RimWorld

RimWorld

Vanilla Weapons Expanded - Heavy - Reloading Patch
83 Comments
turkler 30 Apr, 2024 @ 8:35pm 
just gave this mod a shot with 1.5, it seems that while the reloading function works pawns don't spawn with extra ammo like they used to, so a lot of the weapons in ai hands are pretty useless
Morcalvin 26 Apr, 2024 @ 8:08am 
Please update this!
Starempire42 11 Apr, 2024 @ 11:12am 
mod update for 1.5?
legodude17  [author] 27 Nov, 2023 @ 11:21am 
@whenwrašk: They only spawn with normal high explosive shells, though if they somehow pick up other shells they should use them.
whenwrašk 26 Nov, 2023 @ 4:50pm 
do raiders use the ability to load different mortar shells for the Handheld Mortars with this mod?
legodude17  [author] 12 Nov, 2023 @ 6:22pm 
@ComradeCorvus: I can't think of a vanilla item that would make sense as ammo for them, and I can't make a new item since I have no skill at art.
@Pc_Сat: Neither, since I don't use the Frontier weapons.
@123nick: No.
Pc_Сat 3 Sep, 2023 @ 7:25pm 
Sorry if someone ask it before, but Vanilla Weapons Expeneded Frontier have one heavy weapon.
Add reload for Handheld Gutling Gun is planned or it already done, but dont writen in Stats?:ppg_wrench:
123nick 10 Aug, 2023 @ 5:22pm 
Does this mod support having decimal resources per shot? like, 1 resource can be used for multiple shots? say, a weapon that can fire 100 times, and then needs 1 advanced component to fire 100 more times?
月羽狐 2 Jun, 2023 @ 4:33am 
@星流之海:确实是这样的
The chinese translation mod has a bug and disables this mod. This mod still works well. All good
星流之海 10 May, 2023 @ 11:21pm 
@月羽狐:如果你用了VWE汉化,试试把汉化包禁用
Kiri 10 May, 2023 @ 11:44am 
Oh, okay. I understand. Still definitely going to my subscribes list
legodude17  [author] 10 May, 2023 @ 11:22am 
@Kiri: No. This mod uses a custom reloading system, and CE has a separate system and separate ammo, so there'd be zero overlap between this mod and a CE version. Given I don't use CE, I'm not gonna make effectively a new mod just for it.
Kiri 10 May, 2023 @ 12:49am 
Is there any plans for CE compability, so pawns will use actual CE ammo instead of recourses? Looks kinda cool, but pretty unbalances if you have CE
(No, i don't mean removing current mechanic. Pawns will only use ammo if you have CE installed)
月羽狐 20 Apr, 2023 @ 5:36pm 
The durability system stays there, as if this mod is not activated. I will see if there is a log and send it to you asap.
legodude17  [author] 20 Apr, 2023 @ 12:41pm 
@月羽狐: Can you describe how exactly it isn't working, and provide a log?
月羽狐 19 Apr, 2023 @ 5:35pm 
This mod isn't working, can you please fix it?
alonlystalker 11 Jan, 2023 @ 2:34am 
This MUST be integrated in VWE - H, great work!
legodude17  [author] 25 Dec, 2022 @ 5:11pm 
@Uomovero: It is possible, however for it to make sense you'd most likely want to create ammunition items for those weapons, which I can't do (no art skill). I can't think of items that would make sense by themselves.
Uomovero 25 Dec, 2022 @ 11:37am 
is it possible to make this mod compatible with these 2 mods that also use Heavy weapon mechanic?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2906455995&searchtext=
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2906456426&searchtext=
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2906455444&searchtext=
(i linked all 3 but i think first one doesnt actualy end up using durability but just in case i missed something)

