RimWorld

RimWorld

Eccentric Tech - Foxy's Armory [Legacy]
121 Comments
Adrian.Lindgren May 4, 2024 @ 12:25pm 
where e621 charge rifle
Kaedys Jul 31, 2021 @ 3:12am 
For reference, in my own personal local balance patch for the weapon (this was in the context of running the numbers on weapons across the game and across all of the mods I use, and applying a balance/tuning patch for my local gameplay), I'm running with the following numbers. They leave it still being unquestionably superior at short range, but the Charge Rifle starts beating it at about 10 cells, and the assault rifle at about 12-13, giving it much better overall balance.

Damage: 4 (from 13)
Burst Count: 6 (from 5)
Burst ticks: 5 (from 9)
Accuracy: 92% / 60% / 20% / 18% (from 90/70/50/30)
Warmup: 42 ticks (0.7s) (from 30/0.5s)
Cooldown: 54 ticks (0.9s) (from 72/1.2s)

Same chart, with the addition of the above-stated version to the plot: https://i.imgur.com/dBzMb2f.png

I can also shoot you a copy of the sheet I wrote for this plotting, if you'd like.
Kaedys Jul 31, 2021 @ 3:00am 
Love the artwork, and the spectrum of weapons (not many mods make the distinction between all 3 of a rifle, a carbine, and a PWD, as well as having two distinct variants of longer-range high-accuracy weapons). One thing I had noticed, when I was adding them to a local spreadsheet I use to plot and compare weapon damage profiles at various ranges, is that because the P12 PWD uses the same EccentricLightCharge projectile def as the pistol, but fires it with a 5-burst count and at a blistering total fire cycle length of only 138 ticks (2.3s, compared to 204 ticks/3.4s for a Charge Rifle), along with exemplary short-range accuracy, its DPS is actually off-the-charts overtuned. https://i.imgur.com/IWzjVvv.png May have been fixed in 2.0 already, but thought I'd mention it just in case.
Aelanna  [author] Jul 20, 2021 @ 11:33am 
Please check out Foxy's Armory 2.0 for Rimworld 1.3 here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2552628608

Foxy's Armory 2.0 will also require Eccentric Tech - Core:

https://steamcommunity.com/sharedfiles/filedetails/?id=2552623545
McFunk Jul 18, 2021 @ 9:21am 
Hey Aelanna, really like this mod! The weapon models are some of the most detailed weapon models on the workshop! Wanted to ask if you plan at some point to update this mod to 1.3? (P.S love your comics!)
Natalie6 Jul 7, 2021 @ 10:28am 
I know you've been missing for a while, but any chance we'll see this updated to 1.3?
Eqz Mar 9, 2021 @ 2:52pm 
It looks like some CE stats here may be outdated, compared to CE Guns.
Like L20C having 75 range, which is more, than range of standard L-20 of only 62 tiles.
Medievalman Feb 7, 2021 @ 3:49pm 
Disregard previous comment. Seems Vanilla Expanded Framework was the culprit, but a hotfix for it fixed the issue.
Medievalman Feb 7, 2021 @ 2:39pm 
Ran into an interesting issue. When using Combat Extended and Vanilla Expanded Framework together, Foxy guns will disappear if a pawn drops one. This doesn't occur if either mod is active by itself, only when used together. Odd thing is that this issue is only happening to these guns, not any other modded guns.

Not sure if this is an issue with this mod's CE patch or an issue with the other mods, but I thought I should mention it. In dev mode, it throws an error whenever a Foxy weapon is picked up and dropped while both mods are active.

Bolt-action Jack Oct 17, 2020 @ 5:44pm 
The P12 PDW & S8 pistol are two handed for some reason, and can't be used with a shield.

I just modify them myself, but in case that wasn't intentional, I wanted to bring it to your attention.
Nex-Razin Oct 16, 2020 @ 6:55am 
Cant play CE without this mod, thank you.
Will you be adding a charged shotgun? Would be great to see some more melee weapons too.
Tardo The Ass-Monkey Sep 23, 2020 @ 8:38pm 
Will the CGL1 be added to Vanilla? I know it is unlikely that the CAW5 would be, since there is nothing like that in Vanilla, but the CGL1 is at least somewhat similar to Incendiary/EMP/Smoke Launchers.
BluePebble Sep 14, 2020 @ 9:19am 
This mode is one of my favorite modes!
Thank you for updating 1.2!
its so balatrover Aug 26, 2020 @ 2:46pm 
poggers
Deep Aug 25, 2020 @ 6:24pm 
Thank you very much for the update!! This is existing save-compatible, right?
Prometheus Aug 16, 2020 @ 10:48pm 
Anyone tested if the mod's fine with 1.2?
Enlonwhite Jun 25, 2020 @ 9:19pm 
E15---just a range buff to 34

E9C---should feel like a carbine but felt well like a weaker E15 but no upside to usage.
so all accuracy changed. Acc T 80, Acc S 70, Acc M 40, Acc L 30
Warm up reduced to 0.8 Ranged CD down to 2 (could change to 2.2 to be more fair but eh)
felt more like a fast response close combat gun now, felt right. Felt more end game to me at this point.

