

RimZone Weapons — a content add-on that brings “Zone-style” firearms and active weapon abilities.
• Everything you see on screenshots/videos is WIP/demo and may change visually and technically.
Added:
- 20 Zone firearms (crafted at the Stalker Workbench):
[list] - Pistols: Marta, PB-1s, PMm
- SMG: Gadyuka 5
- Shotguns: SPSA-14, TOZ-34
- Rifles: AC-96, AKm-74, AKm-74u, FT-200M, GP-37, IL-86, SA Lavina, SGI-5k, Grom S-14, TRs-301
- Sniper systems: SVUmk-2, SVDm-2, Vintar BK
- Late-game: Gauss Rifle
[*] Active weapon abilities — appear as gizmo buttons when the weapon is equipped, but are unlocked via “Technique” research:
- Aimed Shot — precise pistol shot at a chosen target.
- Dump the Magazine — unleash the whole mag as a dense burst into a chosen area.
- Underbarrel Shot — launch an underbarrel grenade into an area (FT-200M & Grom S-14).
- Point-Blank Shot — shotgun cone blast for high close-range damage.
- Headshot — a precise sniper shot at a pawn with priority to hit the head.
[*] Separate RimZone research tree (RimZone tab):
- Pistols / Pistol Techniques
- Rifles & SMGs / Rifle & SMG Techniques
- Shotguns / Shotgun Techniques
- Sniper Rifles / Sniper Techniques
- Gauss Rifle (late-game)
[*] Skill requirements — each ability has its own minimum Shooting level.
[*] Combat Extended compatibility — CE balance patches + extra integration content (including underbarrel grenades and Gauss ammo “Quantum Impulse” when CE is installed).
[*] RimZone Core integration — uses Core systems (shared logic/settings/ability framework), so everything works as one coherent package.
[*] Settings & compatibility — difficulty/balance parameters and careful integration with mods/UI.
[*] Localization EN | RU — keys and texts are separated; updates shouldn’t break saves.
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Weapons, abilities & crafting
- Where do I craft weapons?
— At the Stalker Workbench (unlocked via the “Survival in the Zone” research), then through the weapon research tree. - Why does a weapon have an ability but no button?
— The button stays hidden until you research the corresponding Technique. - Why does one pawn have the button and another doesn’t?
— Check the pawn’s Shooting skill: abilities have different minimum requirements.
Recommended load order:
- Harmony
- RimWorld modules
- Combat Extended (optional)
- RimZone Core
- RimZone Weapons
- Other RimZone modules
- Other mods

Q: Is this standalone content or a “library”?
A: This is a content module. It adds weapons and abilities. It requires RimZone Core to work properly.
Q: Can I add it to an existing save?
A: Usually yes. Weapons and research are available via crafting/research.
Important: removing RimZone Weapons mid-save may leave broken references to items/defs.
Q: The game shows red errors in the log. What should I do?
A:
- Check the load order (see above) and make sure RimZone Core is installed.
- Disable mods that heavily patch verbs/shooting/damage systems and test for conflicts.
- If it persists — attach your Player.log and mod list in the comments/Issue.

Combat Extended (CE)
- I maintain CE patches alongside new add-ons.
- When CE is installed, you’ll get additional integration content (ammo/settings where needed).

RimZone is collecting tin cans, building a monolith out of them, and making a wish.



