RimWorld

RimWorld

Vanilla Weapons Expanded
1,434 Comments
anarchybunny 12 hours ago 
@Langfao, going through the EXACT same thing and have been combing forums to find an answer. Please let me know if you find anything! Been trying all day lol.
Langfao 13 hours ago 
Question for people that subscribe/install a lot of the vanilla expanded mods do you find the game freezes upon launching the game? I was trying to install a lot of VE mods at the start but the game would freeze up during initialisation. Then I removed a lot of them and tried adding one at a time, it was working to a point but then I found occasionally it would freeze and a few times I can make it to the main menu. Is there just too many mods or is something else wrong?
Bear 18 hours ago 
Sorry if this has been asked before, but how does this interact with the weapon mod system in Odyssey? Will they be found with mods but no visual changes, or will weapon mods only appear on vanilla guns?
白咕咕 9 Jul @ 9:04am 
VEF.Weapons.Verb_ShootWithSmoke cannot be used without MoteProperties DefModExtension. Motes will not be thrown.
moo 2 Jul @ 7:15pm 
Would this kind of error be a improperly implemented weapon mod?

VEF.Weapons.Verb_ShootWithSmoke cannot be used without MoteProperties DefModExtension. Motes will not be thrown.
JustSmile 30 Jun @ 7:17am 
https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md

Weapons Expanded is among mods Combat Extended has built-in support for. Might be worth updating the description with that information to avoid confusion from people who can't find this information on their own.
Immortan Joe 13 Jun @ 4:15am 
the github link does not work, what is the point of not putting it in steam ? Github is more trouble then it is worth
Ammy 4 Jun @ 7:45am 
Both this and Medieval Expanded 2 add Halberds but with distinctly different stats. Was this intentional, or an oversight that will get a rework in the future?
LiterallyBeenVibing 1 Jun @ 5:59pm 
whos the moron that put the CE patch on github and not just on steam
MNY 11 May @ 1:34am 
how do i acquire the funni airstrik thing
Korg 4 May @ 6:46am 
Anyone know why the first blackpowered guns would be firing 3 shots at once? I fixed the issue where they were full auto bundiabling gunplay trails, but they are still firing 3 shots every trigger pull.
Mekh_Tea 29 Apr @ 1:51am 
Was the pickaxe removed???
spincrus 28 Apr @ 3:17pm 
@OwMyFingers thanks a lot for this, came here exactly for that problem.
TKing1517 25 Apr @ 8:19am 
An unfinished anti material rifle is too heavy to pick up so it can never be finished. And there is no option for it to be moved to a storage area (because that item doesnt exist in the storage area config)
OwMyFingers 23 Apr @ 2:40pm 
To anyone who has an issue with flintlocks and muskets firing like machine guns, it may be because of "Gunplay"
Disable trails and it should fix it! Hopefully some sorta patch will eventually come out for this
Troy 22 Apr @ 1:16pm 
Might be a great idea to revisit Tox Gas weapons with this mod, maybe include a new version for war caskets and heavy weapons as well for that Toxic Warfare on the grand scale. :lunar2019coolpig:
Jpzm333 19 Apr @ 7:59am 
@Price Combat Extended has the patch integrated into it. You just need this mod enabled below Combat Extended. Check the Combat Extended supported mods list to see what mods have integrated patches. Just search it up.
Price 18 Apr @ 5:22am 
Combat extended patch is a 404, can it just be on steam workshop somewhere
Anny 15 Apr @ 6:41am 
Question, flamethrower vs Incinerator which better?
vincent_renevot 14 Apr @ 4:59pm 
@Fibre🌹 @Garolf @JetCaesar it's the "gun play" mod that is cosing the issue. I agreed with @Indigo Cactus and TheeDicTater this mod and medieval 2 need a patch to clean.
Bean 10 Apr @ 8:47pm 
@abster check out cherry picker
Abster 9 Apr @ 5:23am 
It would be great to add customisation option to this mod, so we can turn off the weapons we don't want. This will also help mitigate most of the issues with repeated weapons with other Expanded series of mods being reported.
Botaxalim 6 Apr @ 2:30am 
enemies raid with flintlock and musket go ratatatattatatttata!!! althou all of them miss, fps drop like crazy
JetCaesar 5 Apr @ 7:34am 
I am also getting the issue with the Flintlock and Musket. Possible clash with the Medieval Expanded 2 mod.
3158761251 28 Mar @ 7:34pm 
有汉化吗?
Garolf 25 Mar @ 4:04pm 
@Fibre Yeah. I have the same bug - also Flint and Musket behave like Maschineguns (high firerate); But most bullets don't meet their target, which is funny - because its like suppressive fire with the FPS-Drop.
Fibre🌹 23 Mar @ 9:52pm 
Okay so this clashes with the Medieval 2 mod. The flintlock would shoot like a minigun and the code pops up saying that "Flintlock (Random code here) Medieval 2" The bullets from the flintlock would not disappear and just "float" making the game drop my FPS to like 6-10. I was wondering why is my FPS dropping so low, only to see bullets mid air, when I removed the bullets using debug clear, it fixed it and the game went back to smooth.

