RimWorld

RimWorld

73 ratings
Weapon Tech A17
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
214.010 KB
31 May, 2017 @ 2:26pm
3 Jul, 2017 @ 2:44pm
5 Change Notes ( view )

Subscribe to download
Weapon Tech A17

Description
Chinese translation can be found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1174545915 (Thanks to [CN]Haleksius for their work!)

For the B19 version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1501573913

For the B18 version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1206336449

For the A16 version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=768123620

For the A15 version, please follow this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=832697393

I've always found it odd that your colonists instantly know how to design and construct firearms, just by building a machining table. Guns are a specialised kind of engineering, and require specific knowledge in that field. SO! This mod adds aims to add weapon research, tweak some vanilla weapon characteristics, and add a variety of bonus weapons, without taking away from the vanilla Rimworld feel.

Weapons are now split into 8 research topics
In order, they are:

Gunpowder - Arquebus, Cast Grenades - Smithy/Machining Table
Breech-Loading - Breech-loader - Smithy/Machining Table
Repeating Actions - Revolver, Pump Shotgun, Lever-Action, Bolt-Action Rifle - Smithy/Machining Table
Optics - Sniper Rifle - Smithy/Machining Table
Self-loading Actions - Pistol, Submachine Gun, Automatic Shotgun, Assault Rifle, Battle Rifle, Light Machine Gun - Machining Table Only
Multibarrel Weapons - Minigun - Machining Table Only

Advanced Grenades - Frag Grenade, Molotov Cocktail, EMP grenade - Machining Table Only
Grenade Launchers - Grenade Launcher, Incendiary Launcher - Machining Table Only

Thanks to bonesbro for making a research tab for Weapon Tech!

Now introducing bonus weapons!

Tired of seeing hundreds of pawns from a multitude of diverse backgrounds with the EXACT same 4 weapons as the last group? Well, you're in luck! These weapons are only available via trade or by scavenging from fallen enemies. Not all of these weapons are necessarily better than your current arsenal, but hey! Not all settlements are so well aversed in firearms design!

In no particular order, they are:

The Improvised Rifle, Cheap Submachine Gun, Converted Bolt-Action Rifle, Machine Pistol, Modular Assault Rifle, Bullpup Rifle, Light Support Weapon, Prototype Rifle, Light Combat Rifle, Heavy Combat Rifle, Marksman's Rifle, Recon Rifle, and the Anti-Materiel Rifle.

Notes:

Both the Sniper Rifle and LMG have been retextured, if only for my own personal satisfaction; the Heavy SMG has been renamed, retextured, and added to the bonus list; the Chain Shotgun has been renamed. All of the original weapons have had their stats altered, but nothing too jarring. Just tweaked to accomodate the new weapons.

Update 1 - Added the Semi-Auto Shotgun to Self-Loading Actions
Implemented the beginnings of the explosives tree
Changed Self-Loading Actions' tech class to spacer

Update 2 - Updated to A16
Added Breech-Loading research topic and added the Breech-Loader
Rebalanced crafting costs and market values

Update 3 - Updated to A17
Weapon damage is now dependant on the calibre of bullet, rather than some arbitrary number.
Added most of the compatible content from the WIP Combat Realism version that may never see release.
Replaced the Semi-Auto Shotgun with the Automatic Shotgun.
Rebalanced every weapon to better fit the newer bonus weapons.
Fixed the huge error that occured from booting Rimworld with dev mode on.
A couple other updates that i'm probably forgetting.

Update 3a - Employed bonesbro's research tab to help with the cluttered research screen.

In any case, please enjoy this minor modification to the Rimworld experience!
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.