RimWorld

RimWorld

Weapon Tech A17
45 Comments
N1A 8 Dec, 2017 @ 1:49pm 
its good ahving this mod but then ai will jsut popout the highest gun without research themselves
Janson  [author] 19 Nov, 2017 @ 4:33pm 
@troutbumtrent Yup, I'm working on B18 version, just figuring out how to best merge with the new research.
TroutbumTrent 19 Nov, 2017 @ 7:19am 
This is my favorite mod by far. I know that B18 just came out, but is there a plan to update to the new version? I did not realize how much I relied on having this mod.
Janson  [author] 7 Nov, 2017 @ 4:29am 
@Ninja Kitten No idea. I should think so, but i've never tried it.
Eclipse 7 Nov, 2017 @ 1:10am 
Does it work with combat extended?
Janson  [author] 19 Oct, 2017 @ 1:21am 
@[CN]Haleksius If you have translated everything, feel free to upload your version. No need for me to slow down the process. :)
The Imperial House 12 Oct, 2017 @ 9:23pm 
you all have opinions, thats nice, please take them elsewhere
zaune_thegreywyvern 24 Sep, 2017 @ 5:41am 
Just an idle thought, but you know what the weapon list is missing? Double-barrelled shotguns, in regular and sawn-off varieties. Not sure which tech tier they'd fit into, though; maybe split "Repeating Actions" into Basic and Advanced tiers? Which would also have the advantage of making lever-action rifles worth manufacturing for players who aren't going for the Old West aesthetic.
TayDog 21 Sep, 2017 @ 10:33pm 
"In any case, please enjoy this minor modification to the Rimworld experience!" is just not true with the below posts.
TayDog 21 Sep, 2017 @ 10:33pm 
Same as previous poster. For your colonists, these weapons are complete junk and way too common from raiders. The stupid high cooldown on the shot is insane. And then they do massive damage which is tearing off limbs of colonists. It is all a bit silly.
Skoots 13 Sep, 2017 @ 10:14am 
I've been using this since a15, and honestly the early game weapons are way too common and annoying (Arquebus and Breech-Loader), as others said their power just feels weird. My biggest complaint, however, is that raiders and especially friendlies NEVER STOP USING THEM, I'd rather see more of the unique weapons on raiders. Also, the calibre determining the damage is really annoying, it removes a lot of variety from weapons in the game.

Lastly, another craftable automatic weapon around the time of the assault rifle would be nice, again, just for variety.
тетеря, блин 12 Sep, 2017 @ 7:04am 
Please, make some description, so people who make their own weapon mods could make them compatible with this research tree, if it installed.
Überkatze (RAPEMAXXING) 30 Aug, 2017 @ 9:50am 
and early game weapons are OP they easily can shot of a limb so i would be pleased to see them nerfed
Überkatze (RAPEMAXXING) 30 Aug, 2017 @ 4:00am 
Thats REALLY ANNOYING
Überkatze (RAPEMAXXING) 30 Aug, 2017 @ 3:54am 
Is there a way to make those scavenger weapons more....common
srsly the only weapons i see are breach loaders and arquebuses
Lordfil 24 Aug, 2017 @ 1:45am 
@Juan Deag 2: thats true too...
Janson  [author] 24 Aug, 2017 @ 1:33am 
@lordfil I don't know of any mod that does that, but I'm sure there is something out there, maybe on the forums. And smithing the bonus weapons kinda defeats the point of them, don't you think? :)
Lordfil 22 Aug, 2017 @ 5:45am 
@Juan Deag 2: Electric Boogaloo
do you know of any way that i can uprade the quality of the scavenge/trade weapons? 'cause im playing with the "quality cooldown" mod, and having just shoddy marksmens rifles etc is a bit bothering me... or at least let us smith those weapons too?
Janson  [author] 6 Aug, 2017 @ 4:53am 
@zaune_thegreywyvern No, never saw the point, to be honest. Steam workshop makes modding a very simple affair, and I lack the motivation required to make a forum post look presentable.
zaune_thegreywyvern 5 Aug, 2017 @ 5:38pm 
Really fond of this mod, glad to see it updated for 0.17. Is there a thread for it on the Ludeon forums? I searched but didn't find it.
White Amaranth 1 Aug, 2017 @ 3:37am 
Rather have it on Steam since I don't know when this will update.
White Amaranth 1 Aug, 2017 @ 3:36am 
Combat Extended official patch?
FaeRust 24 Jul, 2017 @ 10:38pm 
I appreciate that the weapons are named in the sort of generic rimworldy way. also, any hopes for a flamethower? It would be glorious to send my painless brain-damaged power armoured killing machine at a tribal base with one.
Dominique901 20 Jul, 2017 @ 1:15pm 
They should do a ww2 weapons tech
Haiys 15 Jul, 2017 @ 10:50am 
@Johnnyen I added the patch file into CE's patches file but when I load the game Weapon tech's weapons dont show up. Any fix?
Johnnyen 10 Jul, 2017 @ 2:38pm 
Since i apparently cant edit comments, ive managed to figure out howto use Git, the patch that i made can be found here: https://github.com/Sp0nge/Weapon-Tech-A17-CE-patch

