RimWorld

RimWorld

Mechanitor's Weapons
153 Comments
Rakanishu May 30 @ 5:11pm 
I put a bunch of the shotgun turrets around a flesh mass heart
Aulie Apr 1 @ 11:26am 
I hope the mini shotgun turret gets an xnd proper shotguns patch
Sally smithson Mar 8 @ 6:01am 
It was map vehicle framework, sorry for blaming you
Sally smithson Mar 8 @ 4:39am 
My apologies, it turns out its also affecting vanilla turrets. Ill notify if i find the cause
Sally smithson Mar 6 @ 9:07am 
no error messages,
If you add me i can show you a screenshot of what my killbox looks like
Windward'Snow  [author] Mar 6 @ 4:20am 
Are there any error messages?
Sally smithson Mar 6 @ 2:18am 
For some reason a diabolos and its militor escort thought it could shoot the shotgun turret through walls. After i removed the turrets through dev mode its went back to its intended path and finally attempted to kill my pawns again. I dont know why or how. But it fixed itself after the shotgun turrets were removed
苍白而蔷薇 Mar 3 @ 2:43am 
或者整体连带着前面的两个机枪都削一遍(
苍白而蔷薇 Mar 3 @ 2:42am 
1s预热问题不大(DLC数值爆炸懂的都懂),25%穿甲可有可无(原版速射上位可不怕穿甲低),减移速(反正都用惯速射了还担心这个吗)。2高级零部件(玩家完全不缺几个高级零部件)。我觉得问题主要就是45伤害的问题,一枪打烂躯干的含金量。要不要考虑一下改成20伤害射10次之类的(
Windward'Snow  [author] Mar 2 @ 8:25pm 
又削了些的
去码头整点薯条 Mar 2 @ 5:22am 
请问您是否愿意通过使其与机械师绑定以限制使用者,或者在配方中加入机械芯片,或是略微调低穿甲来进行平衡,无论怎样,这是个很好的武器MOD
去码头整点薯条 Mar 2 @ 5:16am 
对于原版环境来说,重机枪非常的离谱,大部分情况下一枪就能解决目标,我开始限制自己对其的使用。我认为,除重机枪外的武器都还是比较平衡的。请问您是否考虑过在配料表中加入高级零件以适配其强力的性能。
苍白而蔷薇 Feb 28 @ 2:49am 
哒哒哒哒哒哒~(机枪扫射声)
Windward'Snow  [author] Feb 27 @ 1:30pm 
It's a machine gun
苍白而蔷薇 Feb 27 @ 2:51am 
即便是没有任何加成,重机枪除了射程也是全方位优于反器材狙的,因为重机枪一次打五法几乎弥补了缺点~真要说的话,反器材狙更像是丐版的只能打一发的重机枪~
苍白而蔷薇 Feb 27 @ 2:50am 
这么削重机枪也没削到点上啊,不疼不痒~
苍白而蔷薇 Feb 26 @ 2:41am 
那现在就有一个非常严重的问题,反器材枪除了射程以外几乎全方位不如重机枪(精度这种问题在现在版本可以说基本忽略不计),45伤害可以一枪打烂绝大部分身体部件...
lucky_one 🍀 Feb 22 @ 8:12am 
I really like the mod. Weapons fit the game, looks and feels good and in general an amazing job boss. I like the idea for the mechanitor heavy machine gun, it does need a lil bit of balancing for the non-CE users. Keep it up mate :er_heart:
Internecivus Jan 17 @ 2:27am 
These seem cool, can't wait to use them. Just need Mechanitor's Armor.
Windward'Snow  [author] Jan 13 @ 1:21pm 
Making them no longer require Mechanoid tech would go against their lore. In fact, the Mechanoid tech line is not difficult to complete once you start it (previously, making these weapons only required Mechanoid tech, and some people said this made them too easy to obtain, and they can be obtained in the early and mid-game), so I think it is better to keep the status quo, after all, they are weapons with performance close to or even stronger than the charge rifle
Magic_blender Jan 13 @ 8:27am 
hey one question, is there any chance that you could make the weapons unlockable by certain research, i just find these weapons to be too overpovered for the cost and research to get them, maybe make them craftable only after researching pulse weaponry or something ?
Barteg Jan 6 @ 10:42am 
Alright, thanks for answering
Windward'Snow  [author] Jan 6 @ 2:39am 
I don't have any idea about this yet. weapon design from this mod is actually based on ammo specifications (in ce environment), weapons like individual autocannon can already be found in other mods (like VFE-Pirate). but for vanilla combat player, I recently planned to change the HMG's bullet damage to the same as the AMR's, and reduce the burstShotCount, making it a low-rate but high-powered weapon.
Barteg Jan 5 @ 7:19am 
Hey man, what's the chance you could add something like a Mechanitor Autocannon for pawns to use ?
Barteg Dec 25, 2024 @ 4:09pm 
Easily the best weapons mod I have
alonlystalker Dec 8, 2024 @ 9:29am 
weird, because i play with it just fine few months ago, and today i want to play again, and see that thing. and now things even wierder, i just delete all ce and muzzleflash patches and all work fine. i never use ce or muzzleflash anyway.
