of their clubs and vanilla weapons. It's pretty devestating when the second raid you face in game has a raider with a pump shotgun absolutely req your colonists. I'm guessing this is because of their price, or however else the game internally rates items, though i'm pretty sure it's price.
_Zee 14 Jan, 2017 @ 7:55pm 
Just wanted to point out that the Semi-Auto Shotgun and Pump Shotgun are almost identical in stats, with the Semi-Auto being slightly worse in a few places despite showing up later in the tech tree and requiring more materials for crafting. Seems like a small oversight.

Love the mod! Thanks for your work on it!
Thundercraft 9 Jan, 2017 @ 11:11am 
@ cambluedog
Assume that this is not compatible with combat realism. I've looked at CR's files and there are about 600 of them, changing everything from food to guns.

However, the author [Audioviper] talked about "refining the combat realism version". So there is hope. We just need to have a bit more patience, I think.
ChildofGaia 8 Jan, 2017 @ 12:50pm 
The AI Chip from EPOE? It allows pawns with brain injuries to perform normally.
Luinithil 8 Jan, 2017 @ 8:14am 
Hi. I'm getting some really bad errors when loading only this mod and Core, and when loading only this mod after HugsLib. I can't generate a new map at all-- get thrown back to the worldgen, and am getting all kinds of errors with what looks like pawn backstories. Any idea what's going on? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=837964603
Cynblue 7 Jan, 2017 @ 7:22am 
is this compatible with combat realism
RayBloodyPurchase 4 Jan, 2017 @ 6:06pm 
Hey would you mind if I combined my Mod with your's? (i mix your tech trees and add my own) I play with your mod anyway, I'll give you credit of course.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=812711700
Metallisika 4 Jan, 2017 @ 10:59am 
Anti-materiel rifle is typoed in the mod.
El HeeHee 3 Jan, 2017 @ 4:49pm 
Is there a main purpose of the AI Chip? I mean the Brainpal adds stats and such but with the AI Chip I see no improvements from it...
Kevin_LeNarwhal 2 Jan, 2017 @ 1:16pm 
Ah thanks, can't wait to try it! :steamhappy:
Janson  [author] 2 Jan, 2017 @ 1:15pm 
@ Kevin_LeNarwhal

Perfectly fine to add to old saves, but you can't disable the mod mid-game.
Kevin_LeNarwhal 2 Jan, 2017 @ 12:54pm 
Is this compatible with old saves? (v.A16)
Janson  [author] 2 Jan, 2017 @ 9:15am 
@ Thundercraft

I won't worry about control and such, it's essentially a legacy version. Thanks for helping though!
Bearded Raccoon 2 Jan, 2017 @ 8:19am 
Can we have a Combat Realism Patch?
Thundercraft 2 Jan, 2017 @ 7:45am 
" I meant to Steam, dude! Make it nice and easy for those who need it. "

Sorry. It was a misunderstanding.

After trying to upload it from my A16 Steam version, I realized that it would automatically attach an A16 tag to the mod. Apparently, there's no direct way to change that tag. So, I had to roll back my Steam RimWorld to A15 before uploading again.

Here it is:
Weapon Tech [A15]

BTW: Audioviper, if you accept my friend request, then I can add you to this A15 upload as a Contributor, giving you some control over it.
darktoes 2 Jan, 2017 @ 5:23am 
You need a F.A.Q.
Janson  [author] 2 Jan, 2017 @ 3:16am 
@ Thundercraft

I meant to Steam, dude! Make it nice and easy for those who need it.

@ Geoflame1

Make sure you have dev mode off, else it'll disable all of your mods and say it's broken for whatever reason.
Geoflame1 1 Jan, 2017 @ 7:23pm 
is there any requirements for this mod? When its the only one activated it goes to menu and says its broken
Thundercraft 1 Jan, 2017 @ 2:51pm 
Okay, I've uploaded the A15 version: http://s000.tinyupload.com/?file_id=69697933966634354924
( And I did remember to delete PublishedFileId.txt. )
Janson  [author] 1 Jan, 2017 @ 2:03pm 
@ Thundercraft

I just updated the original files, never made a copy of it. If you want to upload the A15 version, then you are more than welcome to. Let me know when it's up and I'll post a link to it in the description. Remember to delete the PublishedFileId, though!
Thundercraft 1 Jan, 2017 @ 1:12pm 
@ Audioviper [author]

I'm looking forward to trying a CR version.

On the subject of the A15 version:

It shouldn't be too hard to upload a separate A15 version if you still have it. I think all it requires is deleting PublishedFileId.txt in the About folder and maybe changing the <name> in About.xml slightly, like renaming it from <name>Weapon Tech</name> to <name>Weapon Tech A15</name>. Alternatively, you could upload it to a file host and share the link in the description. (Though, Steam has gotten picky and will delete links to popular hosts like Mediafire.)

If you completely deleted your A15, I saved a local copy of it before you updated to A16 and I could share that. I feel for users like RongHuyenThoai who can't continue their A15 game without it.
Janson  [author] 1 Jan, 2017 @ 10:35am 
@ RongHuyenThoai

Unfortunately, I overwrote the A15 version when I was updating everything, so A15 is pretty nonexistent. It would also take a fair amount of work to undo what I've done and publish it into a seperate mod, so a seperate A15 version seems rather unlikely... Sorry.

@ tanspan88

Not a bad idea! Once i've finished refining the combat realism version I may begin to look into such things!

@ July@5am

I would like to, but there is alot of work involved. I might consider it once I've fully fleshed out WT, but I wouldn't get your hopes up just yet.
тетеря, блин 1 Jan, 2017 @ 2:42am 
Should be built-in. The idea is perfect. Can you make a patch to make weapon mods to be compatible with this concept? I mean, the main ones: «High Caliber», «RT's Weapon Pack».
tanspan88 1 Jan, 2017 @ 1:38am 
Nice subtle mod, and much needed. Could you work on melee too? The game feels very ranged-heavy at the moment. I wonder if it's possible to incorporate the stun feature into colonist melee, similar to when animals hunt? Also a melee weapon that ignites enemy would be cool
Full-face Mask 1 Jan, 2017 @ 1:24am 
@ Audioviper [author]
Would you please send me the download link of A.15 version? I need it critically!!!
DARK EVIL WILSON 31 Dec, 2016 @ 11:22pm 
Thank you for this mod. I really appreciate the attention to lower tech levels, and the guns seem pretty well-balanced.