And everyone can suggest/commit changes when (not if) they find something not right :)
Johnnyen 10 Jul, 2017 @ 12:59pm 
Im almost done patching this mod into CE, and i see that you at some point planned this yourselfe. I will post a pastebin of it when im done here and you can submit it to CE`s github yourselfe if you want. If not ... ill prob just post it myselfe if it all seems to be fine with the stats :)
NotMana 7 Jul, 2017 @ 8:03pm 
Thanks for the research screen update, was a mild annoyance to have it stack weird in the main research tab. Enjoying how this mod plays out.:VC_ENGINEER:
elliottmoo 4 Jul, 2017 @ 3:05pm 
molotovs should be much lower tech requirements since they are litteraly a bottle of high proof booze or gasoline with a rag in the top, they are arguably simpler to make than any other weapon above neolithic
sigmaMGE 2.0 4 Jul, 2017 @ 2:54am 
@Audioviper Make Kalashnikov please)
Janson  [author] 3 Jul, 2017 @ 3:04pm 
@Skooage I appreciate the offer, but unfortunately I had updated with the previous fix that bonesbro provided, but forgot to release it. You reminded me though! At any rate, I thank you for your efforts!
Janson  [author] 3 Jul, 2017 @ 2:50pm 
@bonesbro Thanks for the fix! The research tree is a little less cluttered thanks to you!
Skooage 3 Jul, 2017 @ 7:52am 
Load of you look like you enjoy this - me too!


Hated that it messed up my research panel though, so I fixed it. Happy to send out the fix to people and help them apply it - contact me.



Audioviper - if you want to include this in the official mod, contact me and I'll happily provide.
Lorebot 2 Jul, 2017 @ 10:14pm 
Is there any chance you could move all the research for this mod into its own tab within the Research window? Even with the Organized Research Tab mod it's making the Main tab of the Research window super cluttered and difficult to use. thanks :)
LakeSquid 27 Jun, 2017 @ 4:09pm 
A lot of the weapons (Revolver, Arquebus, Prototype Rifle, etc.) are very over-powered, easily destroyed limbs, extreme amounts of blood, etc. Mod is still fun, but these "super-wounds" can be really obnoxious
Régo 26 Jun, 2017 @ 1:54pm 
Direct link ?
Meep42 26 Jun, 2017 @ 8:56am 
Oh hey, this got updated while I wasn't looking. One of my favourite vanilla-friendly mods, thanks. Hoping nothing breaks when I switch as I've just been using the old version on A17 anyway without any issues.
bonesbro 26 Jun, 2017 @ 8:22am 
In fact, it turns out it's really easy to do so: https://pastebin.com/6vBWSLNm

You can replace Defs\ResearchProjectDefs\WeaponTechResearchProjects.xml with that file. I removed Machining from the file (which does return its Smithing prereq) and created a tab with all of this mod's research. I also moved Gun Turrets and Multibarrel Weapons to the new tab.
bonesbro 26 Jun, 2017 @ 7:36am 
Working great and was safe to add to an existing save (though it does change the stats on weapons you might already have). Would love you to create a research tab for these.
sigmaMGE 2.0 25 Jun, 2017 @ 9:14am 
thanks for the modification!!!!
yeehaw 24 Jun, 2017 @ 2:25am 
y'know the bolt-action is a lee enfgield right?
Dr. Quackers M.D. 22 Jun, 2017 @ 2:37pm 
@igo. have you read about rimworld lore its a universe where all that stuff can exist
MisterIgor 21 Jun, 2017 @ 12:44am 
geez, im favving ur mod because rimworld really need a serious vanilla friendly weapon mod like yours, im not saying there are bad weapons mod out there, there are good mods, but most of them are from weapons that are from our real world or hard sci-fi/movie/games weapons and not from rimworld universe...

Im looking foward for your mod, and hope you add more weapons and an extra glitterworld weaponry research or advanced weapons research, and hopefully medieval weapons like heavy and light crossbows, warbow and longbow, and more classical/tribal weapons too, plz dont abandon this mod, keep adding more weapons :steamhappy:
Tanelorn 20 Jun, 2017 @ 6:59pm 
Fantastic idea. I hope you can make a combat extended version.
CANALETA 19 Jun, 2017 @ 5:59pm 
Looks nice, thanks for the update :)