NOTE: I dont use CE, and I dont like it due to the engine of rimworld. Sorry but that is my thoughts on CE.
Enlonwhite Jun 25, 2020 @ 9:19pm 
P12---- range to 23 (due to lower Armor pen kept changes to minimum)
S8---- Range CD lowered to 0.5
(felt in line as a fast small arms firing single shot, also the low AP made this change feel fine.)

E18----range buff 37 and w up down to 1.5 and acc touch increased to 50%
(changed the R CD too but that is personal taste not a balance check, so not posting that here)

E16---just lowered W up to 3 and R CD to 2.2
(felt more like a mini anti mat rifle but much weaker in its own diversity from it, hence the lower time to aim and recover now.) Now its not as good as a anti mat rifle in RAW, but better in between as a sniper/mini anti mat rifle.
Enlonwhite Jun 25, 2020 @ 9:14pm 
Thought id share about why I changed things to keep this mod, I am using alot of the vanilla expanded weapons, and the charge weapon slight change patch for it.

I then noticed Rimsenal enhanced vanilla and realized I had stopped using its gear besides its charge shot gun.......just regular charge rifle was so much better then all its other stuff, and the anti-material rifle beat the charge driver (aka charge sniper) on it.

then it dawned on me, I love your art and usage of your weapons, but even I was only using the L20c and the E15 (with range boost to 34 though 32 would be more reasonable)
So i went in and changed them to be similar but have there own feel compared to expaned vanilla charge weapons.
note: I did not even need to change the L20c (basiclly charge LMG) its stats were fine overall
Elfenbein Jun 23, 2020 @ 4:57pm 
This seems to be a problem on my end, I am using combat extended, and if I only load Foxy's Armory and combat extended everything seems to work fine. The problem seems to stem from my extremely long mod list. I'll see if I can find a way to fix it. The Launcher can be made or spawned just fine, it's that the ammo can't.
Aelanna  [author] Jun 23, 2020 @ 3:51pm 
@Aperture's Spider - If you have Combat Extended, then you should be able to craft 44x52mm charged grenades at the Loading Bench like most other ammunition. If you are not using Combat Extended, then it does not use ammunition. :)
Elfenbein Jun 22, 2020 @ 8:18pm 
Really enjoy the mod, I do have a small problem. Using both the dev menu and the fabrication bench, I can't find the grenades for CGL1. Is this a bug, or a problem on my end?
RutraNickers Jun 20, 2020 @ 9:28pm 
Oh sorry, for some reason I didn't noticed this part in the text. Thanks mate
Aelanna  [author] Jun 20, 2020 @ 9:16pm 
@Rutra Nickers - As mentioned in the description, the vanilla stats for Foxy's Armory were derived from Rimsenal Enhanced Vanilla Pack and are roughly on the same level in terms of power. The Combat Extended stats were derived from CE Guns.
Aelanna  [author] Jun 20, 2020 @ 9:15pm 
@Straid - Thanks! I honestly don't know about shotguns just yet, they round out the set but a "charge shotgun" always felt kinda silly to me. We'll have to see!
RutraNickers Jun 20, 2020 @ 2:25pm 
those weapons are similar to rimsenal in terms of balance or more OP?
Djura Jun 20, 2020 @ 1:30am 
Love the mod so far Aelanna, perfect for that endgame colony feel. Any chance we'll see a shotgun of some kind in the future?
Enlonwhite Jun 13, 2020 @ 10:03am 
I saw the mod shortly after my comment in my search for other mods, about adding animal parts to humans.
Can say very interesting, though if i refered to the animal part of that person should I have said it as 'Fox Lady' or 'Foxy' as a direct term to her being a fox like individual?

I was trying to be Punny as in foxy for attractive person and hint at the fox like traits.

But you have given us a mod for it, and as such I am the fool who asked.

Still,
Thank you!
I will think about adding it, however i use over 200 mods and adding more race or mods that are race like can cause issues or imbalancing, I have to be extra picky about it, especially since this mod adds in medical stuff I assume. I spend about 18 hours making sure the list loads with no game breaking errors, and adding a mod like that may mean i spend many more hours XD.

but adding your weapons is no problem.
Aelanna  [author] Jun 5, 2020 @ 7:37pm 
@Enlonwhite - I meeeeean, Foxy is technically a normal human, but if you want her cosmetic ears and tail, there's always surgery. ;) https://steamcommunity.com/sharedfiles/filedetails/?id=2014890157
Enlonwhite Jun 5, 2020 @ 5:28pm 
What about that foxy lady in the preview? We going to get that as a possible new race mod ;-)

