RimWorld

RimWorld

Vanilla Weapons Expanded
Warbeard 31 Jul, 2019 @ 4:28pm
Requests
Since you said you might entertain some requests, I wanted to suggest a couple of neolithic weapons for completion's sake.

Sling: A step up from just throwing stones. Stats might be comparable to a shortbow, but with blunt damage type.

Throwing axe/Tomahawk: To compliment your throwing knives. Perhaps they could be a bit better in melee, but have reduced range and/or ranged accuracy?

Thanks for your hard work, whether or not you take my suggestions!
Last edited by Warbeard; 2 Aug, 2019 @ 1:34pm
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Showing 1-15 of 147 comments
illAligned 1 Aug, 2019 @ 10:01am 
@Oskar Potocki

how about Poison Darts. Does no damage but adds a Health Condition called "Poison" (or "Stunned") that is like anesthetic and sets the consciousness max to 10. (Or you could just have it add the "Anesthetic" Hediff to the affected pawn)

P.S. Love your mods! I would like to see a "Turrets Expanded", or "Vanilla Turrets Expanded" (as your theme seems to be)
Arius 1 Aug, 2019 @ 3:02pm 
Hey. Fantastic mod, I love it when people expand content that feels like it fits perfectly to the base game.

Balance Request (Flash Grenades): With the current version (1.0), Flash Grenades have a longer stun duration than cooldown time. Since stun locks pawns out of all actions and movement, a single pawn equipped with stun grenades can lock down an entire area filled with other pawns indefinitely. (or at-least until the targeted pawns die, the flash user goes down from starvation/, or has their weapon degrade to dust.) This effectively locks the user out of playing the game if an enemy spawns with them.

I think the best fix might be upping the cooldown to be equal too, or slightly greater than, the stun duration. But there are many ways to adjust it. - The rest of the mod has been fantastic thusfar, thanks for putting out such a fun addition!
Scotty Fox 1 Aug, 2019 @ 7:10pm 
Some weapon ideas:

Blowgun - A hollowed out tube used for firing darts which are used to kill small game or poison larger game. Due to using the exhaling of the user to propel it's projectile, its' range is limited and lacks much penetrative power, but is effective as a cheap hunting weapon and for delivering small doses of poison over a distance.
- Should ideally be moderately accurate since blowguns are not hard to aim( just focus on the target and your brain will do the rest by making the blowgun appear in the middle of your view to aim)
- Could probably inflict a special medical condition for being poisoned, which just should lower consciousness, moving and breathing( by a small amount per hit, making it hard to use against people without lots of running away)
- Should probably do okay damage to make it work for hunting small game
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Stun Baton - A specialized peacekeeping baton used by police forces on urbworlds and glitterworlds. Uses a high power capacitor to supply the power for it's powerful shocks used for pain compliance.
- Stuns opponents and deals a special health condition for being stunned, "Nervous system Overload" , causing pain, lowering movement and breathing.(Should ideally have a longer cooldown to stop it from being overpowered)
- A small chance to light it's victim on fire.
- Special Tech: "Compliance tools" - "Electroshock Weapons"
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Stun Gun - A peacekeeping weapon used by law enforcement across urbworlds. Uses high voltage shocks to immobilize it's victim temporarily by using pain.
- Essentially the same thing as the stun baton, but with range(albeit limited).
- Slight chance to light them on fire on hit.
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Firefoam Grenade - Filled with a multi-purpose flame suppressant foam, can be used to extinguish fires from a safe distance without endangering the user
- Researched with firefoam
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Lever-Action Shotgun - A rugged shotgun that uses a lever around the trigger guard to load and eject shells. Has faster loading than other shotguns, but suffers from poor accuracy.
- Same research as the Lever-Action Rifle
-Powerful, but innaccurate with limited range, faster reload though.
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Hunters Rifle - A Large Caliber rifle which fires a single round at a time. Used primarily to hunt large game and land devastating hits.
- Gunsmithing tech
- Basically an elephant gun.
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Medieval Grenades - A Clay Pot filled with gunpowder with a short fuse. Due to it's weight it's hard to throw very far and is limited in it's power.
-Unlocked with Gunpowder Tech
-Has shorter range than the normal grenade and a shorter and less damaging explosion
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seppokaljamaha 2 Aug, 2019 @ 8:42am 
How about the chu ko nu? An automatic version of the crossbow that has less accuracy and range, but does similar amounts of damage. Would be cool.
Fiona Danger 3 Aug, 2019 @ 6:56am 
I'd love the ability for these vanilla expanded mods to have an options setting to disable the added items on a case-by-case basis. I'd love to include these mods in my pre-modern playthroughs but as-is the disablers otherwise arent working as intended and it kinda sucks when the raiders or merchants come in with grenade launcher or so on.
illAligned 3 Aug, 2019 @ 7:49am 
@Lord Fluffypants one of the balancing features of the flash grenades is that they are very short range. meaning that all you have to do is pull out your sniper rifles and you wont be in range, and you can take their heads off without anyone getting stunned.
Nexxes 3 Aug, 2019 @ 1:40pm 
I just wanted to stop by and ask if you guys could maybe make this mod compatible with the mutliplayer mod? This would be really cool.
illAligned 3 Aug, 2019 @ 2:34pm 
@Nexxes is it not compatible with rimworld multiplayer? I thought they were, they're only adding things.
Nexxes 3 Aug, 2019 @ 4:11pm 
@ckennedy2 Muskets and Flintlock pistols desync the game right now.

edit: I mean I'm not sure if there are more that cause issues, but those two do at least.
Last edited by Nexxes; 3 Aug, 2019 @ 4:12pm
illAligned 3 Aug, 2019 @ 4:36pm 
@Nexxes yeah, just read that.
Randy Random 5 Aug, 2019 @ 12:50pm 
Hi,

Do you think you could add some more tools for different jobs ?
Like a sickle or a scythe for farming, an axe to cut down trees (or just add it to the existig axe), a mop for cleaning, a notebook for researc

This are just ideas, you're free to do as you want
MrBowser1100 5 Aug, 2019 @ 2:01pm 
What about defences like turrets and maybe barbered wire and things like that
Kingsareus14 5 Aug, 2019 @ 10:55pm 
here's a few suggestions for the various ages.

burst rifle and a charged burst rifle: for the industrial and space age colonies. it would function like a close to medium range marksman rifle only firing 2 rounds with a higher rate of fire and a lower base damage.

high capacity SMG (+ charge variant): they would fire longer and faster bursts than their counterparts but at the cost of damage and range. industrial age and a charged variant for space age.

Siege crossbows: a medieval version of the anti material rifle, it will 1 shot most enemies on a head or body shot but comes with a movement speed penalty and a very long reload time.

throwing axe: high damage throwing weapon for tribal colonies. has the highest damage and lowest fire rate of all tribal throwing weapons.
Readynailer 6 Aug, 2019 @ 1:06pm 
Some kind of an carbine in the style of an M1 carbine?

A pocket pistol in the style of an colt mustang?
Last edited by Readynailer; 6 Aug, 2019 @ 1:09pm
Camalie 6 Aug, 2019 @ 10:26pm 
I'd like to suggest an RPG, an alternative rocket launcher that is weaker but reusable. It has a reduced payload so it's less effective at piercing armor and doing damage but it can be used repeatedly. It could also be less accurate or just have its accuracy spread out to longer ranges
I figured that the design itself should fit well with the design aesthetics you're going for, a weapon that would likely be brought to the Rim and eventually duplicated by other factions
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