Weapons

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Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Gear Menu Weapons Apparel Clothing Armor Utility

Weapons are used by colonists and raiders alike to fight each other (and sometimes to put down enraged animals). Weapons have several characteristics that make them useful in different combat situations. They currently do not consume any ammunition, but instead take time to aim and additional cooldown time for subsequent shots.

If left exposed with no roof, a weapon on the ground will deteriorate until it disintegrates without a trace. Weapons stored in an equipment rack will not deteriorate.

0.7.583 Here are the weapons currently in the game:

Note: 

Time in RimWorld is split into two related systems - real time, that is the time experienced by the player, and in-game time, that is time that passes in the gameworld of the colony and experienced by the pawns themselves.

Real time

Time in RimWorld passes as a series of ticks. On normal game speed, there are 60 such ticks to a real second; there are always 2,500 ticks to one in-game hour.

In-Game Time Ticks Real Time
1.44 Min 60 1s
1 Hour 60 Min 2,500 ~42s
1 Day 24 Hours 60,000 16m 40s
1 Quadrum 15 Days 900,000 4h 10m
1 Year 4 Quadrums 3,600,000 16h 40m
Technical details for modders
Ticks Time
1 tick 1 tick 1/60th second
1 rare tick 250 ticks 4.16 seconds
1 long tick 2000 ticks 33.33 seconds

The player also has access to play speed controls that attempt to multiply the rate at which game time progresses. Note that depending on a number of technical factors including the machine on which the game is being run, it may not be possible to run the game at the target speed. In this case, the game will run as close to the target as possible and, as such, the limit will be more noticeable at higher speeds.

The speeds are described in the table below. The speeds controls can be selected by the buttons on the lower right hand sode of the screen, or by key binds. Note that Speeds 2, 3, and 4 are sometimes described by the community as 2x, 3x, and 4x speed, however this is not representative of the actual speed.

Speed Default key binding Game speed multiplier
Pause SPACE x0
1 1 x1
2 2 x3
3 3 x6
4 4 x15

Note that Speed 4 is only available when development mode is active and is only available by key bind.

In-game time

The year is divided into 4 quadrums* of 15 days each. Quadrums are the same everywhere, while seasons are different in different places

Time on the rimworld proceeds largely as one would expect except for three primary differences. Years only last 60 days, years are separated into 4 15-day "quadrums" instead of months, and the year is seasonal - that is, last season ends at the same time as the year. Note that times given in-game will use this system - thus if something "spoils in 1 year", you have 60 in-game days, not 365.

Like terrestrial seasons, the temperature changes with progression of the quadrums and the temperature effects depend on the latitude. When it is "Summer" in the Northern Hemisphere, it is "Winter" in the Southern, and vice versa, while areas near the equator remain temperate year-round.

Each quadrums is given a name that is a portmanteau of the terrestrial months of the season that quadrum is equivalent to, rather than named for months in the same period of the year. Thus, Aprimay is a portmanteau of April and May, but is the start of the year and relates to Spring in the North, but Fall in the South. Mouse-hovering over the in-game date in the lower right-hand corner will list what "local seasons" each quadrum represents for the settlement currently viewed.

The names of these 4 quadrums are:

Name Northern Season Southern Season Days
Aprimay Spring Fall 1 to 15
Jugust Summer Winter 16 to 30
Septober Fall Spring 31 to 45
Decembary Winter Summer 46 to 60

The game starts in the year 5500, and by default begins in Spring (Aprimay or Septober). In colder biomes, the season will adjust to Summer, to allow players to survive and grow plants, although some colder biomes there is permanent winter, and this changes nothing. Starting season may be changed in World Generation.

Time of day

Days in RimWorld last 24 hours, or 60,000 ticks (16.67 mins). The in-game clock is in 24-hour format, with the hours displayed in military time from 0h to 23h. The time of day has a few effects on gameplay:

  • Time determines the level of light outdoors.
  • Plants can only grow from 6:00 to 19:12.
  • Night owls consider it "Day time" from 11h to 18h, and "Night time" from 23h to 6h.

