RimWorld

RimWorld

109 ratings
Combat modules
   
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Mod, 1.3
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556.000 KB
Apr 12, 2022 @ 12:36pm
Jul 19, 2022 @ 9:30am
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Combat modules

Description
Originally planned to be a module (heh) for my bionic expansion mod but, but then decided that having 3+ versions of the same module (1 for every tier) is kinda stupid.

Content

This mod adds combat modules, combat-oriented implants that don’t replace any of the pawn’s body parts.

The melee ones function pretty much the same as implants (like the power claw) from vanilla. The ranged ones function like a built-in version of the weapon that they're based on. In other words: they're fancy, bionic sidearms.

Currently there are no “original” ranged or melee combat modules, all of them are based either on already existing vanilla and modded weapons (charge weapons for example) or implants/replacement (the power claw for example).

Balancing

I’m open to suggestions, so this is all subject to change, but this is currently how it all works:

For ranged and melee combat modules a maximum of two can be installed onto a pawn at the same time, same for grenade dispensers, but those are “counted” separately.

The stats are pretty much copied over from weapons/implants that the module is based on, so if they are based on a weapon, they should be as effective as a normal-good quality one.

The implants are not affected by manipulation loss, but they do benefit from gained manipulation (don’t ask me how that works, I don’t know either, just trust me that there is a lore explanation and the costs have been adjusted for that).

The cost of a ranged/melee combat implant is 10 plasteel, 2 advanced/spacer/whatever you wanna call them + the cost of the weapon that the stats were stolen from. For grenade dispensers it’s 5 plasteel, 5 steel, 1 advanced/spacer/whatever module + the cost of the base weapon.

The implants do not replace an existing body part, I've done it that way because I did not like having to choose between a good arm and a good combat implant (most of the time a better arm would be superior to a combat one anyway).

An installed combat module gives +5% manipulation (10% if it’s a module that takes up both slots).

“Supported” mods (that cause additional modules to be added when they’re active)

-VFE Vikings

- VFE Insectoids

-Vanilla weapons expanded

-VWE Heavy weapons

- VWE Lasers

- VWE Non-Lethal

-Royalty

I’m open to suggestions when it comes to adding support for other mods or ideas for original modules. The only requirement is that the weapon should be unique enough (either have a unique firing mode or effect on hit), with every supported mod active there already is a ton of items being added, I’d like to avoid unnecessary bloat by not adding a “pistol #22435571” module.

Compatability

CE- I have not made any effort to make this mod compatible with CE, so it’s likely that at the time of me writing this CE is prooooobably not compatible with this mod.

Also, this description is being written while I’m sleepy as hell and it probably shows, feel free to ask stuff if you are unable to decipher what I’m even talking about.
86 Comments
JessieFeathers Sep 7, 2023 @ 11:47am 
1.4?
Cheloman Apr 4, 2023 @ 8:14am 
Hi there, sorry if I'm bothering you but I seen to have an issue I can't find how to fix it. Currently I'm using the 1.4 version from Nameless and DeathTomato, and while I'm able to both make and install the implants, my pawns seen unable to use them. They don't get any additional options and when they're drafted to attack they use only their equipped weapon. Any idea of what may be the issue?
Nameless Mar 9, 2023 @ 1:56pm 
Hey guys, here is the update for 1.4 https://steamcommunity.com/sharedfiles/filedetails/?id=2944565933&searchtext=combat+modules Made with kind permission from MrKociak by Taranchuk. Contributed by Nameless and DeathTomato
Nameless Feb 9, 2023 @ 12:45pm 
Hi @MrKociak, I hope you are well! I wrote you earlier on the More Archotech Garbage page. @Taranchuk kindly agreed to help with the update/fork of More Archotech Garbage and Combat modules. May I please kindly ask you to add me to friends and to share your discord handle if possible? Many-many thanks! TO EVERYONE WAITING FOR UPDATES: A) I am looking for possibilities to chip the costs, B) I am looking for artist contribution with some textures. Please contact me if you are interested.
UncleMratni Feb 8, 2023 @ 3:31am 
I hope this will come to 1.4 eventually, the feature was really awesome.
Strike Energy Dec 10, 2022 @ 8:39am 
1.4?
JessieFeathers Oct 22, 2022 @ 9:20am 
Could you make the ones set to auto fire? like a toggle?
Demognomicon Oct 13, 2022 @ 8:51pm 
Is a 1.4 compatible version possible?
Willaby_Neko Oct 2, 2022 @ 7:29am 
I do have a couple of questions: 1. Is there a difference between installing a combat module into a primary slot or a secondary slot or are they the same and just allow for more than one implant? 2. If you have someone with a ranged weapon and they have a melee combat module, do they use the melee module over their ranged for attacking in melee combat?
Torkkar Sep 20, 2022 @ 3:59am 
sounds good man but after watching cyberpunk Edgerunner I got the idea for some cool arms for this first up gorilla Arms (Use by Mane) Heavy duty Melee arms that give your pawn the striking force of a Zeus Hammer (not the shock effect) when in melee & have an Integrated Shorgun & Grenade Launcher ranged variation, the second idea Mantis blades, Essentially adds Scyther blades to an active pawn's model granting them a powerful & fast melee option. hope these sound doable & nice work on this & combat moduels these are quickly becoming fav mods of mine.