RimWorld

RimWorld

43 ratings
Ultratech Weapons Plus
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
479.141 KB
29 Jul, 2021 @ 2:32am
10 Apr @ 3:01pm
11 Change Notes ( view )

Subscribe to download
Ultratech Weapons Plus

Description
Adds a new suite of enhanced versions of some vanilla weapons such as the charge rifle and charge lance, while also adding new ones (WIP). The weapons are all classed as Ultratech, meaning they are possible to have as desired weapons in your chosen ideoligion. They are meant to be mid-late game weapons for spacer colonies.

All ranged weapons have custom sounds and bullets.

I will keep updating this mod, adding more weapons. See changelog for progress and changes made.

The original engineers are so far unknown but rumours indicate the design may be a remain from a legendary group of space explorers lost to the ages. But, through enough time at the research tables (two tiers) the weapons will be craftable at the Fabrication bench for a pretty hefty price.

Weapons in the mod right now:

- XCharge: A rebuilt and enchanced version of the traditional charge rifle, firing both faster and more accurate. The rifle is a lot more powerful than the original version.

- XLance: Rebuilt and enchanced version of the traditional charge lance. The lance is a lot more powerful than the original version, though it's modified to be stronger over longer distances.

- XCannon: Heavy auto-cannon with lots of firepower and not as much accuracy.

- XSnipe: Long distance sniper rifle. Very powerful and accurate, but the fire rate is low.

- XSMG: Lightweight SMG used for close combat. Quick and easy to use, but very limited power over longer distances.

- XSword: A razor sharp ultratech sword. Pretty fast. A hit has a chance to stun the enemy.

- XPike: A long, double edged melee weapon. A little slower than the sword, but it makes up for it with higher damage. Higher chance to stun and greater armor penetration.


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

What I'm working on right now:

- XCannon: A heavy weapon, sort of like a minigun for spacers. Added on July 29th.
- XSniper: Yes, a sniper rifle in the same vein as the other weapons. Added on July 31th.
- XSmg: A smaller, light-weight close combat weapon. Added on July 31th.
- Melee weapons: XSword and XPike. Energy charged melee weapons for the fancy fighter. Added on August 2nd.

- Collecting data for a proper armor set (or perhaps a few) to complement the weapons.
- Testing out some utility items that might be a good fit.
- Re-working the textures (I think all items will have what can be considered 0.5-textures to begin with). Re-work published on July 30th.

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


Information:

This is my first mod adding new stuff to the game. I'm learning as I go, so please feel free to point out any mistakes you find! I've also made a simple mod adding the vanilla charge weapons (rifle and lance) to the 'Ultratech' class and you can find it here: https://steamproxy.net/sharedfiles/filedetails/?id=2560225309.
37 Comments
TheBronzeWarrior 4 Jun @ 8:58am 
is this CE compatible? i used the Xpike and i couldn't land a single hit and died to a genie when i had a flak vest.
Side1iner  [author] 10 Apr @ 3:02pm 
"Updated" for 1.5.

No changes made at all, just the compatible versions. I have tested it without issues.
Abyss 27 Oct, 2022 @ 8:18am 
When I make these weapons my colonists still dislike them with the meme I have, they only weapon they like is the charge rifle. the rest give a 5 mood debuff.
Side1iner  [author] 24 Oct, 2022 @ 11:33am 
Updated for 1.4.
Crimzn 2 Oct, 2022 @ 6:01pm 
will enemies use them in raids looks to add difficulty to my raiders
Latex Santa 19 Sep, 2022 @ 1:44am 
@Side1iner Looks very cool. Could we see some compatibility with Persona Bond Forge sometime in the near future, please.
Delta7777777 3 Aug, 2022 @ 10:12am 
@Side1iner no, I do not. I'm using 1.2 with Royalty.
I'm not sure what the issue is.
This looks like a great mod, and clearly no one else here is having this issue, so maybe it's some odd type of conflict.
Sorry to bother you if this cannot be resolved.
Side1iner  [author] 3 Aug, 2022 @ 3:25am 
@Delta7777777: Do you have 'Ideology'?
Delta7777777 2 Aug, 2022 @ 11:32pm 
I'm on 1.2 and getting many errors on the startup screen. I cannot possibly post all of it here, but the errors are very similar, and *most state their class does not correspond to any field type etc

Here's an example.

XML error: <weaponClasses><li>RangedHeavy</li><li>Ultratech</li></weaponClasses> doesn't correspond to any field in type ThingDef. Context: <ThingDef ParentName="BaseHumanMakeableGun"><thingClass>

Your mod looks really really cool, but, these errors worry me.
Great weapon design though. You have a real eye for art.
jasonstuart921 31 Oct, 2021 @ 12:58am 
@Side1iner i don't know how to do modding however i do agree dealing with CE is a massive pain on the modding scene since you need to set up the CE modifiers and a "if (mod name) is active use (file name here) if not use (other file name here)" i don't think this works with the majority of coding systems anymore however that's just the beginning then you got to set up the ammo and the like so it's fine