RimWorld

RimWorld

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Zardoz Armory II: Core Module
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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29.186 MB
Mar 13, 2022 @ 6:12pm
Apr 11 @ 10:45pm
13 Change Notes ( view )

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Zardoz Armory II: Core Module

Description
Mod Purpose: Add Variety
This mod adds weapons to Rimworld while staying within vanilla balance. Vanilla actually has very good weapon balance and the weapon quality system pretty much encompasses alot of the bases in there being variety (statwise) in combat.

However people like me like to look at pretty textures. Designed for Yayo Combat 3 but works well with VCR (I use both at the same time).

Camera + is heavily recommended and the whole reason I made this mod, I was tired of low resolution guns right next to my high resolution pawns.

Mod Additions
  • Replacement of every vanilla gun with new high resolution texture
  • New Gun Sounds for nearly every weapon (charge, inferno cannon etc use vanilla, hard to source a real world sound effect for those)
  • New Weapons
  • New Mounted Turrets (machine gun (M60, MG42), minigun, heavy machine gun (m2 browning), recoilless rifle)
  • Unique Weapons that will only appear on enemies/traders/friendlies and in quests rewards
  • Attention to detail. Like a custom hyperburst sound effect for the AN-94 and bullet texture. Sound effects for lever action and bolt action rifles. Really annoying when you don't hear a pawn cycle the action when you're really used to hearing such things either IRL or in other games.

Balance Changes
Things differing from vanilla balance are
  • New Pre Electricity Simple Firearms like the Breechloading Rifle and Large Revolver (Colt Walker, the big iron)
  • New weapon types like Battle Rifles which are an extension of the bolt action rifle serving as a mid to late game long range option, bridging the gap between assault rifles and bolt action rifles. Anti Material Rifles that have bonuses against buildings making them a long range option of dealing with Mechanoid clusters since they out range inferno turrets.

No Research Clutter!
This mod does not add any research save for a new prerequisite to machining, which adds low tech firearms, while doing so it reduces the cost of machining as well so there is no significant extra research added. Many mods make the mistake of adding huge research trees in the guise of balance which messes with the base game's balance, vanilla threat level will increase before you could research all those new items.

Tier System
This characterizes "better" weapons as a higher tier, easier for the user to tell which weapon is better. A tier I (normal) assault rifle is inferior to a (normal) tier II assault rifle by about 10%, I based the tier system off the Vanilla Quality system which that Tier II weapons are roughly a *good* quality version of a Tier I version. This also means a poor Tier II weapon is about as good as a normal Tier I weapon, something to keep in mind.

The idea being as you go higher up in the vanilla research system you unlock higher tier weapons which just have better base stats than vanilla/tier I weapons. If you have tier II assault rifles unlocked, you should be making those over tier I ones, but if you have a (good) tier I assault rifle you don't need to upgrade to tier II unless the tier II is of good or higher quality. You shouldn't really pay much attention to crafting these as from loot from raids and quests should give you enough equipment.

Additional Modules

Weapon List

Most of these weapons are not craftable and therefore do not clutter your build menus. Most weapons added only serve to add texture variety to the weapons used by Rimworld's denizens.

All with high resolution textures. I went with a lower style detail as becomes eye cheese grater at high detail sometimes and it's easier to keep consistent.
    Assault Rifles and Carbines
  • M16A1 (base assault rifle)
  • M16A4 (assault rifle tier III)
  • CAR-15 (carbine)
  • CAR-15 Delta mod (carbine tier II)
  • L85A3 (assault rifle tier III)
  • AUG (assault rifle tier II)
  • FAMAS (assault rifle tier I)
  • G36K (assault rifle tier II)
  • Galil (assault rifle tier I)
  • STG-44 (assault rifle tier I)
  • MDRC w/ Suppressor (carbine tier III)
  • SCAR-L (carbine tier III)
  • AKM (assault rifle tier I (rugged so extra HP))
  • AKM with plastic tacticool stuff attached to it (assault rifle tier II (rugged so extra HP))
  • AK-15 (assault rifle tier III (rugged so extra HP))
  • AKS-74U (carbine tier I (rugged so extra HP))
  • AKS-74U w/ suppressor and cobra sight (carbine tier 2 (rugged so extra HP))
  • AN-94 (hyperburst assault rifle (tier III)) *functionally more like a battle rifle
  • ASVAL (carbine tier III)