Daylight length is also tied to the season and latitude - the day will be independent of the season at the equator but get longer in the Summer and shorter in the Winter the further north or south you go. Exact details of the relationship between season, latitude and day length are currently unknown.

The hour of the day is relative to the location on the World map. If it's noon (1200) at your home base, it will still be late morning (1100/11 AM) a bit to the west, and already early afternoon (1300/1 PM) a bit to the east, as "time zones" are in our world. Time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.

Work

Items in game list values with names like "Work to build", "Work to uninstall", or "Work To Make" in their info boxes. One unit of work is approximately 60 ticks (1 sec). Note that the work values are rounded to display nicely as seconds, and the actual tick amounts are used by the game engine, not the displayed work.

Version history

  • 0.0.254B - Abolished cycles - dates are measured in days only.
  • 0.10.785 - Day length extended from 24,000 to 30,000 ticks. Days per month reduced from 12 to 10.
  • 0.13.1135 - Days are now twice as long as before, with years being half as many days i.e. years are exactly as long as before in actual play time, just divided into a smaller number of longer days. The year is now split into seasons instead of months.
  • 0.17.1546 - As season names could no longer be consistently applied to the entire globe, necessitating that they be named as month-like "quadrums."

Ranged Weapons

Range weapons consist mostly of firearms currently, but there are other non-gunpowder ranged weapons like bows and throwing spears.

Name Warm-Up
(ticks)
Cooldown
(ticks)
Range
(tiles)
Bullet Speed Accuracy
(Touch)
Accuracy
(Short)
Accuracy
(Medium)
Accuracy
(Long)
Damage Burst Count Burst Ticks Miss Radius Blast Radius DPS
(Optimal)
DPS
(Touch)
DPS
(Short)
DPS
(Medium)
DPS
(Long)
Value Silver
Short Bow 170 40 31.0 44 89% 64% 41% 22% 10 1 - - - 2.86 2.55 1.83 1.17 .63 60
Great Bow 200 40 34.0 49 93% 77% 59% 42% 15 1 - - - 3.46 3.22 2.66 2.04 1.45 180
Pila 260 270 24.0 26 91% 71% 50% 32% 30 1 - - - 3.40 3.09 2.41 1.70 1.09 90
Handful of Stones 150 40 15.0 26 89% 64% 41% 22% 6 1 - - - 1.89 1.68 1.21 .77 .42 1
Pistol 68 40 24.0 55 91% 71% 50% 32% 10 1 - - - 5.56 5.06 3.95 2.78 1.78 60
Pump Shotgun 108 40 16.0 55 96% 87% 77% 64% 20 1 - - - 8.11 7.79 7.06 6.24 5.19 175
Uzi 108 40 24.0 55 89% 64% 41% 22% 5 4 7 - - 7.10 6.32 4.54 2.91 1.56 200
Lee-Enfield 182 40 37.0 70 96% 96% 92% 88% 18 1 - - - 4.86 4.67 4.67 4.47 4.28 190
M-16 108 40 32.0 70 96% 87% 77% 64% 7 3 7 - - 7.78 7.47 6.77 5.99 4.98 325
M-24 260 135 45.0 100 50% 86% 86% 88% 40 1 - - - 6.08 3.04 5.23 5.23 5.35 370
L-15 LMG 108 40 25.9 40 89% 64% 41% 22% 7 5 7 - - 11.93 10.62 7.64 4.89 2.62 350
Frag Grenades 108 160 12.0 12 - - - - 40 1 - 1.0 1.9 8.96 - - - - 200
Molotov Cocktails 108 160 12.9 12 - - - - 10 1 - 2.9 1.1 2.24 - - - - 100
EMP Grenade 108 160 12.9 12 - - - - 80 1 - 1.0 3.5 8.96 - - - - 400
Minigun 250 40 32.0 70 79% 42% 18% 6% 8 30 4 2.4 - 35.47 28.02 14.90 6.38 2.13 600
T-9 Incendiary Launcher 182 40 24.0 40 79% 42% 18% 6% 4 1 - - - 1.08 .85 .45 .19 .06 370
R4 Charge Rifle 108 40 24.0 70 95% 83% 68% 53% 14 3 12 - - 14.65 13.92 12.16 9.96 7.76 500
Charge Lance 120 170 37.0 120 93% 77% 59% 42% 27 1 - - - 5.59 5.20 4.30 3.30 2.35 500
Inferno Cannon 100 270 35.0 45 79% 42% 18% 6% 13 1 - 3.5 2.4 2.11 1.67 .89 .38 .13 900
Heavy Charge Blaster 200 290 27.0 90 93% 77% 59% 42% 18 24 7 3.0 - 39.82 37.03 30.66 23.49 16.72 800
Improvised Turret Gun 108 40 25.9 70 89% 64% 41% 22% 7 4 8 - - 9.77 8.70 6.25 4.01 2.15 -


