RimWorld

RimWorld

3,697 ratings
Vanilla Weapons Expanded - Heavy Weapons
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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2.922 MB
21 Dec, 2020 @ 12:19pm
2 Jul @ 11:13am
12 Change Notes ( view )

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Vanilla Weapons Expanded - Heavy Weapons

In 2 collections by Oskar Potocki
Vanilla Expanded
110 items
Vanilla Expanded - Empire playthrough
148 items
Description


[www.patreon.com]








This mod is CE compatible.



1.0.0 (21/12/2020): Initial release



What I think this game was missing from the usual combat encounters is a punch, a smell of freshly fired bolters, the heat of an autocannon barrel and the look of surprise on the enemy faces as 10 homing missiles decimate their ranks. Vanilla Weapons Expanded - Heavy is our response to that task: This mod adds incredibly heavy weapons that can only be equipped on a handful of pawns - be it power armored troopers, pawns with a Tough trait or soldiers wearing our new industrial tech exosuits.

These weapons utilise the limited-use code, just like vanilla triple rocket launcher, except they can be fired more than once. After the weapon depletes, it breaks, which means you need to simply craft a new one. No ammo system, nothing like that!

Vanilla Weapons Expanded is part of a series of mods expanding on everyday life on the Rimworld. When paired together with a brand new Vanilla Apparel Expanded and Vanilla Armours Expanded, you can bring something to your game that will keep you interested in it for days.









[forms.gle]















Q: Does this work on RimWorld 1.1?
A: No, it requires the latest game version.

Q: Is this mod CE compatible?
A: Oh ayy.

Q: Do these weapons spawn on enemies?
A: In rare occasions the enemies meet all the requirements for the weapon to spawn (power armor or exoframe), then yeah.

Q: Is this mod compatible with Run and Gun?
A: Yes, you should be able to use these weapons with run and gun.

Q: Can I request a feature?
A: Yes, comment down below!

Q: Where do I craft those weapons?
A: Machining table. Each weapon needs to unlock first with different research projects - you can’t craft handheld mortar without knowing the mortar tech.

Q: How to reload the weapons?
A: You don’t - each shot removes some HP from the weapon. Once enough shots is fired, the weapon breaks. It’s not meant to be a frontline infantry weapon set. These weapons should be treated as consumables, used only when needed, as they are extremely powerful.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like, however please remember removing a mod can cause issues.

Q: I don’t like how weapons remove HP with each shot, can I adjust the amount of HP removed?
A: Yes! Simply go to the Mod options menu and you can adjust ‘ammo’ used by each weapon individually.

Q: I want you to make these weapons reloadable.
A: Lol no.



Graphics and xml is created by me, Oskar Potocki[www.oskarpotocki.myportfolio.com].

Code work by Taranchuk.

Flamethrower weapon art by Luizi.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]




[www.paypal.com]

Every dollar donated allows me to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[discord.gg]



Check out our collection at:
Popular Discussions View All (2)
4
4 May @ 2:50pm
Definition of Power armor
Lothion
1
3 Apr @ 12:58pm
Do anyone knows what mod can affect the Exosuits capacity to not take effect?
Matikanetannhauser
385 Comments
LordGreymane 23 Aug @ 6:59am 
For anyone like me who made this mistake; the exoskeleton suit modifiers will not show up in the "Health" tab, since the suit is not applying a hediff. To check the changes the suit is making to work speed & move speed, check the colonist's information panel (the "i" in the bottom left window).

Also, shoutout to Halfclick for the great Carry Capacity fix using RIMMSqol!
frost.9 21 Aug @ 3:53am 
Thank you, Halfclick, that solved the issue! Also, if you change the exoskeleton from utility to apparel it will scale with quality.
Halfclick 19 Aug @ 9:15am 
You can also use RIMMSqol to fix the exoskeleton while in game, Mod options > qol > Apparel > Exoskeleton frame > wearer stats > change carry capacity to Mass carry capacity. Many thanks @Gabthelazy, that change works great!
Gilgamesh 13 Aug @ 8:55pm 
not sure if im missing something or if its a bug but the exoskeleton frame does not increase the carry capacity of my pawns. i submitted a report through the link as well just posting this in-case anyone else has experienced it and know what causes it.
Necirays 13 Aug @ 5:43pm 
Are the Warcaskets from the Pirates faction able to equip them ?
SomethingSimple 27 Jul @ 8:37am 
were in settings can i change the handheld mortar to not require my pawn to have shells?
吱吱宸 18 Jun @ 7:49pm 
I found that my character can directly equip these heavy weapons. After a long dichotomy investigation, no result was found. Does anyone know why
ignis 24 May @ 10:21pm 
Why exoskeleton frames have quality? It does nothing except inflating wealth.
MangoCobra 17 May @ 5:32pm 
Can someone in a Warcasket use these?
the pies belong to me 14 Mar @ 3:15pm 
can you make this like a titan from titanfall and add weapons similar to the weapons from titans from titanfall also i dont care if you dont know any lore about titanfall just look at the weapons for the titans add the weapons and also add titans if you want to