unless that requires the mod author to make a compability with this addon then i can go ask them instead
legodude17  [author] 3 Nov, 2022 @ 2:11pm 
@shane_357: Then report it to Framework.
shane_357 3 Nov, 2022 @ 1:59am 
Hey the Framework got updated and it seems this and a bunch of other mods that rely on it got broken weirdly. I'm seeing the 'melee attack' widget just not appear unless the pawn is unarmed.
DoubtfulGuest 31 Oct, 2022 @ 4:34pm 
Thank you!!!!!!!!!
Vinlic 31 Oct, 2022 @ 9:42am 
Thanks for the update!:steamhappy:
legodude17  [author] 30 Oct, 2022 @ 8:25pm 
Updated to 1.4!
DoubtfulGuest 30 Oct, 2022 @ 4:58pm 
Sadly I'm getting errors on 1.4, looks like it's not compatible. This was a great mod.
Jiopaba 30 Oct, 2022 @ 3:34pm 
I have a strong suspicion this will still work with 1.4, given that 1.3 didn't seem to use the reloading assembly file.
Zapp Brannigan 23 Oct, 2022 @ 11:43am 
Any chance this works with 1.4?
legodude17  [author] 27 Jul, 2022 @ 7:18pm 
@GLONASS: No.
GLONASS 27 Jul, 2022 @ 7:38am 
So I want to know the Swarm Missile can use with out launcher? Beacuse I need some real missile can use on the SRTS ship and the aeroplane expent.
Shavius 5 Apr, 2022 @ 2:12pm 
Thx
legodude17  [author] 5 Apr, 2022 @ 2:02pm 
@Shavius: No, I haven't gotten the chance to patch that, especially because I don't use the frontier weapon pack myself.
Shavius 5 Apr, 2022 @ 6:32am 
Does it also work for the gatling heavy weapon from the frontier weapon pack?
Artheus_7 7 Mar, 2022 @ 10:33am 
oh! that is great to hear, really enjoyed this mod as an alternative to my heavy weapons just turning into dust when I fire the last bit of ammo.
legodude17  [author] 7 Mar, 2022 @ 10:29am 
@Artheus_7: I'm in the middle of rewriting this, so hopefully that will fix it.
Artheus_7 7 Mar, 2022 @ 2:40am 
for whatever reason, this mod now prevents me from even picking up any VE heavy weapons. no clue why as it worked fine for a good while.

here are the logs: https://gist.github.com/f1c64f4a03a8e87b8cfad8551701ab8a
Anton044 26 Feb, 2022 @ 12:14pm 
Hi can you make the handeld gatling gun from VWE : Frontier reloadable too please ?
Gender Bender 6 Sep, 2021 @ 10:57am 
ahh ok thanks
legodude17  [author] 6 Sep, 2021 @ 10:45am 
@Gender Bender: This mod is not compatible with Combat Extended.
Gender Bender 6 Sep, 2021 @ 12:10am 
anyone having this issue?

Could not resolve cross-reference: No Verse.ResearchProjectDef named MultibarrelWeapons found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties

this error only come up when i put this mod in the active list.
Kaedys 9 Aug, 2021 @ 7:27pm 
The issue is the patch calls you're making. For example, your patch to the description replaces it with a description and a description hyperlink tag (which is, incidentally, unsafe in general, you shouldn't replace a tag with a value set that includes another tag, for this very reason. If the hyperlink were added as a separate PatchOperationAdd, that patch would fail with a more useful error message).

Because that patch exists in both mods in 1.2, it executes twice, and then throws an error because of a duplicated XML tag. It also adds the same comp and mod extension twice to each weapon, because those are implements as unconditional Adds without a PatchOperationConditional to check if they already exist.

I'm not sure if the game de-dupes mod extensions and/or comps in the XML processing, but if it doesn't, it would cause any method calls to be duplicated, would could have unintended side-effects.
legodude17  [author] 9 Aug, 2021 @ 5:54pm 
@Kaedys: Sorry, I don't quite understand. This mod and Lego Bricks should have the reloading framework in them for 1.2, it should work fine being duplicated.
Kaedys 8 Aug, 2021 @ 10:40pm 
Getting all sorts of red errors in 1.2. Looking locally, it looks like Lego Bricks still has all of the patches and defs from this mod in its 1.2 folder.

I was able to get it working by deleting all of the files related to this mod in Lego Bricks, and then deleting all of the files in this mod that are replicated in Lego Bricks, to make them essentially mimic the 1.3 folders.

There were a couple left over, though, that I'm not sure about. Lego Bricks had an additional 1ModBase.dll that I was reluctant to copy over to the 1.2 folder, because afaik, binaries require recompilation between game versions. There's also GenerateWithAmmo.xml, which is only in the 1.2 folder. Was that behavior that was removed in the 1.3 version of the binary?

In any case, if you'd prefer to only have Lego Bricks required for 1.3, you need to use the <modDependenciesByVersion> tag in About.xml, as the <modDependencies> tag is global to all versions.
PremierVader 7 Aug, 2021 @ 12:03pm 
Alright man no worries
legodude17  [author] 6 Aug, 2021 @ 4:47pm 
@PremierVader: I rewrote the reloading framework and now it's to complex to be bundled with all the mods that need it, sorry.
PremierVader 6 Aug, 2021 @ 11:26am 
awww man why do I need Legobrick for a mod I used perfectly fine before.
Sumatris 5 Aug, 2021 @ 8:35am 
I humbly request a bulk recipe for swarm missiles. Crafting ammo for a single reload takes forever right now, plus it's pretty damn expensive for what it does (200 steel, 100 chemfuel). Apart from that, great mod! :-)
tsuzumi 20 Jun, 2021 @ 2:41am 
Ah! So you right-click on Steel to reload. That worked.
Is there no other way to do it?