RimWorld

RimWorld

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Arrow Please (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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2.788 MB
17 Apr, 2020 @ 1:43pm
15 Mar @ 2:14am
13 Change Notes ( view )

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Arrow Please (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
846 items
Description

Update of ianchen31s mod
https://steamproxy.net/sharedfiles/filedetails/?id=1552903923

- Added CE support Patches now included in the main CE-mod instead
- The user Tec has made a temporary CE patch until CE updates Other CE Patches



[dsc.gg]
[github.com]



This mod adds several ranged weapons to Rimworld, including 4 neolithic weapons, 4 medieval weapons(all crossbows), and 4 siege engines, or , manned turrets.
Crossbows and siege engines both required separate research to attain.
Also, there is an alternative version of all 3 vanilla bows and 2 added crossbows, which shoot out flaming arrows instead of regular arrows.

Note that even the flaming arrows are less accurate, have smaller range, deal less damage, and spawned a bit less(should be 33% of all bows), they are still far more dangerous than regular arrows, and will increase game difficulty. This is not something unbalanced, this is intended, rather a buff to tribes.
If you feel like getting really annoyed by those flaming arrows, just tell me, I'll consider nerfing them.

Now with an addon that adds medieval factions.
https://steamproxy.net/sharedfiles/filedetails/?id=1556416223

--------------------------------------------------------Weapon description------------------------------------------------------

Neolithic weapons:

Throwing torch (30 woodlogs)
A stick on fire, and you can throw it. Simple.
Throwing torch is far from accurate, and really need much effort to hit one. However, it may pay off, for the flame it induced. Torch can also be used in melee, with much higher hit chance, but still low chance for setting fire.
The torch itself works like the building version, but with lesser light and warm induced, in exchange for longer lasting time. Throwing torch can't be fueled, though.

Sling (10 Fabric or Leather)
Just a piece of cloth for you to throw a stone. Inaccurate, but really painful if get hit by one unluckily.

Tomahawk (50 stone or metal + 10 woodlogs)
An axe for both melee and ranged purpose. While it can be thrown at enemies at distances, tomahawk actually deals much greater damage when used in melee.

Blowgun (20 woodlogs + 10 Herbals)
A tube which you can use to shoot out toxic darts. While darts really deal little damage, it can poison your opponents. Dart toxin mainly reduced consciousness, but will surely be fatal if overdosed.

Medieval weapons(require crossbow research):

Light crossbow (50 woodlogs + 20 steel)
Basic crossbow. Deals more damage than bows, while having less range and longer reloading time.
Have a flaming arrow version.

Arbalest (40 woodlogs + 50 steel)
Advanced crossbow. Works out better in most conditions, including damage, accuracy, and range, but a bit worse in close combat due to its longer reloading time. Have a flaming arrow version.

Waist-stretched crossbow (75 woodlogs + 55 steel)
Something from ancient China. I'm not sure if there's a better translation, I just can't really find one.
A much larger crossbow which takes much efforts just for reloading, but might pay off when someone's head getting shot off from really far away.
Although it does cause greater damage and have a better shooting range, its overall performance is worse than arbalest due to its painfully long reloading time.

Repeating crossbow (100 woodlogs + 30 steel)
If you feel that all crossbows shoot just too slow, this is the thing for you. Repeating crossbow can shoot 5 arrows in a burst. But, all arrows are just inaccurate and deal small damage. Still useful if used in close combat, though.

Siege engines(need siege engine researching):

Ballista (150 woodlogs + 30 steel, size1,2)
A relatively small manned turret. Deals great damage if hit. Need woodlogs for reloading.

Triple-bow crossbow (200 woodlogs + 60 steel, size3,3)
Something from ancient China too. I'm not sure if there's a better translation, I supposed it to be sounded stranger if is translated triple-bow bed crossbow?
Might looks exaggerated for having three bows on a single "crossbow", but this crossbow-like siege weapon can shoot bolt to a really far distance, and really deadly. Need woodlogs for reloading.

Catapult (225 woodlogs + 40 steel + 20 cloth, size3,3)
A device which you can launch specialized projectiles made by stonecutting. Have a large radius, but needs long reloading time.

