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Vanilla Weapons Expanded CE 1.6
   
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Mod, 1.0
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15 Dec, 2019 @ 8:29am
24 Jan, 2020 @ 1:30pm
5 Change Notes ( view )

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Vanilla Weapons Expanded CE 1.6

Description
This patch is unofficial and is only going to stay up for as long as Andross needs to finish work on the main one. There are some problems that I’m aware of (items having disproportional bulk and mass etc.) but will function well enough to be played with

This patch fixes bugs with the previous patch and should work with old saves using the other patch AS LONG AS THERE ARE NO THROWING KNIVES but I strongly recommend backing up any saves you’re planning to add this to.

Must be loaded after combat extended and vanilla weapons expanded (and quickdraw if you're using it)

Bug fixes:
1. Handcannon now only weighs 2kg instead of 92kg
2. All weapons had penetration fixed
3. Made sure unneeded researches were properly removed and any broken prerequisites were also patched
4. Throwing stones can be dropped (removed destroyOnDrop tag)
5. Stopped throwing rocks from dropping sometimes when thrown (caused errors due to limitations with CE)
6. Changed throwing knives so they can only be made out of steel (same reason as above)
7. Removed overlapping recipes defs for smoke grenades and throwing rocks
8. Removed recipes for individual building of throwing knives and rocks, they can now only be built in groups of 10
9. Made it so compound bow properly displays its ammo type
10. Compound bow now has different fire modes
11. Removed automatic fire mode from the sawn-off shotgun

Additional Changes and balances:
1. Lowered compound arrows bulk and mass to a tenth of their original weight
2. Upped explosion radius on charge rocket launcher and changed explosion type from emp to bomb
3. Reverted all name changes made to weapons
4. Increased carbine's range

There are probably still balancing issues so please report anything you feel is to over or underpowered and I will try my best to properly balance them.
46 Comments
Pleccy  [author] 10 Jul, 2020 @ 8:09am 
@DA TRAP, CE has built in support for Vanilla Weapons so this patch is no longer needed
NEGUS MANNUS 10 Jul, 2020 @ 7:21am 
Will this be updated to 1.1?
someoneinapt 2 Feb, 2020 @ 7:51am 
Solved! It was the sneaky Alpha Animals patch that I didn't realise came integrated into CE:FT. It works perfectly now, on my old save, and things have the correct penetration.
Thank you very much for your help!
someoneinapt 2 Feb, 2020 @ 7:30am 
Nope. I've spent the last hour or so trying to figure it out, but I can't get Fasttrack to work as it throws up a bunch of errors on mod load, the exact same mods that regular CE works fine on. Even with a fresh mod list, it's causing problems the moment I enable Simple Sidearms and CE:FT. Even if I go back to my old mod list and disable SS, it still throws the same error.
Pleccy  [author] 2 Feb, 2020 @ 3:23am 
@me too thanks, are you using Combat Extended: Fast Track as doing so may allow certain ammo types that go unused in normal CE (such as the lever-action rifle and the crossbow's ammo) to have better and more balanced penetration values and could fix the issues you are having.
someoneinapt 1 Feb, 2020 @ 4:26pm 
Thanks for the patch. Some stuff seems to still be missing penetration though, like the lever-action rifle and crossbow.
red 30 Jan, 2020 @ 9:38pm 
I'm happy to wait and see how things shake out. Thanks so much for all the work you've already done.
Pleccy  [author] 28 Jan, 2020 @ 12:29pm 
@red, Additionally, due to the problems VFE - Security patch is causing the patch author has recommending keeping at the very end of you load order so if I had to guess moving it around is most likely what caused all the other issues (invisible walls and missing UI).

I'm afraid I don't think I can do anything to fix issues between the two mods as I believe the bugs you've reported are either issues specific to my patch alone or issues on VFE - Security Patch's side. Sorry I couldn't have been more help but if you do plan to play with VFE - Security again I'd recommend using normal CE with the patch loaded right at the bottom for the least issues, though it does seem that issues may still arise so waiting a week or so to see how development progress may be the best bet at this point.

(2/2)
Pleccy  [author] 28 Jan, 2020 @ 12:29pm 
@red, thanks for all the additional information it's been really helpful to me with identifying some potential pre-existing bugs in my patches code when using regular CE instead of CE:FT which could possibly be the cause of some of the problems you've experienced. I'm still uncertain to both where the errors are coming from and whether or not they are errors you see on load up though I am fairly certain these errors are not a result of a mod conflict so hopefully I should be able to fix them in a day or two.

From what I can tell the VFE-Security patch is currently extremely bugged on a C# level and as such is causing very major issues with a lot of different patches and mods. It seems from my own testing, and bug reports on the patches on workshop page, that there are a lot of issues if you are using Combat Extended: Fast Track so if you are using CE:FT removing it and try using normal CE as it could help to alleviate problems.

(1/2)
red 27 Jan, 2020 @ 6:51pm 
@PleccyMM at first I was having trouble finding uranium slugs for the turrets. Then I noticed that there were some error message on loadup with them both installed. I tried rearranging the priority of just those mods and their patches and it wrecked my save (Walls were invisible and UI was missing), so I uninstalled VFE-Security and the patch entirely and I'm back to working.

Sorry I can't offer more info than that, don't have it installed anymore.