RimWorld
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Customize Weapon
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Mod, 1.6
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3.789 MB
2025년 8월 17일 오전 1시 29분
2025년 12월 7일 오전 6시 31분
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Customize Weapon

설명
Customizable Weapons

Maximize your weapon's potential! This mod offers complete support for weapon customization.

Features

Ready to Go
This mod includes a built-in customization framework and comes with native support for vanilla weapons and modules. All vanilla weapons, including those from DLCs, can be deeply modified. Want to add a high-powered scope and an underbarrel grenade launcher? It works right out of the box. The choice is yours.

Dynamic Performance
A weapon's performance is no longer factory-spec; it's determined by your modifications. Attach an extended magazine for superior firepower, use an armor-piercing barrel to punch through thicker armor, or launch incendiary shells to clear out indoor targets. Some unique modules can even grant special abilities.

Visual Experience
Every module you install is visually represented on the weapon's sprite. What you see is what you get. A long barrel makes the weapon look longer, and a vertical grip appears right where it should be. It's intuitive, just as it should be.

Personalization
The weapon in a colonist's hands writes its own legend alongside its owner. Give your favorite rifle a fearsome nickname and a custom paint job. Let the raiders get a taste of your Dragon Lore.

Immersive Realism
Weapon modules are actual items in the world. They can be crafted, traded, looted from enemies, or received as quest rewards. Your colonists will also need to spend time to actually perform the modifications.

How to Use

Select the weapon, click the "Weapon Panel" gizmo, and enter the modification screen. When the weapon is on the ground, the module is retrieved from the map; if equipped by a pawn, it is retrieved from the pawn's inventory.

FAQ

  • How is the compatibility?
    Excellent! It is theoretically compatible with the vast majority of mods.

  • Is it compatible with mod weapons?
    That depends on your definition of compatible. Any weapon mod will work without errors. Those with specific features for this mod will be expanded and enhanced.

  • Is it compatible with Combat Extended?
    Yes. Not all module effects will work, but it will not cause conflicts.

  • How is this different from ModularWeapon2?
    The explanation from the author of ModularWeapon2 can be found here.

  • Does it support the unique weapons from the Odyssey DLC?
    Support will be added in a future update.

  • Can I add it to an existing save?
    Yes.

  • Can I remove it from an existing save?
    Yes. If you encounter any issues, please report them to me.

Known Issues

This mod is still under active development. The following non-critical issues will be addressed in future updates:
  • Some modules may have unbalanced stats or misaligned graphics.
  • Reloadable modules like grenade launchers will have their ammo count reset after the weapon is reloaded.

For Mod Authors

This mod was designed from the ground up to be a Framework. It is performant, highly compatible, and extremely extensible. You can easily make your weapons compatible with the customization features. For details, please see the: Modding Guide[cwf-kit.pages.dev].



Community & Feedback

  • Project Repository: GitHub[github.com]
  • Feedback & Issues: Discord[discord.gg]

Thank you for your subscription and support! If you enjoy this mod, please consider giving it a thumbs up and leaving your valuable feedback.
인기 토론 모두 보기(1)
2
2025년 12월 9일 오전 10시 07분
Ideo Styles not working?
NoOne_ReaVen
댓글 470
Ruby 10시간 전 
Nevermind read through comments and you mentioned you can click on the thingy on right top corner in the weapon view screen to see all compatible modules. Ty for this amazing mod.
Ruby 10시간 전 
Would it be possible to list the modules compatible with the weapon if you click info on the weapon itself?? I find it quiet hard to check every module 1 by 1 to see what can work with my weapon (Especially with the expansion)
zanaikin 17시간 전 
@Vortex It was an observation, not an accusation. If this mod had predated Odyssey then I absolutely would agree with you. But this implements a trait system extremely similar to Odyssey's unique weapons (some with the exact same mechanics), created after the Odyssey release, so it hardly feels unrelated. At any rate, I hardly see it as detrimental to community to encourage players to support the game's newest releases -- if one claims they love the game, then why is purchasing the newest and arguably best DLC created by Tynan a problem?
Part of the reason I made a suggestion to mechanics of the modules was also to differentiate it from Odyssey's unique weapon traits.
But if you don't agree then (shrug).

@Bailey I made a suggestion because I really like the mod's flavor but just found it extremely OP. If anyone making a suggestion offends you then I'm not the one with issues. It's a single player game after all, cheat as much as you like.
Bailey 19시간 전 
@Vortex I wouldn't take what the guy says to heart. He clearly doesn't understand how any of this works. Keep up the awesome work (side note, I learned about the mod from Mr. Samuel Streamer's latest Rimworld series and he seems to find it as cool as I do).
Vortex  [작성자] 22시간 전 
@zanaikin

Technically speaking, both the Odyssey DLC and this mod depend on the base game without referencing each other, so making the DLC a requirement is unnecessary. It is baseless to claim this mod is a violation just because it offers mechanics similar to the DLC, especially since this mod actually does more. Both the technical details and the terms of service prove there are no issues here.

I also have to say that this accusation is really disheartening. RimWorld's framework makes modding easy, and mods take the game to the next level. Many official updates even originate from the community. It is meant to be a mutually beneficial relationship.
Bailey 2025년 12월 9일 오후 6시 31분 
@zanaikin You want the mod creator to make the mod harder and require DLC based purely on how you feel. How about you just don't use it and let the rest of us have fun?
zanaikin 2025년 12월 9일 오후 6시 05분 
I've noticed that the weapons created by this mod are even more powerful than Odessy's unique weapons (due to the mod not being limited to only 3 traits), which is kind of extreme considering those weapons are only found randomly in quests. The weapons optimized by this mod are so good, they makes vanilla weapons entirely obsolete and outclass all but the most unbalanced weapon mods, which is an issue.

Might I suggest actually giving downsides to most of these custom traits other than a bit of additional weight? For example, the scopes increase accuracy and range but should make aiming time take longer. That way these weapons are meaningful AND still balanced.

Furthermore, shouldn't this mod require the Odessy DLC? It largely uses a mirror system as the unique weapons -- including many of the exact same components. And it seems a violation to provide this feature for players not getting the DLC.
Vortex  [작성자] 2025년 12월 8일 오전 3시 05분 
@Planetfall There's no durability mechanic, so if they vanished, it's a issue. Can you reproduce it? Did you see any error logs?
Planetfall 2025년 12월 7일 오후 3시 53분 
I noticed that my sight barrel and ammo (a holoscope and extended barrel, and charge ammo) have vanished from my charge rifle. All my other moduals are still there. Can the moduals take damage or wear out? I had ammo disapear on me before but i thought maybe that was intended because it is ammo but i don't see why a sight would be used up. Is this a bug?
Vortex  [작성자] 2025년 12월 7일 오전 6시 34분 
v0.12.0 update: Added a "Craft" button in the Module Browser to quickly add bills to available workbenches.