RimWorld

RimWorld

Weapon Proficiency
32 Comments
condottiere 19 Jul @ 11:50am 
@csc001 that's well outside the scope of this mod concept. What you're looking for is already done well in Lime Tree Snake's LTS Maintenance mod. Weapons suffer wear from use, can suffer malfunctions while firing, and can be repaired. I highly recommend using the LTS mods (ammunition, maintenance, etc) rather than trying to get this unrelated mod to replicate that function.

I've never used Combat Extended, but it does so many things, maybe it also has durability reduction behavior.
Proxy 19 Jul @ 6:38am 
Does it improve reload speed?
Arlington 18 Jul @ 11:00am 
@NatureBoi L
NatureBoi 18 Jul @ 10:16am 
Is there any way to customize the passions? Started the game with someone that was melee-oriented and only had a burning passion for a needle-gun lol
foobled 18 Jul @ 5:36am 
latest ce dev branch has this mod compatible, so you can list it as compatible in the description
csc001 18 Jul @ 3:25am 
Does the author have any intention to add a combat wear and tear setting for all weapons? After a great battle, the pawn's armor is in tatters while the weapons remain in pristine condition, which is a bit strange. Of course, this is just a small suggestion and a personal sense of inconsistency. Whether to add this feature completely depends on the author. Thanks again to the author for that genius MOD. You all make RimWorld rich and colorful.
Cybranian  [author] 18 Jul @ 3:15am 
@Gedsparrow

Yes, enemies have it too
Gedsparrow 18 Jul @ 2:07am 
Do enemies have this too? Seems interesting, but hopefully not a player only thing
Yutoe 16 Jul @ 10:28am 
Beer
Beschi 16 Jul @ 9:09am 
Hello. It seems the CE-Team have an open pull request for a patch to your MOD. Just to let you know.
Bad Connection * 16 Jul @ 12:31am 
maybe this is a weird idea, but i kinda always wanted pawns to have a favorite apparel, would you consider making a similar mod but for armors? i think its a really cool system
Cybranian  [author] 15 Jul @ 7:04pm 
@sheeps

1) 0 level -> x100%; 20 level -> x150%. This is a linear extrapolation.
2) No
3) No. The weapon proficiency level for pawns is calculated based on the tech level of their faction and includes all previous tech levels accordingly.
sheeps 15 Jul @ 6:32pm 
This mod looks pretty neat. I have a few questions:

1) Can you share how proficiency affects the shooting accuracy formula?
2) Does proficiency decay like skills over 10 do?
3) For crash landed or other similar playthroughs, is there a way to disable neolothic and medieval categories?
Cybranian  [author] 14 Jul @ 7:02pm 
@CordialVillain

You can choose a softer version of this ideology meme if you don't want to get the debuff. It will also reduce his buffs, but that's the point
Cybranian  [author] 14 Jul @ 7:01pm 
@mudkinpz

This mod is about weapon proficiency, it implies combat with weapons. Hand-to-hand combat is combat without weapons and naturally it is not affected
Cybranian  [author] 14 Jul @ 6:59pm 
@Morcalvin

The mod automatically picks up all weapons and patches them based on techLevel. Mods for new skills should not make any difference
Morcalvin 14 Jul @ 12:16pm 
Does this work with modded weapons or vanilla skills expanded?
mudkinpz 14 Jul @ 11:45am 
is unarmed combat also included in the melee weapons proficiency? or must they wield a weapon for this mod to do anything for my pawns?
UltraEmailMan 14 Jul @ 11:17am 
@CordialVillain: Misc Training might work. It adds in target dummies to train shooting and melee skill. No idea if it'll train proficiency or not, but it's worth a try. I also highly recommend Van's retexture for the mod.
CordialVillain 14 Jul @ 10:02am 
Aside from books you can find, is there a way to train up weapon proficiency without combat? Using the supremacist meme essentially give a permanent -5 debuff for pretty all non original-three colonists.
Smiley Face Killer 13 Jul @ 6:12pm 
Just my opinion since you're thinking about it when the update comes out. But I personally would very much love this for CE. Would make training such a fun factor, and give me even more reasons to make libraries.
condottiere 13 Jul @ 5:55pm 
That said, this mod is already amazing for creating player choices and situational uses for non-meta weapons. For the first time ever in thousands of hours, I was excited to find a pila to give to my newly recruited pawn b/c they had a much higher skill in that weapon than any other weapon (though I'm still going to ditch it first chance I get b/c pila have hideously bad DPS).

This effect is a major reason why I think the single-weapon skills are a good thing (as well as easier to implement than creating and populating new weapon categories).
condottiere 13 Jul @ 3:08pm 
For my own priorities w mod suggestions/improvements, I think it needs filters for weapons. Skills could be weighted for individual pawn tech tier (would synergize well with Colonist Tech Background, if that mod updates to 1.6). My neolithic tribals should be VERY unlikely to or NEVER spawn with charge rifle or thump cannon skills, yet I currently have two with Charge Rifle skill.

The mod seems to currently randomly roll skills for ANY weapons. W/ vanilla weapons only, out of 11 pawns, I have individual skills of 2 in light charge blaster, 2 heavy blaster, 2 charge lance, 1 needle gun, 1 inferno cannon, and 1 thump cannon. That's 9 mech weapons out of 32 total ranged skills for 11 pawns (5 spacer, 3 industrial, 3 tribal by backstories). Not sure if mech weapons are spacer, ultra, or archotech, but they shouldn't generate pawn skills at all IMO.
condottiere 13 Jul @ 2:57pm 
The weapon categories would be more familiar to RPGs, but I like the mod's current tech tier sub-division of vanilla ranged/melee skills followed by individual skills. It's a seamless extension of the two vanilla skills.

Group skills would be nice, but how would the mod automatically generate weapon groups for all modded weapons? What critieria to use? I'd think shot burst size, sharp vs blunt vs heat damage, range, would all be possible values to base dynamic weapon groups on. THen include a manual option for players to edit specific modded weapon inclusion in group skills. This is how Pocket Sand, Simple Sidearms, LTS ammo, etc do it.

It's unreasonable to expect the mod author to manually create skill lists of all modded weapons.
Dickcus Chupappious 13 Jul @ 1:13pm 
yeah 100% agree with MetaVandetta23
evcastello 13 Jul @ 12:09pm 
definitely agree, categories would be better imo. Love the concept though.
MetaVandetta23 13 Jul @ 2:54am 
tbh I feel like this mod would work better if instead of weapon profcinecy in specific weapons, it would be to weapon types (like say short blades, maces, blunt weapons etc)
Because spending time for pawn to learn how to swing better a beer bottle instead of a club that could translate to different weapons is bit silly.

But aside that, honestly pretty good mod. If possible id like if you could include option for weapon proficines to be just of weapon types, rather then specific weapons.
condottiere 12 Jul @ 1:34pm 
Great granularity for pawn individualization. Totally worth starting a new run for the third time in 2 months. (pre-1.6, post-1.6, now this) Unrelated, but I'm really hoping that Colonist Tech Background and Arcane Technology will update (if they haven't already, need to check) so that I can play with them + this.
HollowIRL 12 Jul @ 11:56am 
Fire
Ravinglegend 12 Jul @ 9:49am 
How does it work with the unique weapons from the odyssey dlc? Does it treat them as the base weapon such as a unique assault rifle being the same proficiency as a standard assault rifle?
Pogrzebacz 12 Jul @ 9:03am 
I wonder how much it would confilct with Vanilla skills expanded
Mousetrap 12 Jul @ 8:14am 
Love this, will try <3 Would love to see this include melee shields to make Rimworld the true gladiator manager experience