Weaponry
last update: 2019-06-13T21:30
This mod introduces the weaponry, which can be found under the ‘Misc’ category.
Once build it can be used unlimited times.
• configure all ranged weapons included ingame and all weapons from other mods
• configure all relevant weapon parameter
• override values (click on label)
• change bullets
• change sound
• create new gun
• buy weapon, turret, ammo
• persistent config
• reset weapon changes to defaults
• use presets for faster changes
• modify turrets, mortars
• buy cartridges (when using Combat Extended)
• configure weapon tags
• rubber bullet added
When your previous Weaponry version was older than 2019-06-09T04:36, i recommend, that you reset all guns to defaults once, for best compatibility.
• Show in main tabs [Enable/Disable]
• Use Hotkey [Enable/Disable]
• Hotkey (the key code to trigger ui)
• Weaponry UI (button to start the ui from mod settings)
• Autom. backup [Enable/Disable] (when enabled CustomWeapons.xml will be autom. saved in rimworld folder as backup)
• Do Backup (button to do manual backup)
• Restore from backup (button to load the backup into the mod folder)
• Rimmu-Nation-Weapons
• Rimsenal – Feral
• Rimsenal – Federation
• Rambo Weapons Pack
• Weapon Tech
• Adeptus Mechanicus: Armoury R1.0
• Starship Troopers – Weapons
• Definitely More Cannons
• Metro Armory
• Rimlaser
• Girl’s Frontline: Sangvis Ferri Weapons
• Halo Weapons
• Star Wars – Factions
• Dual Wield
• Combat Extended*
* When ‘Combat Extended’ mod is on, some weapon parameter changes may have no effect, … but you can buy ammo cartridges. Create New Gun now also available for Combat Extended.
a) start the ui from the builded weaponry (click ‘OPEN’-icon, then wait or force pawn to open weaponry)
b) start from main tabs (when enabled under mod options)
c) start with hotkey (when set under mod options)
– To buy a weapon, simply click on the weapon texture (needs silver around the weaponry)
– To buy cartridges for ‘Combat Extended’ mod, simply click on the cartridge icon
– To override values, just click on the slider label, then set your value in the textbox
– To restore original weapon values and tags, just click on ‘Reset to Default’ button
– Create New Gun saves the created guns in the mod file called CustomWeapon.xml
Rimworld uses weapon tags for AI to distinguish, which weapons a NPC can get, when it spawns. But it’s not only tags, which matters, Rimworld also checks the wealth of pawns – so poor pawns (like ‘Pirate’) will most likely never get expensive weapons, even if they match their tag.
Weapons without any tags, will not be used by AI – this is a way to disable guns from game.
Elite NPC like ‘Pirate Boss’ can spawn with weapons tagged as IndustrialGunAdvanced. So adding this tag to weapons, will enable this NPC to be spawned with that weapon.
• 2019-05-02T22:40 ui scaling issues fixed, added option to choose all sounds, parameter can be override by clicking on label
• 2019-05-02T23:00 minor text bug fixed
• 2019-05-02T23:37 english text for cooldown changed to reload time
• 2019-05-04T23:30 weapon tags config added
• 2019-05-05T14:00 disabled create new gun function, to avoid bugs, until its fixed
• 2019-05-05T23:45 create new gun now available (in a classic way)
• 2019-06-09T04:36 added modoptions to show in main tab, hotkey, ui trigger, autom./manual backup; updated ui lists; updated turret handling; updated CE support for turrets, guns; select gun or pawn with gun then ui trigger now preselect the gun in ui; buyable and placeable guns, turrets, ammo
• 2019-06-13T21:30 added more variants of weaponry, added on click menu
– GunCreator fixes
– CE Bullet change fixes
– make new gun feature available for Turrets
– sound should play on camera, not on map center