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But the ones I mentioned are definitely organic obliterators on top of being quite cheap and quick to craft compared to 2.0 versions of vanilla weapons and a good chunk of others in mods.
Another suggestion is to gate the more powerful ones behind higher tier research, which you can require colonists to have certain skill levels, specific game time passed, and/or other tech prerequisites. Have a gander at Old Earth Tech - Redux / New Earth Tech to see some examples.
To add a little extra flavor, you can change the SFX to unique sounds too. Just figured out how to do that myself so my non-tech guns sound like the real deal. Happy to help with that if you're interested.
Looking forward to the pistols and your other weapon rack!
@Mantastic Thank you so much for your feedback! I've only tested it against robots so far. Since the attacks on normal difficulty can become quite intense after a while, the weapon balance seems pretty good. It took me about 3 hours of playtime to produce enough weapons for my settlers, and it was often quite challenging. But yes, you're right, it's probably too easy in other scenarios. I'll test it and see what I can do to balance it. I'm planning to add more machines for producing weapon components, which will make the process a bit more difficult. I'm also adding pistols and another weapon rack. They're already built, but I'm still working on the programming. I'm waiting for more feedback on how the rifle production is working out.
The damage the AR15, AR15L, and MagLow do to organics is fairly OP. Not too much, but enough that it makes combat fairly trivial against a full insect hive for example. I'd recommend scaling them down.
Also, the resources needed to create these powerful weapons are fairly low. I'd recommend scaling them up.
I'll need some time to get familiar with it, but at some point this looks like it would be great to integrate into Old Earth Tech via it's add-ons for those who use it.