RimWorld

RimWorld

Archotech Weaponry (Continued)
52 Comments
Apr 21 @ 11:20pm 
I like how the weapons look, but man, they hit barely better than a charge rifle in vanilla. In modspace, they fall off fast. Perhaps a good buff for them to match the archotech's hyperadvanced nature? Like completely ignoring armor entirely and generally high damage + accuracy in all areas, and further making it rare that I don't find two archotech swords on my visit on other settlements?
Jan 12 @ 4:23pm 
I confirm that those weapons can not damage mechanoid and android. those special mechanics need to be look at
Dec 4, 2025 @ 12:47am 
i dont know if this is intended or not but i cant seem to do damage to mechs. just seems to occasionally stun them
Oct 28, 2025 @ 5:40am 
Im encountering a crash against mecanoids if you attack them with the melee weapons, however it only seems to happen against large amounts
Oct 28, 2025 @ 4:40am 
@[★RU★]Grim10ck, Russian translation
Oct 13, 2025 @ 1:53pm 
Ребят сделайте русский язык, пожалуйста:isaac::spiffo:
Sep 25, 2025 @ 2:23am 
These are amazing weapons but for archotech weapons they do feel weak, is there a plan to add a mod menu to this to adjust strength?
Sep 21, 2025 @ 1:29am 
I tried using CE myself but my pawns kept dropping their weapons for some reason lol. Anyway, these archotech weapons really are pretty, though I think gauss and laser weapons might be better. Gauss you can make by yourself, whereas laser weapons are very rare. Maybe archotech weapons could be made better than Gauss but more expensive, requiring archotech shards to make or something, weaker than salvaged laser (but salvaged laser can explode) and weaker than true laser (but true lasers are rare quest rewards and have quite a windup time)
Sep 19, 2025 @ 3:46am 
it is kind of too weak. they are good weapons but they are in no way better than other standard modded weapons. i mean its archotech, they should have at least have armor pierce of 50-100 minimum ... currently i used these weapons against dead mans switch mechanoids and they were realy poor.
Sep 15, 2025 @ 10:34am 
@mattpike are they set to void toxin mode? it's the default and the weapons won't deal damage at all. Hits still stack a debuff that will know the target out eventually.
Switch to void necrosis mode if you want to deal damage.
Sep 7, 2025 @ 3:26pm 
The voidlauncher gets "depleted" and can't fire anymore. No mods that use ammo are being used.
Aug 26, 2025 @ 10:40am 
Then use it, who cares about it? that mod just restricts the way you play and the mods you can use, imagine restricting yourself playing a sandbox game:buzzed: , sheep would be a better term for it 😂
Aug 26, 2025 @ 10:33am 
Combat Extended is the goat.
Aug 22, 2025 @ 6:27pm 
@Zaljerem I don't use CE either. Your weapons are showing up in game, but every single one of them is a persona weapon and they don't seem to do any actual damage. Even the ones spawned using the debug menu are all persona weapons.
Zaljerem  [author]
Aug 18, 2025 @ 7:51am 
If you want CE compatibility, talk to the CE team. I don't have any interest in it.
Aug 18, 2025 @ 7:30am 
@mattpike
Some of that might be a problem with CE compatibility.
Dump this mod until Zaljerem fixes it.
Aug 10, 2025 @ 6:50am 
@Zaljeram I don't know if it's supposed to happen or not, but every single archotech weapon that I see in the game is a persona weapon, including the ones spawned using the debug menu. They also don't actually do any damage. I gave a legendary rifle to my main pawn and sent him to hunt a thrumbo. The thrumbo's log tab said that it was getting hit by my pawn's bullets, but they didn't do any actual damage. I don't use CE, is that actually needed for this to work properly?
Jul 17, 2025 @ 3:16am 
Hi , can you find these items in ancient dangers?
Jul 11, 2025 @ 4:06am 
I haven't downloaded the mod yet. Are there any crafting recipes? If not, please advise which mod to add
Jul 10, 2025 @ 12:02pm 
thank you retro, thats good to hear
Zaljerem  [author]
Jul 10, 2025 @ 11:44am 
Yes, soon.
Jul 8, 2025 @ 11:14pm 
any plan to continue the porting to 1.6?
Jun 4, 2025 @ 2:59am 
ce team already patched it
but cant find ammo recipe in ammo bench
May 27, 2025 @ 5:04pm 
When these weapons are persona weapons, only void toxin is used, even when swapping to void necrosis, is there a fix for this?
Apr 12, 2025 @ 11:21pm 
could we get melee animation patch for this?
Mar 27, 2025 @ 6:53pm 
Archotech Wrath appears to be broken. The damage immunity works, but pawns seem to completely lose interest in combat and do not engage friendly or enemy pawns.
Mar 22, 2025 @ 1:27am 
This one still works with CE I think. I only played with no ammo system though so I don't know if there's anything wonky about the ammo
Mar 19, 2025 @ 4:04am 
Do the Melee weapons spawn drastically more often than the Ranged weapons? Ive not yet seen any Ranged weapons spawn. But Ive seen about 10 Melees.
Mar 7, 2025 @ 5:07am 
the original is CE compatible (on CEs end), but i dunno about this one
Feb 15, 2025 @ 7:40am 
CE Compatible?
Feb 2, 2025 @ 11:29am 
Finally, a weapon for archons that isn't a sword. I hate advanced sci-fi civilisations that still primarily use melee combat with a burning passion.
Sep 28, 2024 @ 7:45am 
Do the melee weapons have quality prefixes? I remember when i downloaded this in past on the original download ranged weapons did have the prefixes but the melee weapons did not, unless that was just an issue of having the melee weapons as a relic.
Zaljerem  [author]
Sep 16, 2024 @ 9:19pm 
Updated: Plaguebearer trait should now apply properly.

