RimWorld

RimWorld

Custom Weapons Expanded
67 Comments
feliperathal  [author] 8 Oct @ 5:36am 
@hanllycoco I have to make a patch for CombatExtend first for it to work, as CE changes a lot of how weapons work, I don't know how much work it will take.
@NightLorde don't notice this i will change, thanks.

@Zero Tachikoma add on the list
Zero Tachikoma 7 Oct @ 10:37am 
A patch for GitS Seburo Advanced Weapon Systems, please?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3257892278
NightLorde 6 Oct @ 2:40pm 
I think the short magazine should be like x65% to burst shots instead of 70%, as at 70% it's just straight up half ranged cooldown for any gun that shoots in bursts of 3.
hanllycoco 6 Oct @ 9:31am 
what about Combat Extended Guns?
Zero Tachikoma 5 Oct @ 5:47pm 
Thankyou!
feliperathal  [author] 5 Oct @ 2:19pm 
Add Pacthes for:

Kurin, The Three Tailed Fox [Deluxe Edition]
Kurin HAR Edition
Pandora:Frontier ReMake
Kiiro Race
Star Crafters Armory 1.6
Eccentric Extras - Signature Weapons
[SV] Urban Defender Arsenal
[Reinforced Mechanoid 2
Vaults of Vagar
Vanilla Factions Expanded - Empire
Vanilla Factions Expanded - Deserters
Ratkin
Ratkin Weapons+

And Suport for ProperShotguns
TrollofReason 5 Oct @ 12:13pm 
Oh my gosh! I'm blind! BLIND, I SAY! IT was there the entire time! lmao :D

Thank you, you can ignore me. I'm more than content to be humbled. <3
feliperathal  [author] 5 Oct @ 12:43am 
@TrollofReason Sorry about that i don't have understand well, i can add this, what i said before is that you can see this now, just couldn't explain how.

I add a image that show where you can see for now
TrollofReason 4 Oct @ 9:19pm 
You don't write the description blurb, or am I not making my request clear? Sorry if so, I do tend to ramble a bit.

Uhm... okay! Example! High power rounds module, I look at the bill, I hit the "i" then I hit the view option which shows the included description. Which, as it is, goes on about propellant charges, increased armor pen, increased recoil, etc. No numbers. Nothing I can use to contrast or compare. It's telling me what it does, but not to what extent or how it does it.

What I'm requesting is the usual description, plus a breakdown in that same text field: "Damage multiplier +30%" & "Armor penetration multiplier +15%" & a breakdown in ranged modifiers. Accessible there, where it can be seen before the module is created or installed.

If you don't wanna do that, okay, I'll drop it. I just hope you know what I'm asking for. Sorry to be a pest; I really do love this mod.
feliperathal  [author] 4 Oct @ 8:23pm 
@TrollofReason There is no way to do it within the game, because the modules (for the most part) apply a percentage to the weapon, so each weapon has a different value and the calculation is done when the module is applied.
TrollofReason 4 Oct @ 5:54pm 
Yes, I know that, but I'm asking for specific values to specific weapon stats where I can see them before I put them onto a gun. "Fire faster" doesn't tell me how much faster based upon the inherent stats of the weapon. Not to mention the use of non-standardized blurb terms like "rapid target uptake" or "hits in short strings" also isn't specific values for existing statistics.

The modifiers show specifically on the gun when installed, but not in the description blurb. That's what I'm asking for: The hard numbers in the description.

It would make the mod far more accessable, & thus far more usable, & thus far better than it is. Which, let me clear, is already phenomenal, but better is still better, yeah?

... If you desire, I wouldn't mind doing some standardization of the blurbs for you. I used to write technical manuals back in the day, but I'll still need to know what I'm looking at for each module in real numbers associated with weapon stats.
feliperathal  [author] 4 Oct @ 3:53pm 
not yet, unfortunately I don't know how to make decent art
Will there be visualization of modules on patched weapons?
feliperathal  [author] 4 Oct @ 3:03pm 
The next update will have a button to see all the parts the weapon is compatible with and their details.
feliperathal  [author] 4 Oct @ 1:40pm 
To see what each module does, click on it (in the workbench, click on the 'I' to see more information, then there's the View: 'ModuleName' option), then click on the Module Effects option.
It also works on the research screen.

