RimWorld

RimWorld

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Urbworld Weaponry: Caseless
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Mod, 1.2, 1.3, 1.4, 1.5, 1.6
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35.772 MB
24 sep, 2022 @ 18:26
3 nov @ 14:42
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Urbworld Weaponry: Caseless

I 1 samling av WanotayA77
Wanost's Mods
5 artiklar
Beskrivning
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. Flechettes deal high damage, but low stopping power.

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 .
Update 10/5/23: Compatability for ModularWeapons
ModularWeapons
Update 11/5/25: Compatability for ModularWeapons 2
ModularWeapons 2

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.

1.5 + ModularWeapons + XML Extension:
Allows you to disable vanilla weaponry, as well as change modularweapons textures between two types. Requires restart.

LTS Ammunition:
Compatibility, but requires some working with the options menu.

1.6 / Odyssey:
Special weapons to accompany you on your travels!
30 kommentarer
WanotayA77  [skapare] 19 nov @ 10:51 
Youre good, glad it worked out
NoOne_ReaVen 18 nov @ 12:31 
Figured It out on my own, turns out im a bloody idiot, maybe I should look at the bottom of the dam UI to go to the next tab...

Low and behold everything is fine, they were on the next damn page...

Also could spawn them in before so should have figured Im just stupid... again
WanotayA77  [skapare] 18 nov @ 6:09 
Did you finish their research? Try spawning them with dev mode?
I tried weapons dominator with this mod. No issues
NoOne_ReaVen 16 nov @ 14:09 
I have activated this mod together with weapon Dominator and they dont show up, I wanted to make a playthrough where my faction is the only one with Caseless Weapons types to have some distinction, but somehow the weapons dont load and I have an empty error log, any advice on how to debug that mess?
HunterEX 14 jun @ 6:31 
Recently ModularWeapons 2 just Released and I'm really looking forward for compatible with this mod and CE together
and also 1.6 update in future
WanotayA77  [skapare] 7 feb @ 11:13 
Yes, although they're a little faster than their industrial counterparts.
Rzabat 4 feb @ 8:38 
For CE, are the advanced scopes supposed to increase aiming time (thereby making aiming slower)? That is what they are currently doing.
WanotayA77  [skapare] 19 okt, 2024 @ 5:18 
Sorry for late replies:
@Miri
I see! With XML extensions enabled you can disable the vanilla-style weapons, I need to update the descriptions. Thank you! And I wish there were a way to clarify the bullet data but I agree I think it's a mod issue.
@Euphemia
Weapon Modularization isn't enabled for 1.5. ModularWeapons is the most recent version I would recommend. I like them both but WM's development has taken a pause.
Euphemia 26 sep, 2024 @ 5:19 
Question: In your opinion, does this mod work better with ModularWeapons or Weapon Modularization as the framework? I'm not familiar with the differences between the two
Miri 12 aug, 2024 @ 14:34 
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.