    Battle Rifles
  • M1 Garand (BR tier I)
  • AR-10 (BR tier II)
  • FAL with Rhodesian Camo (BR tier II)
  • M14 Delta mod (BR tier II)
  • SCAR w/ Elcan and PEQ (BR tier II) (burst fire)
  • RM-277 NGSW (BR tier III)

    Rifles
  • Martini Henry (breech loader)
  • No4 Lee Enfield (bolt action)
  • Lever Action Rifle (brush rifle)
  • R700/Model 70 (sniper rifle tier I)
  • L96/AWP (sniper rifle tier II)
  • SR-25 (marksman rifle (offshoot of Battle Rifle))
  • Dragonov (marksman rifle (offshoot of Battle Rifle))

    Machine Guns
  • RPD (LMG tier I)
  • M249 Para (LMG tier II)
  • M60 (GPMG tier II) and M60 mounted on a tripod
  • M1919 and also mounted
  • MG42 (GPMG tier II) and mounted
  • Bren Gun (GPMG tier I) (automatic rifle, inbetween LMG and GPMG)
  • BAR FBI configuration (GPMG tier I) (automatic rifle, inbetween LMG and GPMG)
  • FG42 (GPMG tier I) (automatic rifle, inbetween LMG and GPMG)
  • M2 HB mounted on a tripod

    Pistols
  • Colt SAA (revolver)
  • Colt Dragoon (large revolver) (the Big Iron) If I have my Marty Robbins trivia right, the actual firearm that he based the song after was a Colt Dragoon he saw in a gunshop.
  • M1911 (auto pistol)
  • Tec-9 (machine pistol)

    Submachine guns
  • Uzi (SMG Tier I)
  • M1 Thompson (SMG Tier I)
  • Mac 10 w/ suppressor (SMG Tier II)
  • MP5/10 (SMG Tier II)
  • MP5SD (SMG Tier II)
  • P90 (SMG Tier III)
  • MP7 w/ suppressor (SMG Tier III)

    Shotguns
  • Pump Shotgun (pump shotgun)
  • Spas-12 (chain shotgun)
  • USAS 12 (chain shotgun)

    AntiMaterial Rifles
  • DTW-20mm (AMR Tier I)
  • Barrett M82 (AMR Tier II) (less damage but faster fire rate)

    Spacer Weapons
  • Gauss Rifle (Spacer AMR)
  • M41A Pulse Rifle (Spacer Assault Rifle alternative to the Charge Rifle)
  • Laser Rifle (Spacer Battle Rifle)

Credits
  • Weapon sounds come from BF2, Project Reality (mostly because I had it already installed on my computer), some I had recorded from MW19 and other games.
  • Janson's Weapontech served as a major inspiration, I've used that mod for maybe over 1800 hours.
  • Weapon textures were based off the fabulous models by TastyTony link [sketchfab.com] and austincford link [sketchfab.com] under this License link[creativecommons.org]. All textures were edited by me and several of the weapons are actually based off both of their models combined together or some third model.
  • Kaan as well. Great models. link [sketchfab.com]
License [creativecommons.org]

Inquire for CE compatiblity, I'm working on it, it basically requires remaking the entire mod xml wise

You are free to take my textures and make a CE version.
40 Comments
NYR Jun 11 @ 12:03pm 
Any chance for Muzzle flash compatibility? Thank you for great mod!
A Golden Retriever May 10 @ 12:40pm 
This looks great! Have you considered doing bows/melee/throwables in the same way?
mkvltra Apr 21 @ 9:59pm 
good mod
Nigel G. Ripper  [author] Apr 13 @ 6:56pm 
@Gilgamesh
There should be no incompatibilities, I'm working on retextures and sounds for the new guns. I have not played 1.5/anomaly as I'm waiting for other mods to update
Gilgamesh Apr 13 @ 5:53pm 
Does this work with Anomaly?
Con Apr 12 @ 5:53am 
cool content
Nigel G. Ripper  [author] Apr 11 @ 5:05pm 
sorry got distracted adding new guns
dark angel Apr 11 @ 11:09am 
k i think it will work fine EVEN IF NOT UPDATED I HAVE NOT TESTED THAT I TURNED ON CAPS LOCKS LOL
Nigel G. Ripper  [author] Apr 3 @ 7:42pm 
Yeah, I'll do it. I'm not sure what it'll take to do the update and I'll add some more stuff.
dark angel Apr 3 @ 7:38pm 
@nigel g ripper
will this be updated to 1.5?