Weapons Workbench

Recipe

 * Aluminum 4
 * Common Tools 2
 * Gear 5
 * Rubber 6
 * Screw 4
 * Steel 12
 * Wood 6

NOTE: If you can effort it, spare your Components and build an Equipment Workstation instead that includes a also.

Buildings
NOTE: Version 1 & 2 are purely cosmetical the required Components are equal. Version 3: a connected to an Equipment Workstation.

Weapon Mods

 * Many melee mod requirements are shifted around to match the new perk changes
 * Flamer: Damage mods now properly add damage to the Flamer
 * Flamer: Most upgraded mods now require Demolition Expert as a requirement
 * Double-Barrel Shotgun: Rapid-Break Sawed-Off Barrel - Exceptional reload speed (requires Gunslinger rank 3)
 * Hunting Rifle: .308 Incendiary-Calibrated Powerful Receiver (replaces Calibrated Powerful receiver)
 * Hunting Rifle: .50 Receiver - The ROF was properly set to reduced rate of fire, instead of improved
 * Submachine Gun: The rapid .38 receiver no longer has recoil reduction
 * Pipe Revolver: .308 receiver no longer has improved rate of fire and reload speed
 * Pipe Revolver: .38 receiver now has improved rate of fire and reload speed

Mod Descriptions

 * Many weapon and armor mods have much greater detailed descriptions now
 * Many magazines now show the exact ammo capacity for each magazine mod (including the standard one)
 * Burning damage numbers are now shown as the total damage added per shot
 * Many weapon mods now show recoil, hip-fire/sighted accuracy, stability, bash damage, and VATS cost numbers
 * A very few mod properties still don't show numbers, because the numbers could just be more confusing than the words
 * Scopes now show the zoom level

Weapon Mod Values

 * Most vanilla/horizon weapon mods are now set to increase their values equally to the loose mod's value (Example: A heavy receiver is worth 25 caps value, and when its in the weapon, the weapon itself now increases by +25 exactly)
 * This means that extracting a mod to sell it separately shouldnt yield any extra caps over just selling the weapon with mods in it
 * Values for specific mod types are usually the same across most weapons (ex: all long scopes are the same value, all heavy receivers are the same value, etc.)
 * Not everything is fully completed yet, and armor isn't done yet - Any patched weapons are entirely up to the patch author to set this (it can be a somewhat tedious process)

Weapon Mods - Receivers

 * Combat Rifle: 5.56 Rapid Auto Receiver: Replaces the old rapid receiver and uses 5.56 ammo
 * Most receivers now have a better progression (in terms of requirements) and purpose
 * All receivers on ranged weapons now require weapon parts to craft them
 * All Advanced receivers require rank 3 of their associated weapon perk
 * 10mm: Powerful Automatic: damage increased to be slightly under Powerful Semi-Auto
 * 10mm: 5mm Rapid Receiver: now requires Commando rank 2

Weapon Reload Speed Changes - Magazines
Each magazine now offers a specific advantage, even if it's only a small difference
 * The following weapons are effected: 10mm, Deliverer, Combat Rifle, Combat Shotgun, Assault Rifle, Pipe Gun,
 * Standard Magazines: Are now slower by default to try and replicate are more realistic base speed
 * Quick Eject Mag is now "Rapid Eject Magazine", and are intended to always be the fastest reload speed now
 * Rapid Eject Magazine: Slightly slower than before, but still feels noticibly fast over standard
 * Drum Mags: Slightly slower than standard mags, but holds more ammo
 * Large Mags: Hold more ammo, but as no reload speed change
 * Quick Eject Large Mags: Slightly slower than rapid eject mags, but holds more ammo

Weapon Weight Tuning
"The weights of weapons and mods seem a bit unrealistic in terms of how drastic the mods effect the weight, so this is being rebalanced. My goal with reworking weights, is so that a weapon that roughly weighs a certain weight, stays closer to this average weight"

- zawinul


 * Most "Standard" mods for ranged weapons are reduced to 0 weight, so that they are not effecting the base weapon weight at all (This is mainly to help keep base weapon weight consistant, such as in "Destroyed" weapons)
 * Submachine mods are drastically lowered, but the base weight is slightly increased (so that the SMG hovers around 10 pounds)
 * Weights on receivers for most firearms have been reduced - (Other weapon mods will follow in time)