just teasing you, but thanks for what you have made so far.
Aelanna  [author] May 25, 2020 @ 2:38pm 
@thecrafter354 - There's always a possibility that Foxy adds more toys to her armory, but there are no current plans for expansion. :)
thecrafter354 May 24, 2020 @ 10:43pm 
Are there any plans to expand the amount of weapons for this mod? I love the designs and I think they are really cool to use with the camo power armor mod.
vine009 May 12, 2020 @ 4:35pm 
@Aelanna Just tested, everything is working as intended. Thank you again for your hard work.
Bolt-action Jack May 11, 2020 @ 11:10pm 
@Aelanna Your work on this mod is commendable. I've never seen a mod author being so on top of their project. I just wanted to say thank you!
Aelanna  [author] May 11, 2020 @ 8:45am 
@vine009 - Found and fixed the culprit, it was using an incorrect CE projectile class that was nullifying the direct impact damage. It should now be correctly working as an anti-tank weapon.
vine009 May 10, 2020 @ 12:25am 
@Aelanna Some follow up about the test. The CAW5 actually can do heavy damage to normal animals and some mechanoids, but against centipedes, still no damage.

I noticed that the damage done was mostly from explosion and fragmentation. This is vastly different from the other anti-armor weapons in the game - those mainly do bullet damage with extremely high armor penetration. Maybe this is why CAW5 can't harm centipedes, and also fails to one-shot most other mechs like pikemen and scythers.

Anyway, you're right that the CAW5 is working, but maybe not working as intended if its damage type can't hurt centipedes?
vine009 May 9, 2020 @ 7:38pm 
@Aelanna I was referring to l0rf's comment which also mention's research problem. And yes, I'm using CE and lots of other mods.

Since I was using centipede as testing subject, I don't think apparello 2 and maid project would be the problem. As for weapon mods I only use CE-related mods like CE melee, CE guns and your Eccentric Tech series. I didn't use any medical mods for human, only A Dog Said for pets. I do use Giddy-Up series and What the hack, but I'm not sure if it interfere with centipede armor.

One thing I found weird is that I get no error when hitting centipede with CAW5. My wild guess as a noob is that something's wrong with the armor penetration so CAW5 couldn't do damage?

I will do a cleaner test (removing all mods other than CE and Foxy's Armory) later, but I can't think of any likely candidate for this problem. Thank you for your attention.
Aelanna  [author] May 9, 2020 @ 4:56pm 
@vine009 I see no message from 4/14 and I need more context. The CAW5 is working for me both with and without Combat Extended, are you using CE or other mods that affect combat or damage calculations? Medical mods?
vine009 May 8, 2020 @ 7:20pm 
@Aelanna Hello, I see that somebody else brought it up on 4/14, but as I tested yesterday, the CAW5 HEDP still do no damage to enemies. Please check when you have time, thank you for your effort.
BluePebble May 8, 2020 @ 3:48am 
I like this mod.
Thank you for making. :)
Aelanna  [author] May 7, 2020 @ 4:51pm 
@Bolt-action Jack - The description references the E15, the Eccentric variant of the R15. Its purpose is to have a faster warmup time and lighter bulk compared to the full-length E15.

That said, the comparison between the E15 and R15 feels slightly off and different from what I remember. I'll make a balance pass when I get a chance. :)
Bolt-action Jack May 6, 2020 @ 11:55pm 
The E9C Charge Carbine seems....... wrongly statted in CE. It is worse than or equal to the R15 in every way. Shorter range, slower fire, less accurate, bulkier, but the same weight and ammo.

Am I misunderstanding the stats? They seem counter to the description given.
l0rf Apr 29, 2020 @ 12:55pm 
Just wanted to say that everything here works perfectly. Just ... crafting a legendary quality CGL1 with 4 infusions, 2 of which reduce ranged cooldown and aiming time by around 20-40% and one that boosts damage by 50%... It's really not fun for anyone who wants to raid me. Not that I'm complaining. This has certainly become my go-to endgame player faction weaponry.
Rzabat Apr 20, 2020 @ 10:13pm 
(A CE based comment)
Would it be possible for you to add a sort of advanced anti-material rifle, such as one firing the same 12 x 64mm that CE centipedes fire? Im finding that the current sniper rifle and DMR in CE is overshadowed by the LMG in terms of raw damage output, as they have the same range and ammo types.
l0rf Apr 13, 2020 @ 10:46am 
Glad to be of assistance!
Aelanna  [author] Apr 13, 2020 @ 10:28am 
@l0rf - Whoops! Looks like I forgot to actually update the prerequisite. I'll have a small patch up later tonight with a fix, thanks for the catch!
l0rf Apr 13, 2020 @ 10:25am 
Very cool to see this updated. I was running a savegame with this mod active while the new launchers were added and the eccentric charge launcher tech is still doing nothing, the launchers are researched with the normal eccentric tech. Is that related to the existing save?
skycrossercat Apr 13, 2020 @ 2:34am 
Oh, yes, then after the flares updated my armory will be complete again.
Aelanna  [author] Apr 12, 2020 @ 8:30pm 
@infiniminer You bet! Please let me know if you encounter any issues. :)
its so balatrover Apr 12, 2020 @ 6:26pm 
Thank you so much Aelanna for this update! The new guns look really cool, can't wait to try it out!