RimWorld

RimWorld

371 ratings
Weapon Tech
2
6
2
5
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
9.950 MB
23 Feb, 2020 @ 7:34am
19 Jul @ 3:56am
33 Change Notes ( view )

Subscribe to download
Weapon Tech

Description
Not a fan of being unable to craft World Weapons? A patch can be found here!



Weapon Tech replaces and expands the vanilla weapon research, with an emphasis on historically accurate chronological progression. Starting with simple smoothbore muzzle-loaders, your colonists will need to research thousands of years of firearms development, culminating in advanced Charged-Shot technology. All of these weapons are also original designs, as it seemed odd to me that your pawns were able to manufacture commercially available weapons without first acquiring blueprints or reverse engineering existing examples.

Weapons have been split into 6 primary research topics, with 5 side topics
  • Gunpowder - Matchlock Pistol, Matchlock Arquebus - Smithy/Machining Table



  • Breech-Loading - Double-Barreled Shotgun, Breech-Loading Rifle - Smithy/Machining Table



  • Repeating Actions - Revolver, Pump-Action Shotgun, Lever-Action Rifle, Bolt-Action Rifle - Smithy/Machining Table



  • Self-Loading Actions - Semi-Automatic Pistol, Submachine Gun, Automatic Shotgun, Assault Rifle, Battle Rifle, LMG - Machining Table



  • Mass Drivers - Gauss Pistol, Gauss Submachine Gun, Gauss Assault Rifle, Gauss LMG - Machining Table



  • Charged Shot - Charged Pistol, Charged Submachine Gun, Charged Assault Rifle, Charged LMG - Fabrication Bench



  • Optics - Breech-Loading Sniper Rifle, Lever-Action Sniper Rifle, Bolt-Action Sniper Rifle, Marksman Rifle, Gauss Marksman Rifle, Charged Marksman Rifle - Smithy/Machining Table



  • Multibarrel Weapons - Gatling Gun - Security Tab



  • Brushless Motors - Minigun - Machining Table



  • Fuzes - Frag Grenades, High-Explosive Shells, Incendiary Shells - Machining Table



  • Grenade Launchers - Incendiary Launcher, Smoke Launcher, EMP Launcher - Smithy/Machining Table


That's not all, though!

Composite Plate Carriers can be researched, offering a 20% decrease in cooldown time for ranged weapons (or 15kg increase to carrying capacity if playing without Biotech) thanks to their many pouches and pockets, and also a much higher defence than a flak vest/flak jacket combo. This doesn't come without risk though, as the nature of a plate carrier means a jacket cannot be worn over the top, and so limbs are left completely unprotected.
  • Composite Armor - Composite Plate Carrier - Machining Table

Mountable turrets are also a feature, and can be found under the security tab once Machining has been researched. They increase accuracy and negate cooldown, but have the obvious downside of being completely immobile.
  • Machining - Mounted LMG, Mounted Gauss LMG, Mounted Charged LMG, Mounted Minigun - Security Tab


Last but not least are "World Weapons". There are over 100 of these guns, and they can only be found be either trading, or scavenging from your enemies. I personally got bored of seeing the same M16 and Lee Enfield time and time again, and thought a few more weapons would add some much needed variety. While some of the rarer weapons have distinct advantages over those you yourself are able to craft, the vast majority are roughly equivalent to your own, so there's no need to worry about being at a huge disadvantage every time you face a group of enemies.

  • Pistols



  • Submachine Guns



  • Shotguns



  • Carbines



  • Rifles



  • Machine Guns



  • Snipers



  • Grenade Launchers






If you actually managed to read though those paragraphs, then I thank you! I hope it helps to explain a couple things you yourself may have wondered.



"Is this compatible with X mod?"
Weapon Tech uses a patch to edit a few vanilla research topics, the Stranger in Black, the Orbital Combat Trader, and the base Def for grenades. However, all ThingDefs found in BaseWeapons, RangedIndustrial, and RangedSpacer have been completely overwritten, as well as the Gunsmithing, Blowback Operation, Gas Operation, Precision Rifling, Multibarrel Weapons, and Charged Shot ResearchProjectDefs. So if you still don't know if it'll work, load them up together and find out.

Otherwise, I don't plan on making any patches for mods that I don't use. (i.e. Combat Extended)

"Could you add an options menu?"
Unfortunately not, as I have a very limited understanding of C#. If that changes in the future, then maybe.



CC BY-NC-SA 4.0 [creativecommons.org]
Popular Discussions View All (1)
0
28 Dec, 2020 @ 12:05pm
Mod patches
Slye_Fox
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.