Matthew's Firearm Expansion
While playing *RimWorld*, I noticed that the vanilla firearm options are actually quite limited—the optimal choices always boil down to the same few old standbys. That’s why I created this mod. I designed these weapons strictly following vanilla stat values, and each one serves a distinct purpose, giving you a bit more variety when choosing firearms in the base game. Since the community already has so many gun mods, I made highly detailed textures the standout feature of mine.
Adds a selection of finely textured, vanilla-balanced firearms, along with a few rare weapons that cannot be crafted.
**Q&A**
**(1) Q: Is it compatible with Combat Extended?**
A: To be honest, aside from drawing and writing XML mods, I really don’t know the first thing about programming, so unfortunately it’s not compatible with CE. CE compatibility will have to depend on someone else stepping up to do it.
**(2) Q: Your art style isn’t the vanilla RimWorld style.**
A: True, but drawing is really the only thing I'm somewhat good at. I saw creating better-looking textures as my strength, so I chose not to stick to the vanilla art style. Otherwise, my mod wouldn't have any character, would it?
**(3) Q: How’s the compatibility?**
A: This mod is built entirely by referencing vanilla data, so it can be safely added or removed at any time. It has no special mechanics of its own, so compatibility issues are highly unlikely.
**(4) Q: Will there be future updates?**
A: Maybe. I’ll be handling the art for other mods going forward, but if I have the time and interest, I’ll definitely keep updating this one!
**Known Issues**
**(1)** I spent ages trying to figure this out and still can’t make sense of it: there’s a weapon in the mod called “The Moon of Iron Weave,” and even though the XML code isn’t wrong, it’s still bugged. That said, the bug doesn’t produce any red error messages—not even a yellow warning—so I haven’t even been able to track down where the problem is. Considering it doesn’t actually affect gameplay, I’ve just let it be, and honestly I don’t have the ability to fix it anyway. Specifically, this weapon can neither reload nor consume its ability as intended, so I added a cooldown to balance it. Also—and I really can’t explain why—the ability on this weapon can only be activated at five or more tiles away. Maybe it’s just one of Tynan’s weird and wonderful game quirks.
**(2)** I tried making my own translation files, but there were loads of problems, and even though I followed the tutorials step by step, it just didn’t work. So I ended up sticking with a bilingual Chinese/English setup. So, if you see two languages at the same time, that’s completely normal! Using bilingual text might affect readability—sorry about that!
**Note: The English text in this mod has been AI-translated!**
**Art & XML:** Matthew_Mei
**Debugging Assistance:** Deepseek