It works for any item in Rimworld to see the item's details.
TrollofReason 3 Oct @ 5:14pm 
Could we get a comprehensive list of what each part does? Some of them are a bit too expensive to experiment with, considering you can't disassemble them.
CritiKat 1 Oct @ 10:00am 
Damn, this mod has fundamentally changed my weapons mod load order. Would it be possible to get a patch for [SV] Urban Defender Arsenal? Either way, thanks for making this!
Zero Tachikoma 29 Sep @ 7:36am 
May we have a patch for Starcrafter's Armoury, please?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3562583066
kohime0720 26 Sep @ 5:04pm 
@feliperathal Wow, thank you so much! Thanks to you, RimWorld will be even more fun. I hope you have a wonderful day filled with only good things!
feliperathal  [author] 26 Sep @ 3:38pm 
@Leyson fixed
@青雨天 kiiro race add on list
@kohime0720 add Rimsenal Augmented Vanilla Pack
Leyson 26 Sep @ 4:21am 
Could not resolve cross-reference: No RimWorld.WeaponTraitDef named CWE_Trait_VentedHeatShroud found to give to CWF.TraitModuleExtension
青雨天 26 Sep @ 2:25am 
would it be possible to support for kiiro race?
Zero Tachikoma 23 Sep @ 8:12pm 
@feliperathal thanks for answering. Maybe the parts I'm seeing in the storage options are from the base mod. I can't check their info from storage options, though.
kohime0720 23 Sep @ 7:07pm 
@feliperathal Looks awesome and fantastic! Take your time, and thanks for your work.
feliperathal  [author] 23 Sep @ 5:58pm 
Rimsenal Augmented Vanilla Pack its the next
kohime0720 23 Sep @ 5:40pm 
Would it be possible to look at adding support for Rimsenal Augmented Vanilla Pack?
feliperathal  [author] 23 Sep @ 7:13am 
@Zero Tachikoma yes all modules can be made on the Workbench (weapon module table), some require certain research to be available like Gunsmithing
Zero Tachikoma 23 Sep @ 12:46am 
Do the new modules all appear in the workbench? I've seen storage options for things I can't seem to find there.
Lattekahvi 18 Sep @ 6:50am 
tox arrows would be nice
mëghr 14 Sep @ 6:33am 
rimsenal pls
maddog_fr 14 Sep @ 1:31am 
Cool mod btw
Mequieroiralashit 13 Sep @ 5:36pm 
is it possible to add so when you mod a weapon in the weapon panel it shows what modules do you already have on any stockpile? also it would be amazing if you clicked on the square in the menu when selecting a module it showed which modules are compatible with the weapon, like in this unrelated mod https://gyazo.com/4689d70cc5ff59de4e1300986c58fa20 , when you select a craft, shows what materials are usable on the recipe and also if you have such material :mhwgood: regardless if you do, have a good day n good mod
plaerjilion_RUS 13 Sep @ 9:18am 
Can you make patch for combat extended: armory?
0Heartbleed0 12 Sep @ 11:50pm 
Thank you for that mod really <3
Wondering are we gonna get Rimdark 40K at some point :D?
Argyuile 12 Sep @ 7:32pm 
I must be dumb, I can make the custom weapons, I can make the weapon mods, I can find the weapon panel and add the mods via the weapon panel but as soon as I leave the weapon panel the mods vanish from the weapon.
Mil-Knight 12 Sep @ 3:03pm 
Would there be any chance to add compatibility with the vanilla xcom weapons series of mods?
Sumatris 12 Sep @ 3:57am 
Neat expansion. Would it be possible to add the Vaults of Vagar weapons to the list?
Jingo1010 12 Sep @ 1:40am 
"Could not resolve cross-reference to Verse.ResearchProjectDef named DV_PulseEnergyWeapons"
and
"Could not resolve cross-reference: No RimWorld.WeaponTraitDef named CWE_Trait_EletricPulse_Launcher"

Just used all Vanilla Weapons Expanded
1004641652 11 Sep @ 1:06pm 
@feliperathal most of the heavy weapon that run by DMS mech are not able to put attachment, For example: Mech heavy mechinegun, GAU-4 GAU-8 etc
Damion Wolf 10 Sep @ 4:47pm 
You've got some work ahead of you with this. I'm for it. Pretty cool of you to tackle this. Thanks for your had work.

By chance, do you think you can add Mechanitor's Weapons?
Raith 10 Sep @ 3:35pm 
Fuckin fantastic, 10/10 love how you're expanding on mo and Vortex's work. Great job, can't wait for more and more cool weapons to get expanded.
Although, sidenote, I noticed that some of the Eccentric Tech Foxy's Armory Charge Rifles aren't able to equip Pulse Rounds like other charge weapons, is that intentional or just a mistake?
feliperathal  [author] 10 Sep @ 7:07am 
Eltex Grip fixed.
@Tucker fixed.
Vanilla Arsenal done.

@1004641652 could send me what weapon is?
Varaman 10 Sep @ 3:07am 
the Eltex Grip has a Problem that it doesnt give an extra 10% psy sensitivity bit multiplies it by 10% so it reduces it by 90%. you would need to give it 110% so it works as intended
Vanilla Arsenal please
feliperathal  [author] 9 Sep @ 10:56am 
What is CTE?
blackendpizza 9 Sep @ 10:23am 
CTE
maddog_fr 9 Sep @ 7:43am 
CE?
Mil-Knight 9 Sep @ 2:14am 
Would it be possible to add support for Medieval Overhaul? I don't recall if it has any primitive guns in it at all but swapping out arrow typew for it's bows and crossbows would be kinda cool
Tucker 8 Sep @ 7:12pm 
Got this error I think with this mod installed. I don't have anything that adds extra weapons I think.

Could not resolve cross-reference: No RimWorld.WeaponCategoryDef named Bow found to give to RimWorld.WeaponTraitDef CWE_Trait_PiercingArrows
Ass_invader-2 8 Sep @ 5:40am 
Ahh yes. Tried 1 last thing, reseting weapon values to default(changed some in char. edition mod, just simple values like dmg or range), and everything working now.