
Weapon Tech replaces and expands the vanilla weapon research, with a larger emphasis on chronological progression. This means starting with smoothbore muzzle-loaders, and finishing with state-of-the-art gauss weapons. Also featured are composite vests, mannable turrets, and bonus weapons; guns that can only be bought or scavenged, much like the Megascreen Television and Telescope.
Weapons have been split into 5 primary research topics, with 8 side topics
- Gunpowder - Matchlock Pistol, Matchlock Arquebus - Smithy/Machining Table

- Breech-Loading - Double-Barreled Shotgun, Breech-Loading Rifle - Smithy/Machining Table

- Repeating Actions - Revolver, Pump-Action Shotgun, Lever-Action Rifle, Bolt-Action Rifle - Smithy/Machining Table

- Self-Loading Actions - Semi-Automatic Pistol, Submachine Gun, Automatic Shotgun, Assault Rifle, Battle Rifle, Light Machine Gun - Machining Table

- Magnetically Assisted Projectiles - Gauss Pistol, Gauss Rifle, Gauss Machine Gun, Gauss Sniper - Fabrication Bench

- Optics - Bolt-Action Sniper - Smithy/Machining Table

- Fuses - Frag Grenades, Molotov Cocktails - Smithy/Machining Table

- Grenade Launchers - Grenade Launcher, Incendiary Launcher - Smithy/Machining Table

- Smart Munitions - Smart Launcher - Machining Table

- Solid Rocket Motors - Disposable Launcher - Machining Table

- NNEMP - EMP grenades, - Machining Table

- Multibarrel Weapons - Gatling Gun - Security Tab

- Brushless Motors - Minigun - Machining Table


"Can you make the bonus weapons craftable?"
Nope.
"Is this compatible with X mod?"
Weapon Tech uses a patch to edit a few vanilla research topics, the Stranger in Black, the Orbital Combat Trader, and the base Def for grenades. However, all ThingDefs found in BaseWeapons, RangedIndustrial, and RangedSpacer have been completely overwritten, as well as the Gunsmithing, Blowback Operation, Gas Operation, Precision Rifling, Multibarrel Weapons, and Charged Shot ResearchProjectDefs. So if you still don't know if it'll work, load them up together and find out.
"Will you make a patch for X?"
Current mods that I have made integrated patches for are are Turret Extensions, Dual Wield, and Combat Training.
Otherwise, I don't plan on making any patches for mods that I don't use (i.e. Combat Extended).
"Is there a spreadsheet available?"
Nope.
"Could you add an options menu?"
Unfortunately not, as I have a very limited understanding of C#. If that changes in the future, then maybe.

Real-world Weapon Comparison List[pastebin.com]
German Translation by Trunken
Japanese Translation by アキトンコツ
Spanish Translation by CANALETA
Rimworld Font[ludeon.com] by Marnador.

Update 8
- Added Service Carbine.
- Added Smart Launcher.
- Added 5 rare weapons.
- Added Mounted Anti-Tank Rifle.
- Added Smart Munitions research topic.
- Reworded craftable weapon descriptions to better describe their capabilities, as opposed to their history.
- Fixed the Polymer Submachine Gun incorrectly using assault rifle sounds.
- Reduced ammunition count for the GMG.
- Reduced cost to rearm GMG.
- Added new sounds for pretty much all weapons.
- Redesigned and rebalanced the Composite Vest.
- Updated texture for the Matchlock Arquebus, Matchlock Pistol, Breech-Loading Rifle, Double-Barrelled Shotgun, Revolver, Lever-Action Rifle, Bolt-Action Sniper, Automatic Shotgun, Battle Rifle, Service Pistol, Machine Pistol, Personalised Bullpup PDW, Vintage Submachine Gun, Weighted Bullpup Carbine, Large Lever-Action Rifle, Sporting Rifle, Service Rifle, Prototype Rifle, Compact Light Machine Gun, Vintage General-Purpose Machine Gun, General-Purpose Machine Gun, Breech-Loading Sniper, and Special Purpose Rifle.
- Added patches for [XND] Turret Extensions, Dual Wield, and Combat Training.

CC BY-NC-SA 4.0 [creativecommons.org]