Melee Weapons

These are touch-ranged weapons.

The exact damage of a melee weapon is based on the quality of it, with a low quality weapon dealing less damage and a high quality weapon dealing more.

Note that melee accuracy is determined by a colonist's melee skill. The following stats are all for Normal quality Steel (the baseline material).

Base Melee Stats

Using Steel as a baseline:

Name Warm-Up Cooldown
(ticks)
Cooldown
(seconds)
Damage DPS Damage Type Value Silver
Fist * 0 100 1.67 7 4.19 Blunt --
Log 0 90 1.50 8 5.33 Blunt ??
Shiv 0 90 1.50 8 5.33 Sharp ??
Bionic Arm * 0 100 1.67 9 5.38 Blunt ??
Knife 0 100 1.67 9 5.40 Sharp ??
Club 0 130 2.17 17 6.46 Blunt ??
Spear 0 135 2.25 15 6.67 Sharp ??
Gladius 0 116 1.93 13 6.73 Sharp ??
Mace 0 130 2.17 15 6.91 Blunt ??
Longsword 0 150 2.50 20 8.00 Sharp ??
Scyther Knife Protrusion * 0 100 1.67 14 8.38 Sharp ??
Power Claw * 0 100 1.67 17 10.17 Sharp ??


* = Assumed cooldown. Raw data not available. Also note that material cannot be changed for these or the Log. They also do not come in varying Quality levels. The Base Melee Stats table has their correct stats and no formulas are needed for them.

Material / Quality Modifiers

Material Agility Blunt Sharp
Sandstone 0.6 1.00 0.50
Granite 0.6 1.00 0.65
Limestone 0.6 1.00 0.60
Slate 0.6 1.00 0.60
Marble 0.6 1.00 0.60
Silver 1.0 1.10 0.50
Gold 0.9 1.15 0.30
Steel 1.0 1.00 1.00
Plasteel 1.35 1.00 1.20
Wood 1.15 0.90 0.2
Uranium 0.6 1.40 1.10
Quality Base Damage Modifier
Awful 0.40
Shoddy 0.70
Poor 0.85
Normal 1.00
Good 1.10
Superior 1.30
Excellent 1.50
Masterwork 1.70
Legendary 2.1


Melee Formulas

Damage for any melee weapon is Base Damage x Material Modifier x Quality Modifier

For example, a Masterwork Granite Gladius. A Gladius deals Sharp damage, so the Sharp damage material modifier is used.

Damage = 13, Material Modifier = 0.65, Quality = 1.70

Therefore, a Masterwork Granite Gladius deals (13 x 0.65 x 1.70) = 14.365 damage.

Don't forget that Blunt damage will affect bones as well as flesh, and can potentially do more damage / incapacitate easier.


Cooldown is calculated as Base Cooldown / Agility

For example, the cooldown (in seconds) on the Masterwork Granite Gladius = 1.93 / 0.6 = 3.22 (rounded)

Note that a higher agility will give a shorter cooldown and therefore a higher DPS.


DPS (damage per second) is calculated as Damage / Cooldown. Note that you must use Cooldown (seconds) to get DPS, otherwise if you use Cooldown (Ticks) you'll calculate DPT (Damage Per Tick) which you probably don't want.

The Masterwork Granite Gladius has Damage 14.365 and Cooldown 3.22 seconds.

DPS = Damage / Cooldown = 14.365 / 3.22 = 4.46 (rounded)