My guess is that the medieval guns from this mod and the Medieval 2 mod "clash".
TheeDicTater 23 Mar @ 8:48am 
Agreed with Indigo Cactus, could use a bit cleaning up. i don't need two different halberds or pikes lol
Indigo Cactus 19 Mar @ 4:21pm 
At this point there is a lot of overlap between this mod and the other vanilla expanded mods. Like, the new medieval expanded 2 mod adds a new crossbow and warbow, as well as matchlock guns, and...they just fill the same role as the Vanilla Expanded crossbow, longbow, and to a slightly lesser extent the flintlock guns. This mod adds enough weapons that I can't imagine playing the game without it, but it could really use some cleaning up, I think.

That, or properly discontinuing the mod and splitting up its content into other mods, which seems to be sorta kinda what's been happening.
Egoist 17 Mar @ 12:27am 
they removed things because people complained about the bloat but they didnt bother to update the infographics, old mods are just maintained to work in 1.5
Solstice Initiative 15 Mar @ 6:13am 
>"versatile and rugged rifle used all around the galaxy" (service rifle)
> requires specialized research unlike the default assault rifle
ReD_Exorcist 8 Mar @ 1:50pm 
For some reason I can't make/research tools like the pickaxe, wrench, scalpel and etc. I can make the hatchet and hammer, but that is it. This is a tribal start playthrough, but I have already researched smithing.
Paprikahörnchen 8 Mar @ 11:04am 
Hello!
I sadly have some errors on start up when using this mod.

Could not resolve cross-reference: No Verse.ThingDef named VWE_MeleeWeapon_Hammer found to give to Verse.ThingDefStyle Verse.ThingDefStyle
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)


Here's the full log:
https://0x0.st/8u65.log
bukowa 2 Mar @ 5:13am 
Sad part is that it brings gunpowder weapons to medieval era :(
Harry_Robinson1 27 Feb @ 10:51am 
I feel like this mod needs some maintenance. I get constant errors related to this mod that I can't get rid of, and a few of the guns don't even work for me. Tools and certain items have been removed, but are still on the steam page. This mod also really should be split up, like others have said. The extra weapon packs like tribal and frontier are great, really this whole mod should be like that.
Headcrab 15 Feb @ 9:16am 
The combat extended patch brings up a 404 :steamsad:
低熵之体 9 Feb @ 11:09pm 
Is there any way to fix the visual presentation problem of the "incendiary launcher" where the ammunition trajectory is too thick and too large?:steambored:
Crimson Shadow 1 Feb @ 5:32am 
did you remove the pickaxe and other tools since the only tool i can find is shovel
Scryie 30 Jan @ 5:07am 
They need to split this mod up, anyone that wants musketry isnt going to want 10 filler industrial era weapons, or people that want more charge weapons arent going to want all the medieval weaponry. vanilla weapons tribal was a good start to this, if there where modules for other eras instead of this bloated mess then it would be perfect
SiaNKs 14 Jan @ 6:56pm 
Melee animation?
TigerDragon180 24 Dec, 2024 @ 6:12pm 
the combat extended link doesnt work,
ggfirst 21 Dec, 2024 @ 10:14am 
Longbow being Super OP for decade
l0v3rm4n69420 17 Dec, 2024 @ 9:40pm 
Yes, as far as i know everything by VE requires the Framework
Fachmann 17 Dec, 2024 @ 8:22am 
newbie here. Do I need 'Vanilla Expanded Framework' to have this 'Vanilla Weapons Expanded' mod?:cleanfloppy:
Tekloton 11 Dec, 2024 @ 6:33am 
оружие из этого мода так и не юзал( ибо ванильное было куда лучше по характеристикам, но за любовь к созданию хороших модов я поставлю класс
Draco Lander 9 Dec, 2024 @ 6:39am 
@No monitor "Cherry Picker", but i think it's not updated yet.
No monitor 8 Dec, 2024 @ 9:13am 
Any way to disable some of the weapons? I feel like alot of the lower tier weapons add alot of clutter. I just want the industrial and Charge weapons.
Flat 19 Nov, 2024 @ 1:15pm 
Why are some of the research options so expensive? its basically the same price to learn gunsmithing +electricity as it is to research gunpowder. Who in their right mind would rather research 2 terrible guns instead of actual guns and electricity?
Mark Bobaba 13 Nov, 2024 @ 1:45am 
Since you've removed the tools isn't it worth removing the picture for the mod page?
Realm Imp 28 Oct, 2024 @ 12:43am 
too many redundant weapons