RimWorld

RimWorld

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MIM - WH40k Weapons
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Mod, 1.4, 1.5
File Size
Posted
Updated
31.262 MB
23 Nov, 2023 @ 5:52am
20 Aug @ 3:00am
181 Change Notes ( view )

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MIM - WH40k Weapons

In 2 collections by emitbreaker
MIM WH40k Compatibility List
393 items
MIM WH40k Mod Collection
46 items
Description
Summary
Standalone weapons mod from MIM - WH40k Factions. Gives bunch of weapons for Loyalists, Traitors, Genestealer Cults and Necrons.

You can change ranged weapon accuracy at Mod Settings
Change the value, save and load the game, then you'll get updated accuracy. This may not include some Melee weapons that has ranged attack.

Weapon Concepts
Same as Miniatures, there are four types of ranged weapons - Pistol, Rapid, Assault and Heavy. Pistol can be, if you use duel wield mod, duel wielded, Assault weapons have move speed bonus of 25% while Heavy weapons have penalty of 50%. Rapid weapons currently have no concept yet.

Melee weapons are basically categorized as 1H or 2H - 1H weapons has x * 1.x multiplied damages from their vanilla counterparts - like chainsword, which has damage characteristic of 1, has same damage amount with Long Sword, while Khornate Eviscerator, which has 2 and (looks like) 2H, has Long sword * 1.2 * 1.5 (2H weapon multiplier) damage amount.

This mod contains
New Weapons
As it is named. Currently including 280+ new melee & ranged weapons, including redundancy across factions.










New Mechanism - Weapon Abilities
Rapid Fire


Devastating Wounds
This ability will be disabled if Combat Extended is enabled.


Sustained Hits


Melta
This ability will be disabled if Combat Extended is enabled.


Pistol
This ability will be disabled if Combat Extended is enabled.


Heavy
Will not be displayed as weapon ability but gives below pawn ability instead.


Hazardous
Please note that this one has slightly lower possibility. Other 15% comes from 10.0 out of 60.0, while this one comes from 1 out of 6.


Penetration
Only available for Las / Beam / Gauss weapons. An attack from a weapon with this ability will penetrate all pawns on the shoot line.

New Mechanism - Changeable Projectile
Equip below magazine pouches with corresponding guns give your pawn additional gizmo when drafted. Click each gizmo will change the attack type - some may change requirement of Line of Sight or bullet flying type.

You can check inspection string or item descriptions for which one has compatibility with which guns.

Any pouches require magazine pouch (IM) research on Imperim (MIM) tab.

Changeable projectile functions will be removed if Combat Extended is enabled - still, pouches give carry capacity bonus as well as small carry weight / bulk bonus to wearer.

Bolt Weapons









Special-issue ammo






Auto Weapons


Special-issue ammo




Mobile mortar
Mobile mortar can be crafted at fabrication bench once Mortar and Heavy Weapon (IM) research has done.


Mortar shells
  • Explosive Shell (default)
  • Incendiary Shell
  • EMP shell
  • Smoke shell
  • Firefoam shell
  • Tox shell (requires Biotech)

New Abilities
Most likely a built-in abilities for weapon or wargears.

Wargear bounded


Weapon bounded
Will be removed if Combat Extended is enabled.











New Traders
This mod adds caravan / settlement traders for each sub factions, as well as orbital traders, who sells certain weapons, books and apparels (apparels only available if you enabled sub faction mod). Also, they will buy certain items from this mod.

New Ammos (for CE only)
This mod provides full set of ammo with its own researches to unlock. If you enabled Combat Extended, you can see new research tab of CE Ammo (MIM).

Built-in Proper shotguns patch (for non CE only)
This mod contains shotgun patches for proper shotguns mod.

Recent Update
20/08/2024: Non-Biotech patch / CE patch fixed
- 1.5: CE patch fails when VFE - Pirates is not enabled. Thanks @nitsuJ!
- 1.5: Minor error fix when Biotech is not enabled.

Optional Mods
MIM WH40k Adeptus Astartes Core
MIM WH40k Necron Core
MIM WH40k Genestealer Cult Core
MIM WH40k Chaos Core
Popular Discussions View All (1)
17
13 Aug @ 3:54am
A bug
慕柯
190 Comments
emitbreaker  [author] 20 Aug @ 3:03am 
@nitsuJ Fixed! I made silly mistake on Patches... Sorry for the inconvenience caused, and thanks for the detailed heads-up.
emitbreaker  [author] 20 Aug @ 1:08am 
@nitsuJ For CE? Let me check it. I didn't check it for CE.
nitsuJ 19 Aug @ 10:59am 
This is for the Hotshot lasgun and the regular lasgun.
nitsuJ 19 Aug @ 10:58am 
Hey, Im still having issues with the Lasguns being stuck in single fire in CE. First I deleted your mod from the mod folder then resubbed to make sure I had the most up to date version. Made sure CE autopatchers are all turned off. At the start of a save they will work fine with no issues. After a shooting at enemy pawns they become single fire. Any ideas on anything else I can try to fix this?
emitbreaker  [author] 16 Aug @ 10:19am 
@2165261085 Hmm... heavy bolter, you may fix it by equipping Magazine pouch for Heavy Bolter. About Lasers, I don't know why but sometimes the effect won't render properly, even though I'm using vanilla biotech's code. Will later check it with / without biotech at my end.

And about melta... well, I think I'd better to give up to use current fire style and revert it back to something like flamer.
2165261085 16 Aug @ 9:32am 
@emitbreaker When in vanilla environment, the Heavy Heavy Bolt Gun sometimes has a range of 0, the Heavy Laser Gun cannot fire, and the Melt Gun cannot hit the target, and does no damage. None of the above errors are in red, and in the weapon details, the relevant data disappears
2165261085 14 Aug @ 5:26am 
@emitbreaker Yes, It's the location you're talking about,there is no problem with the grenade icon, but there is a problem with the display after opening the resource category in the bottom right corner. I'm not sure if there is a conflict with my mod, but this doesn't affect normal use
emitbreaker  [author] 14 Aug @ 4:44am 
@2165261085 Would you please check the new screenshot above? You meant, the yellow circled area on upper left hand side, right? It looks like no problem to me...
emitbreaker  [author] 14 Aug @ 4:36am 
@慕柯 In worst case scenario, just write it down in Chinese - I'll try to ask to Googld XD
Anyway, I think now the dreadnought issue has been fixed.
慕柯 14 Aug @ 4:35am 
@emitbreaker I apologize if my expression caused any confusion, but English is not my native language. Thanks for your hard working and the series of MIM