RimWorld

RimWorld

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Vanilla Weapons Expanded
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.162 MB
24 Jul, 2019 @ 5:28pm
29 Jun @ 9:47am
51 Change Notes ( view )

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Vanilla Weapons Expanded

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


[www.patreon.com]







The patch has been provided to us and is available here:
https://github.com/onigamii/VanillaWeaponsExpandedCE



1.2.0 (03/08/2020): See change notes. Rebalance changes marked with red and green on weapon cards below.



In my eyes, RimWorld weapon system was always in dire need of expanding. With weapons lacking in all eras (no axes for tribal warriors, no muskets or crossbows for medieval colonies, little variety of weapons for industrial era and barely three different spacer guns), I have finally decided to take matters into my own hands. With experience in imitating game’s simple art style, me and Trunken have created a collection of 47 new weapons that we found could be useful, interesting and balanced.

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.





Weapons are spread across the technology tree allowing for realistic and time-consuming progression, making the higher-tech weapons even more rewarding. Bear in mind, however, that all weapons are perfectly balanced in line with Vanilla weapons, which means that a Battle Rifle added by this mod might not necessarily be better than a standard assault rifle in some situations.

Additionally, thanks to the help from Kikochi (co-author of The Forsaken mod), several vanilla and modded projectiles have now been enhanced with new effects!





[forms.gle]






















































Q: Do these weapons spawn on enemies?
A: Yes, weapons have necessary tags to spawn on all the pawns in the game.

Q: Can I request a feature?
A: Yes, please use “Requests” discussion board.

Q: Why is your mod special?
A: I am a vanilla player. Anything that doesn't suit vanilla game makes me cringe and I stay away from it. I did however find the game lacking after some time, therefore I've created these weapons to be as accurate and as close to vanilla graphics style as possible. What is special? The best part is - nothing in this mod is special at all. Nothing will make you go "Oh that's unusual", because the whole purpose of this mod is to blend into the existing game.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like. Bear in mind that if you add it to an existing save, you need to update all the stockpile settings to include these items.

Q: Do you accept commissions?
A: Yes, I do. Please find me on RimWorld discord which I will link in the Links section below. Name is OskarPotocki.

Q: Will you keep updating this mod?
A: Yes, but not often. I have worked hard and for a long time to make a list of weapons that I’d like to see added and I have added them. If some feature request catches my attention, I will add it.



Graphics are created by me, Oskar Potocki[www.oskarpotocki.myportfolio.com].

XML and C# created by Trunken.

Projectile effects and C# help by Kikohi.

Orbital Bombardment and Gas Grenade code by Pelador.

Flintlock texture by Luizi

Rebalance by Primus the Conqueror.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1989352844

Submunitions dll required for Charge Rocket Launcher by pyrofreak4321.

Oversized weapons being part of JecsTools by Jecrell.

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]

Ludeon forums link: https://ludeon.com/forums/index.php?topic=49258.0

[discord.gg]









Popular Discussions View All (46)
147
24 Jun @ 9:27am
Requests
Warbeard
11
7 Jan, 2024 @ 6:10am
Tools are missing
Box-Head !
3
29 Sep, 2024 @ 4:05am
toxic gas grenades
Diamondman0607
1,436 Comments
Glass Shahk 3 hours ago 
For whatever reason, muskets have a range of 45 in my game.

Posting this here in case someone would like to check their game to see what the range is in order to confirm whether or not the issue is just my game or the mod.
HF 20 hours ago 
@langfao yeah, that's just how it goes even with a higher end computer. rimworld, as a framework, wasn't really meant to take on so many mods at once, so it freezes up for a little bit as it works through everything initially from what i can see. i've been hoping they'll work on improving the modding framework for a few years now, and them working on performance with this update is a good sign for that i think.
anarchybunny 11 Jul @ 8:35pm 
@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 11 Jul @ 7:46pm 
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 11 Jul @ 2:34pm 
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?