RimWorld

RimWorld

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PharotekWizard's Regular Arsenal Weapon Pack-Harbinger
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Mod, 1.5, 1.6
File Size
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855.298 KB
19 Sep, 2024 @ 8:52am
17 Aug @ 12:50am
8 Change Notes ( view )

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PharotekWizard's Regular Arsenal Weapon Pack-Harbinger

In 1 collection by PermanentWizard
PharotekWizard's Compilation - P法师的模组合集
3 items
Description
"Alright, students, before our today's lecture I would like to start a survey, are there any students who come from a world that was build up within this century? I know most of you are from Proxima B or other well-developed worlds within our Absolute Government Zone."

"No one in the lecture hall, right? No one in this lecture hall, that was from a world that was build up within this century. That's why we need to learn human history. "

"In the Great Space Colonization Movement, our ancestors take huge colony ships that’s same size of our old school facility you guys had visited last week to planets lightyears away from solar system to explore our new frontiers. But deep space colonization was not weekend picnic, colonists need to survive unknown threats around their new home. They need to fight fierce beasts, cruel weathers, greed, themselves and other human. "

"Let me share some story...... "

Professor Pharotek always have good stories, but that's not our topic today.

Lets talk about whats in this expansion pack.

Same as previous mod and for possibly all future mods, the textures are all originally 3D Modeled and Rendered.
(If you want your vanilla weapon to be like in same style, you are probably looking for this below.)



This expansion pack is a quite small one, it only includes 3 "Harbinger Rifles" and two quality-free melee weapons.
At the very beginning of the Great Universe Colonization era, colonists are armed with a kind of a conventional rifle called Harbinger Rifle to protect them away from the unknown threat which would often take place.

Not only uses large calibre rifle rounds that's lethal enough for regular organic lives, they are also equipped with long bayonet to help them to take advantage in hand-to-hand combats.

They don't need extra technology other than commonly required vanilla ones, even though they utilize Large Calibre Intermediate Rounds that should be unlocked by designated technology.

For the rifle with a bayonet, the bayonet and rifle should be independently manufactured and assemble.





The Bayonets are manufactured in different method compared with regular forged melee weapons. The base material was a pressed Go-Mai work piece by Steel, Uranium and Plasteel. The method to form the shape of bayonet is by cut and grind the piece, therefore it requires a machining table rather than a smith.




This mod was naturally designed to support CE, but the work load is too intense of me at this close time before Anomaly DLC release. So the CE part will be uploaded as a separate mod with weapons especially designed for CE.

If you are interested in other weapons in the same style and more feature, this mod could be your further expansion:

Express thanks to who virtually supported the development of this mod.
27 Comments
愉悦z 20 Aug @ 11:31pm 
呜呜呜呜呜呜呜😭😭😭
PermanentWizard  [author] 20 Aug @ 7:53pm 
回复:刺刀冲锋调用了鼠族武器拓展的技能,请静候ratkin系列模组更新
愉悦z 20 Aug @ 1:49am 
bro,有没有可能给刺刀武器添加一下刺刀冲锋这个技能,在殖民地早期这真的非常重要,尤其是面对巨大发狂动物之类的玩意
Luckspeare 18 Aug @ 8:23am 
Ah understandable. Gotcha, thanks.
PermanentWizard  [author] 17 Aug @ 7:25am 
BTW: if i find a way that wont refresh the quality when "fixing bayonet" (possibly through some 1.6 features), i will add the quality back
PermanentWizard  [author] 17 Aug @ 7:24am 
Reply: Weapons are designed quality free since you dont want to ruin your excellent rifle upon fixing your bayonet
Luckspeare 17 Aug @ 12:59am 
+1 on the problem of the weapons being quality-free (per @Xeonzs request)
PermanentWizard  [author] 17 Aug @ 12:53am 
Mod was updated to 1.6, however, because its only simple xml mod, only version tag was updated and no further test was taken due to real world issues. updates with 1.6 features could take place in future
That_Annoying_Guy 8 Jan @ 9:43pm 
In the PWRA_Regular_Vanilla.xml one of the blocks of code has <label>blade</label> twice and it's throwing XML errors on startup
Xeonzs 24 Dec, 2024 @ 1:18am 
I subbed for the looks, but after comparing the specs they basically cost and are the same as normal quality assault rifle, with double damage and armor pen, but less accurate.
Also the simple fact that they are immediatly outperformed once you get good, excellent or better weapons makes it very sad that these can't have qualities.

Could you make a branch of this mod, basically this, except the items can have quality?

You could just get rid of the step of "fabricating" the gun with bayonet with the 2 individual weapons, instead the player just crafts the complete weapon with or without bayonet from the start, thus you can have quality on the items and don't run into the "legendary turning into normal quality weapons" issue.