Windward'Snow  [author] Dec 8, 2024 @ 8:42am 
Never heard like this before. This is a pure XML mod, and about research it's have a patch to detect if Biotech is installed, maybe these can provide you with some clues. If it doesn't work, use the dichotomy method to find the conflicting mods
alonlystalker Dec 8, 2024 @ 8:12am 
idk what happens with this mod but when i enable this mod with my modpack game just freeze then i try to open researches. without this mod all works fine, and there is nothing wrong in player.log.
Enigma Oct 14, 2024 @ 1:09pm 
I've noticed that every first trader offers mechanitor's weaponry. Is there a way to prevent traders trading them?
parakeet Oct 1, 2024 @ 5:36pm 
Figured it out even if you have the steam version your game needs to be clear of all other versions of CE even if it is deactivated
Windward'Snow  [author] Sep 28, 2024 @ 6:03pm 
Is your CE the Steam version?
parakeet Sep 28, 2024 @ 4:59pm 
I've having trouble with CE. The weapons are staying vanilla even with trying resubscribing to both mods.
Windward'Snow  [author] Sep 13, 2024 @ 10:06pm 
把你的ce重装并按要求排序mod
阿弥诺斯 Sep 13, 2024 @ 7:13am 
可是并没有兼容ce啊,我这边是没有兼容
skimaskalx Sep 7, 2024 @ 7:04pm 
great mod! very very fitting for mechanitors! won’t be going off my mod list anytime soon :steamhappy:
VelxraTV Jul 24, 2024 @ 1:30pm 
I still love this mod. Hope it continues to grow.
Windward'Snow  [author] Jul 17, 2024 @ 9:40pm 
@喵酱official 没有专门兼容,只有发射原版电荷弹的武器会加强
喵酱official Jul 17, 2024 @ 6:41pm 
请问这个和正品电荷弹模组兼容吗?
JohnnySins do Minho Jul 17, 2024 @ 12:58pm 
When I try to use this mod with CE I get a blank stat page, is it normal?
wildlife documentary reporter Jul 10, 2024 @ 11:16am 
i had the github CE downloaded and it made my modlist choke and die, i would have just quit rimworld if i cant use my anti material rifle, it works now
thanks for the help anyway
Windward'Snow  [author] Jul 10, 2024 @ 5:40am 
try re-subscribing to CE, if there are still problems, I have no idea.
wildlife documentary reporter Jul 10, 2024 @ 5:23am 
tried unsubscribing and subscribing and only launched the game with 1.5 CE and this mod, its still stuck in vanilla :(
Windward'Snow  [author] Jul 10, 2024 @ 12:23am 
@wildlife documentary reporter I'm not sure why this happens. After several tests, it didn't happen to me. First, only start this mod and ce (if you subscribe). If it works, try to check if there is a mod sorting problem and error. If it still can't be solved, you can only use binary search to check if there is a mod conflict.
wildlife documentary reporter Jul 9, 2024 @ 1:21pm 
The Weapons are stuck in some weird limbo between CE and Vanilla, like anti material rifle having what im assuming is short vanilla range, but still has the aiming and one shot properties? The descriptions of the weapons are also empty, am i doing smth wrong
Windward'Snow  [author] Jun 30, 2024 @ 1:59pm 
@Rondson At present, I only have the weapons in mind. As for armor, I personally think that some other mods have already provided similar items (such as Mechanoid Bench 3), so there is no demand or design motivation in this regard for the time being. Maybe there will be in the future, idk
Rondson Jun 30, 2024 @ 1:00pm 
Hello, thanks for the mod; it's one of the funkiest out there.

Do you have any plans to make equipment/implants/armours/outfits based off the loot that comes from Mechanoids, or your focus is solely on weapons?
Windward'Snow  [author] Jun 30, 2024 @ 11:47am 
@hn桑 目前还没有这方面的想法,也许以后会整
hn桑 Jun 30, 2024 @ 10:34am 
大佬能不能添加这些武器的人格武器版本啊?造价很贵也行,还有能不能加入几个近战武器和人格版本?原本的人格武器还是太难获取了能不能用机械科技的方式添加人格武器特性?
SanguinarcAQL Jun 30, 2024 @ 10:10am 
okay thanks !
Windward'Snow  [author] Jun 30, 2024 @ 9:53am 
@SanguinarcAQL essentially, they are just 'normal' weapons that any colonizer can use, but the recipe for making them requires the research of mechanoid tech to unlock (in Biotech DLC). In addition, you can also earn some through mission rewards.