// Weapons · RimWorld Mod

RimZone Weapons

RimZone Weapons — a content add-on that brings “Zone-style” firearms and active weapon abilities.


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):
  • 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.
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.