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Eccentric Tech - Foxy's Armory 2.0
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
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2.114 MB
Jul 20, 2021 @ 10:44am
Jul 31 @ 10:24am
34 Change Notes ( view )

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Eccentric Tech - Foxy's Armory 2.0

In 2 collections by Aelanna
Eccentric Tech
13 items
The Eccentric's Angels [1.4]
148 items
Description
The enigmatic figure known only as The Eccentric has a veritable army of highly-trained security staff at his disposal, but perhaps more important than their numbers or training is their arsenal of high-tech military-grade charge weaponry. Based on nearly-lost technologies from the Second Wave of Colonization and improved upon by the weaponsmith known as Fiona "Foxy" Knight, these battle-tested weapons are a formidable addition to any colony's armory!

Mod Contents

This mod adds the following research and craftable weapons:

Research:
  • Eccentric Charged Shot (prereq: Charged Shot, High-Density Hex-Cells)
  • Miniaturized Charged Shot (prereq: Charged Shot, High-Density Hex-Cells)
  • High Caliber Charged Shot (prereq: Eccentric Charged Shot)
  • Charged Launchers (prereq: Eccentric Charged Shot, Basic Launchers with CE)

Weapons:
  • E15 Charge Rifle - A slightly heavier but more accurate variant of the classic R-15 charge rifle.
  • E9C Charge Carbine - A short-barreled variant of the E15 that trades accuracy and range for faster draw speed and lighter weight.
  • E16 Precision Charge Rifle - A long-ranged but slow-firing sniper rifle.
  • E18 Designated Marksman Rifle - A designated marksman rifle with longer range than the E15 but a faster rate of fire than the E16.
  • E21 Anti-Material Rifle - A heavy rifle firing high-powered rounds designed to punch through armored vehicles and hardened structures, the E21 is slow-firing but has exceptional range.
  • L20C Charge Light Machine Gun - A belt-fed squad support weapon with a high rate of fire. Slows the wielder slightly.
  • CGL1 Charged Grenade Launcher - A rotary multiple-grenade launcher that can freely switch between high-explosive, electromagnetic pulse, and smoke rounds.
  • CAW5 Charged Assault Weapon - A single-use disposable launcher that fires a powerful plasma-charged rocket that is longer ranged, more accurate, and more powerful than conventional explosive rocket launchers, but has a smaller blast radius and is far more expensive to produce.
  • P12 Charge Personal Defense Weapon - An ultra-compact submachine gun firing a miniaturized charge round. It is short-ranged and lightweight, but capable of automatic fire.
  • S8 Charge Pistol - A service pistol that fires miniaturized charge rounds, it provides more power and accuracy than a standard autopistol.
  • M3 Rosethorn - Sleek and deadly, this silver-inlaid plasteel blade is the standard-issue combat and utility knife of the Eccentric's Angels.

Turrets:
  • P17 Sentry Gun - A P17 charge SMG modified with an automatic targeting and fire control unit, this sentry gun has limited ammunition capacity but is lightweight and does not require external power, allowing it to be used in the field to defend flanks or cover a retreat.
  • L32 Machine Gun - A mounted medium charge machine gun that fires high-caliber charge rounds. It requires a hefty supply of ammunition and must be manned in order to be used, but can quickly tear apart incoming attackers.
  • ACGL3 Automatic Grenade Launcher - A heavier variant of the CGL1, this belt-fed charge grenade launcher is accurate, powerful, and capable of laying down a frightening amount of explosive firepower on incoming raiders. For some reason, no one wants to hand fire control of an automatic grenade launcher over to an AI, so it must be manned in order to be used.

Mod Compatibility



Foxy's Armory requires Eccentric Tech - Core to function.

When used in conjunction with Eccentric Tech - Defense Grid, enables the use of the E15 with TAGM and E16 with TAGM, variant rifles with attached Target Acquisition and Guidance modules that allow for remote designation of networked missile artillery.