Yes, if a weapon has the plaguebearer trait, it will apply Void Necrosis to the pawn that equips it.
Sep 16, 2024 @ 3:12am 
Srsly, is the Heavysword supposed to give Void Necrosis (stage 2) when you equip it?
Zaljerem  [author]
Sep 15, 2024 @ 6:11pm 
Thanks for the report! Pushing the fix momentarily.
Sep 15, 2024 @ 6:04pm 
I left this comment on the original mod about a year and a half ago and it was apparently never addressed, so I'll just copy it here in case you feel like fixing this:

The minigun, LMG, and pistol all have their accuracy stats defined incorrectly. This gives them perfect accuracy at all range categories.

For example, the LMG has a value of 50 for AccuracyTouch instead of 0.5, which gives it a base accuracy of 5000% instead of 50%.
Sep 11, 2024 @ 8:33pm 
The archotech weapons have traits that are random like persona weapons one of the worst ones afflict your pawn with stage 2, another one which is good but bad is one that makes your pawn unkillable but berserk during combat.
Sep 10, 2024 @ 11:51am 
I have two weapons

A Archotech Heavysword and a Archotech Sword

I gave the Heavysword to one pawn, and he got inflicted with Void Necrosis (stage 2)

I gave the Sword to another pawn, and she got nothing.

Is this supposed to happen?
Sep 4, 2024 @ 8:33am 
is there a guide on what the void modes and personas do? The og mod was vague about it
Sep 3, 2024 @ 1:40pm 
Hello there! I dont know if its an issue with this mod, but I cant bond to any persona archotech weapon. Always says "not bonded yet" but if I equip it, it does not get bonded in the process. and on rightclick it says it would be bonded.
Zaljerem  [author]
Aug 30, 2024 @ 1:28pm 
It probably needs to be repointed to the new packageId (zal.archotechweaponry).
Aug 30, 2024 @ 11:55am 
The CE team has a built in patch for the original version of this mod, would that work for this continued version?
Aug 23, 2024 @ 1:45pm 
hey just saying, the pistol has a delayed and muffled sound when firing
Aug 22, 2024 @ 8:46am 
Where to get this weapon?
Aug 20, 2024 @ 8:51am 
Is it normal for only range weapon to have quality difference?
Aug 19, 2024 @ 11:02pm 
Heeeeeeey, My archotech run is back in business
Thanks for this!
Aug 19, 2024 @ 1:57pm 
thx for answer
Zaljerem  [author]
Aug 19, 2024 @ 1:48pm 
Not inherently, no.
Aug 19, 2024 @ 1:41pm 
strange qustion but, ce comp?
Aug 19, 2024 @ 9:28am 
Hell yeah I can have back my Archotech SMG now!