Trebuchet (300 woodlogs + 75 steel + 30 cloth, size5,5)
The symbol of mass destruction. No walls can withstand the projectile it launched.
Actually works like mortar, but do have a range limit, which...may be ignored in most conditions.
Also need specialized projectiles, separated from catapult ones.

All flaming arrow version of weapon cost 20 more cloth than regular ones, except short bow, cost 15 more only.

---------------------------------------------------------------------------------------------------------------------------------------

For projectiles:
Catapult projectiles can be made by stone chunks you found just everywhere by stonecutting. One stone chunk for two catapult projectiles.
If you live on ice sea, where no stone chunk available, or you just kind of want to keep stone chunks, fine for you. You can also made catapult projectiles by stone blocks. 10 for 1.
You can also remake the projectile into flaming version, burning everywhere it hit, with a cost of a few woods and cloths.

Trebuchet projectiles roughly are the same, but one chunk for 1, and 25 blocks for 1. Flaming projectiles are the same mechanics.
However, there is also another kind of projectile available for trebuchet : Human corpse projectile. Just like what our ancestors did thousand years ago.
You can butcher an unlucky corpse, make him/her into a projectile, and launch him/her into his/her former faction members. It deals less damage than regular stone chunks, though.

---------------------------------------------------------------------------------------------------------------------------------------

Although this mod should be kind of completed, there still might be some bugs(or many, I'm afraid.), and really lots of imbalance. Please leave your comments for what should be adjusted.
Also, I'm not a native English speaker, just notify me if you find some translation error.

Language:
English
繁體中文
简体中文



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


Popular Discussions View All (1)
0
6 Aug, 2020 @ 2:20am
Suggestion/request to make wood-based items use "any wood."
Svela
45 Comments
tuk0z 21 Oct, 2022 @ 10:08am 
Thank you Mlie for updating this for Rimworld v1.4 :-) Will try it ASAP.
uberjammer 11 Mar, 2022 @ 12:43am 
Weirdest thing - equipping a bonemold throwing torch resulted in my pawn's ui buttons disappearing. Dropping it makes the buttons come back immediately. Doesn't happen with the Waist Crossbow. I wonder if it doesn't like Yayo's Combat 3.
Tec 9 Feb, 2022 @ 6:26am 
at least for now the ballista's will shoot without errors. :)
Tec 9 Feb, 2022 @ 6:25am 
Still not worked out how to add new ammo sets/types completely, but temporarily made ballista's use the Javelins(Pila's) from CE as ammo as they had a turret projectile type that wasnt being used. And made a Triple Ballista a 3 Burst Shot. @Mlie
Mlie  [author] 19 Jan, 2022 @ 5:37am 
@Tec Noticed, Ive added a link in the description
Tec 19 Jan, 2022 @ 5:31am 
made*
Tec 19 Jan, 2022 @ 5:31am 
so, it takes a while for the dev of CE to do updates, so until then, make a quick mod to fix "most" of the errors, will stop error spam atleast when AI is using tomahawk and throwable torches. Still doesnt like viewing the throwable torch infocard for its fuel, but thats ok. Thought about changin the ballista's to use ammo, instead of a fuelable, but ive not ahd time to do it. Anyway, here you go, anone that wants it. https://steamproxy.net/sharedfiles/filedetails/?id=2723720602
Tec 10 Jan, 2022 @ 4:36am 
@Mile Ahh ok no problem, maybe ill try and add it myself. :)
Mlie  [author] 9 Jan, 2022 @ 9:35pm 
@Tec The CE-patches are included in the CE-mod now so I guess anyone can send them a PR with updates if its needed. I dont use CE myself so that is why the patches were moved over to the CE team
Tec 9 Jan, 2022 @ 4:16pm 
hey, so if you want to fix the ammo/projectile errors, in particular for the throwable torches and tomahawk. You need to an a CE Projectile, so it knows what ammo to use, as they work different to normal ammo. An Example is in this https://steamproxy.net/sharedfiles/filedetails/?id=2195996970 . Which adds a fire extinguisher, with the similar idea that the ammo is in the item itself. if you look at the CE patch folder in that mods directory, you'll see two things created.

<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseGrenadeProjectile">

and

<projectile Class="CombatExtended.ProjectilePropertiesCE"> which is inside that def.

just gotta replace the name, the texpath for your textures and of course the tomahawk wont have an explosion.