RimWorld

RimWorld

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ModularWeapons 2
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Mod, 1.5, 1.6
File Size
Posted
Updated
4.637 MB
12 Jun @ 11:54am
1 Aug @ 6:08pm
18 Change Notes ( view )

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ModularWeapons 2

In 1 collection by kaitorisenkou
ModularWeapons2 & Related Mods
3 items
Description
This mod is the successor to ModularWeapons, that compatible with Rimworld version 1.6!
(Also for 1.5)

What mod is this for?

This mod allows some weapons to be customized at the Gunsmith Workbench.
Customizing your weapons will change their appearance and performance.
Also some new weapons added.

Added Weapons

  • Modular assault carbine
    This weapon is based on Assault rifle. You can replace its stock, barrel, and magazine.
  • Modular hunting rifle
    This weapon is based on Bolt-action rifle. It can be resemble into any kind of sniper rifle.
  • Modular battle rifle
    It's based on the understanding that vanilla heavy SMG is HK33K, so this modular weapon can be modified into like G3 or MP5.
Vanilla weapons can be customized

These weapons cannot have their main parts replaced, but it is possible to add sights, muzzles, etc.
  • Assault rifle
  • Bolt-action rifle
  • Autopistol
  • Revolver
  • Machine pistol
  • Heavy SMG
  • LMG
  • Pump shotgun
  • Chain shotgun
  • Charge rifle

Please note
* Testing is still not perfect. Keep back-uping your save data.
* Completely incompatible with Previous ModularWeapons. When using this, please create new save.

If you have suggestions or found a bug/issue
Please report it using one of the following methods:

FAQ
CE?
If you playing in 1.5 with CE, please use Previous ModularWeapons.
I need to see what the CE devs do with the unique weapon system. Making compatible is after that.

I want to customize weapons from 〇〇 mod!
Here is a toolkit for you!

Is this safe for existing save?
After update on 2025/07/03, it will not cause errors on that spot. But it is still not recommended.

See also
ModularWeapons2 - Modularize Toolkit
Source code and license (GitHub)[github.com]

My other creation


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Popular Discussions View All (6)
27
1 Aug @ 9:09am
Possible mod conflict
radekr5
54
25 Jul @ 2:11am
PINNED: Bug report
kaitorisenkou
22
29 Jul @ 11:01am
Pawns do not shoot enemies automatically or manually
Plant
156 Comments
Winterstein 19 hours ago 
Hello, I face a bug against Insectoide Hive Queen:
https://pastebin.com/SrNnp8yk
DaMax 19 hours ago 
@Sloth, do you have muzzle flash mod on? For some us turning this mod off fixed this.
kaitorisenkou  [author] 20 hours ago 
No CE yet.
Vandorr [R] 21 hours ago 
i use Combat Extended 1.6 dev build (and much more mod). Maybe its a conflict?
Vandorr [R] 21 hours ago 
i tried to draft pawn and check submenus, i let them work, but nothing happens, don't craft any grenade charge
Vandorr [R] 21 hours ago 
yes i have 900 steel. I share a screeshot from the game
https://ibb.co/0Rdnkg9C
kaitorisenkou  [author] 23 hours ago 
valid ammo means steel.
Vandorr [R] 2 Aug @ 2:38am 
Sorry, its not clear to me. What is the valid ammo, where to craft it?
kaitorisenkou  [author] 2 Aug @ 2:01am 
Please make sure it's valid ammo. Frag/Smoke/EMP launchers uses 25 steels per 1 charge.
Vandorr [R] 2 Aug @ 12:34am 
Thanks for the fast response, but still doesn't work. Please confirm that UBGL smoke uses a standard smoke grenade, and just need to carry some grenade for reload. Btw I can't find the manual reload command