RimWorld

RimWorld

375 ratings
Weapon Tech
2
6
2
5
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
9.950 MB
Feb 23, 2020 @ 7:34am
Jul 19 @ 3:56am
33 Change Notes ( view )

Subscribe to download
Weapon Tech

Description
Not a fan of being unable to craft World Weapons? A patch can be found here!



Weapon Tech replaces and expands the vanilla weapon research, with an emphasis on historically accurate chronological progression. Starting with simple smoothbore muzzle-loaders, your colonists will need to research thousands of years of firearms development, culminating in advanced Charged-Shot technology. All of these weapons are also original designs, as it seemed odd to me that your pawns were able to manufacture commercially available weapons without first acquiring blueprints or reverse engineering existing examples.

Weapons have been split into 6 primary research topics, with 5 side topics
  • Gunpowder - Matchlock Pistol, Matchlock Arquebus - Smithy/Machining Table



  • Breech-Loading - Double-Barreled Shotgun, Breech-Loading Rifle - Smithy/Machining Table



  • Repeating Actions - Revolver, Pump-Action Shotgun, Lever-Action Rifle, Bolt-Action Rifle - Smithy/Machining Table



  • Self-Loading Actions - Semi-Automatic Pistol, Submachine Gun, Automatic Shotgun, Assault Rifle, Battle Rifle, LMG - Machining Table



  • Mass Drivers - Gauss Pistol, Gauss Submachine Gun, Gauss Assault Rifle, Gauss LMG - Machining Table



  • Charged Shot - Charged Pistol, Charged Submachine Gun, Charged Assault Rifle, Charged LMG - Fabrication Bench



  • Optics - Breech-Loading Sniper Rifle, Lever-Action Sniper Rifle, Bolt-Action Sniper Rifle, Marksman Rifle, Gauss Marksman Rifle, Charged Marksman Rifle - Smithy/Machining Table



  • Multibarrel Weapons - Gatling Gun - Security Tab



  • Brushless Motors - Minigun - Machining Table



  • Fuzes - Frag Grenades, High-Explosive Shells, Incendiary Shells - Machining Table



  • Grenade Launchers - Incendiary Launcher, Smoke Launcher, EMP Launcher - Smithy/Machining Table


That's not all, though!

Composite Plate Carriers can be researched, offering a 20% decrease in cooldown time for ranged weapons (or 15kg increase to carrying capacity if playing without Biotech) thanks to their many pouches and pockets, and also a much higher defence than a flak vest/flak jacket combo. This doesn't come without risk though, as the nature of a plate carrier means a jacket cannot be worn over the top, and so limbs are left completely unprotected.
  • Composite Armor - Composite Plate Carrier - Machining Table

Mountable turrets are also a feature, and can be found under the security tab once Machining has been researched. They increase accuracy and negate cooldown, but have the obvious downside of being completely immobile.
  • Machining - Mounted LMG, Mounted Gauss LMG, Mounted Charged LMG, Mounted Minigun - Security Tab


Last but not least are "World Weapons". There are over 100 of these guns, and they can only be found be either trading, or scavenging from your enemies. I personally got bored of seeing the same M16 and Lee Enfield time and time again, and thought a few more weapons would add some much needed variety. While some of the rarer weapons have distinct advantages over those you yourself are able to craft, the vast majority are roughly equivalent to your own, so there's no need to worry about being at a huge disadvantage every time you face a group of enemies.

  • Pistols



  • Submachine Guns



  • Shotguns



  • Carbines



  • Rifles



  • Machine Guns



  • Snipers



  • Grenade Launchers






If you actually managed to read though those paragraphs, then I thank you! I hope it helps to explain a couple things you yourself may have wondered.



"Is this compatible with X mod?"
Weapon Tech uses a patch to edit a few vanilla research topics, the Stranger in Black, the Orbital Combat Trader, and the base Def for grenades. However, all ThingDefs found in BaseWeapons, RangedIndustrial, and RangedSpacer have been completely overwritten, as well as the Gunsmithing, Blowback Operation, Gas Operation, Precision Rifling, Multibarrel Weapons, and Charged Shot ResearchProjectDefs. So if you still don't know if it'll work, load them up together and find out.

Otherwise, I don't plan on making any patches for mods that I don't use. (i.e. Combat Extended)

"Could you add an options menu?"
Unfortunately not, as I have a very limited understanding of C#. If that changes in the future, then maybe.



CC BY-NC-SA 4.0 [creativecommons.org]
Popular Discussions View All (1)
0
Dec 28, 2020 @ 12:05pm
Mod patches
Slye_Fox
233 Comments
Janson  [author] Aug 27 @ 3:15pm 
It should absolutely be possible, yes, and I do quite like the idea. If I have to do any updates in the future, I'll probably look into adding that feature. Thanks!
Endless Summer Aug 17 @ 1:15pm 
Really glad to see this one back, I do have possibly a small feature request about the tripod mounted guns. The Industrial Fortification: frontier mod has some mounted weapons and they can be placed on top of sandbags and embrasures, which makes them much more useful for creating little bunkers etc. Would it be possible to allow the tripod mounted weapons in this mod to be placed similarly?
Ralathar44 Aug 8 @ 10:33pm 
A cool mod to pair with this one is the Arcane Technology mod. It disallows you from equipping items above your tech level because your colonists can't figure out how to use them properly. (or maintain them properly in my headcanon). Or you can set it to like +1 above your tech level, so like medieval people could figure out normal firearms but not spacer tech for example.

It's not fully compatible since the non-researched trader only items don't have a research level, but YOU KNOW which weapons would be appropriate or not.

This makes you actually utilize most of the tech levels you research instead of just the superior weapons that drop from enemies or buy from traders giving you an actual feeling of weapon progression.

https://steamcommunity.com/sharedfiles/filedetails/?id=2554469600&searchtext=arcane+technology
Janson  [author] Jul 27 @ 3:19pm 
Thanks guys, you really give me the warm fuzzies :)
2001catman Jul 26 @ 6:40am 
thank you for updating it much love hope your plans don't messed up next weekend
[nfc]walther Jul 24 @ 2:57pm 
Did not expect to see an update to my favorite mod after that first post. Even if it was easier than you thought it would be we still hugely appreciate the work you put in!
zaune_thegreywyvern Jul 22 @ 10:09am 
Well hurrah with four accessory rails, two different sights and a superfluous foregrip on! I'd have been really sorry to lose this mod, it's one of my favourites.
Nedlee Jul 19 @ 6:20am 
Good ol' weapon tech! Glad to see you still working on this.
Zipcole Jul 19 @ 5:16am 
Sorry about your plans but super happy about the mod update! I'm pretty sure I've used this mod for 90% of my 2.7K hours on rimworld, glad to be able to continue using this going forward! Loved the scenario and glad to see it working again!
Ralathar44 Jul 19 @ 4:39am 
It's always a dice roll, it could have just as easily been a nightmare. But I know how you feel. Happy to see one more must have mod updated and ty for looking into it. Will let you know if I encounter anything weird and narrow it down to Weapon Tech.