Eccentric Tech - Foxy's Armory uses the Eccentric Projectiles library for custom projectiles and visual effects. Please check out the Eccentric Projectiles tab in your Mod Options for configuration options!

Combat Extended



Foxy's Armory is natively compatible with Combat Extended and will self-patch so long as it is loaded after CE!

Weapon
Ammo
Role
E15 CR
6x24mm charge (30)
Standard-issue automatic rifle
E15 w/ CGL2
6x24mm charge (30)
Automatic rifle with underbarrel grenade launcher
E9C CC
6x24mm charge (30)
Lightweight automatic carbine
E16 PCR
8x35mm charge (10)
Long-range precision rifle
E18 DMR
8x35mm charge (20)
Designated marksman rifle
E21 AMR
12x72mm charge (5)
Heavy anti-materiel rifle
L20C CLMG
8x35mm charge (100)
Squad light machine gun
CGL1
44x52mm grenade (6)
Multi-round grenade launcher
CAW5
disposable
High-explosive dual-purpose rocket launcher
P12 CPDW
6x18mm charge (30)
Compact personal defense weapon
S8 CP
6x18mm charge (12)
Standard-issue service pistol
P17 SG
6x18mm charge (60)
Lightweight automated sentry gun
L32 MG
8x35mm charge (100)
Mounted machine gun
ACGL3
44x52mm grenade (30)
Mounted automatic grenade launcher

Credits and Links



Please check out Eccentric Extras - Signature Weapons for additional non-standard-issue weapons and weapon variants from the armory of Angel's Rest!

Eccentric Tech is a companion series to The Eccentric's Angels, a Rimworld-inspired comic series on Reddit! You can see the full mod collection here.

Foxy's Armory v2.0 is only compatible with RimWorld v1.3 or later. For RimWorld v1.0~1.2, please check out Foxy's Armory 1.0.

The vanilla statistics for Foxy's Armory were derived from Rimsenal - Enhanced Vanilla Pack by rooki12k. The Combat Extended statistics for Foxy's Armory were derived from Combat Extended Guns by N7Huntsman.
199 Comments
zanaikin Aug 13 @ 6:06am 
@Aelanna any chance you'll be incorporating these weapons with biotech's unique weapon traits system?
Elysium Aug 4 @ 6:59am 
I see, thank you very much!
Aelanna  [author] Aug 4 @ 5:56am 
@Elysium - The CGL1 has selectable ammunition even without CE and should be able to freely switch between HE, EMP, and Smoke rounds.
Elysium Aug 4 @ 5:40am 
Hi, is it only possible to change the grenade fired by the CGL1 with CE?
Aelanna  [author] Aug 3 @ 11:14am 
@Natalie6 - Good to hear, please enjoy! Do let me know if you run into any further issues! :)
Natalie6 Aug 3 @ 10:21am 
Turns out the issue was me having a local save of an older CE version, deleted that and they now work perfectly fine!
Aelanna  [author] Aug 3 @ 7:52am 
@Natalie6 - Definitely try evh's suggestion, but just FYI if you are using the Steam version of any mod, you need to make sure you remove any local copies you have, such as dev branches. There has been a bug in the vanilla game since at least 1.4 wherein if you have a local copy of a mod then the Steam version's packageId won't be recognized by LoadFolders and MayRequire, thus making self-patching mods not recognize that the target mod is running.
evh Aug 2 @ 11:04pm 
@Natalie6 if you are still on 1.5 try using the CE v1.5.6.3.2-Hotfix on github, I had a problem where the guns acted like vanilla, then I tried the hot fix and bam the guns work again with ammo and all.
Natalie6 Aug 2 @ 9:30pm 
currently using the devbranch, though I had this same issue in 1.5 and was using the steam version.
Aelanna  [author] Aug 2 @ 6:37pm 
@Natalie6 - Are you using a forked version of CE by any chance? If it uses a different packageId from the main CE mod, then my LoadFolders would not be picking up on it.