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Urbworld Weaponry: Caseless
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Mod, 1.2, 1.3, 1.4, 1.5
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46.355 MB
2022年9月24日 18時26分
7月1日 17時45分
38 項目の変更履歴 ( 表示 )

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Urbworld Weaponry: Caseless

wanost77 作成の 1 件のコレクション
Wanost's Mods
4 アイテム
解説
Super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places...

A pack of 8 new weapons; 50% health of regular firearms but fast firing and lightweight.

For ideology users: most of these weapons are considered "short shots" and "light", giving ideologically rigid colonies some serviceable mid-range firepower. Also comes with 45 variations (techist, totemic, morbid, rustic and spikecore).

Highly recommended:
Enable Oversized weapons .
Now modular!
Weapon Modularization.
Update 10/5/23: Compatability for ModularWeapons
ModularWeapons

Fully CE compatible! For CE users: Caseless ammunition is usually 50% lighter than cased ammo, making these excellent weapons for long campaigns or diverse (and heavy) loadouts.
21 件のコメント
Miri 8月12日 14時34分 
Think i found the issue with Schnitzel's: Modular weapons enabled doesn't disable the main bench. So you can make a Burst Rifle and Burst Rifle Mod. which is the one you actually mod.

Mod is fantastic, though for CE some of the descriptions for the bullet's penetration and MPA are missing, though that could be workshop being crummy.
wanost77  [作成者] 4月25日 6時20分 
Amending my last comment. I thought of chemrails as a conversion kit given to rear guard or unconventional modifications, so having large capacitors and power banks hanging off the gun was the trade-off for having a powerful weapon. They are lower velocity than CE's standard railgun ammo (which probably explains the damage loss with larger projectiles i.e. 8mm)
I'm working on another balance pass at the moment, I am learning a lot with this mod :). Expansions are planned but Im approaching levels of xml spaghetti bigger than recon hive so it may take some time.Once again thanks for the feedback!
heisenX 4月10日 1時17分 
Some feedback re. the chemrail weapons that become available with the ModularWeapons mod:
- They feel overpowered to the point of making every other weapon obsolete. Damage might need to be nerfed
- 8mm rounds do less damage than 6mm rounds, which seems odd
- Would be great if the accelerator attachments did not hinder customization of other categories such as underbarrel launchers

Also, if you ever add more calibres, a .50 BMG equivalent would be amazing for caseless anti-material rifles and caseless HMGs
wanost77  [作成者] 4月6日 11時55分 
Are there any red errors in the log? I tested on my end no issues
Sgt.Schnitzel 4月6日 5時02分 
Cant customize any weapon except for the m23
wanost77  [作成者] 1月26日 21時36分 
CE-ModularWeapon update; please let me know if there are any bugs, I've barely had time to playtest this update.
wanost77  [作成者] 2023年10月5日 21時54分 
Appreciate it everyone!
10-5-23 Update:
5 new custom weapons if ModularWeapons is enabled in modlist
Roque the Rogue 2023年4月17日 15時05分 
underrated Gem
Vulpestus 2023年3月20日 20時04分 
Ohhh god all those G11's make me so, so happy
wanost77  [作成者] 2023年1月6日 6時41分 
No casings from what I've seen, really cool of CE devs to add that detail