RimWorld

RimWorld

Vanilla Weapons Expanded - Quickdraw
Oskar Potocki  [developer] 5 Nov, 2019 @ 9:33am
Bugs
Please report any issues here.
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Showing 1-14 of 14 comments
Komyeta 13 Dec, 2019 @ 6:09am 
Im not exactly sure why, but it seems that, using this mod with combat extended has made the MP5C and P90 ammunition (5.7x28mm) have no armor penetration. Maybe another mod is causing the incompatibility but i am not sure yet.
Oskar Potocki  [developer] 13 Dec, 2019 @ 7:58am 
This mod isn’t even compatible with Combat Extended, so it doesn’t override any of its ammo types. Must be an issue with some other mod.
CrackaJack 21 Dec, 2019 @ 2:32pm 
so my issue has been fixed, tyvm! im deleting that post
veles 6 Feb, 2020 @ 5:09am 
the autopistol is stupidly overpowered. whenever a raider spawns with one they always kill all of my colonists each with one burst. removing mod from my list until this is fixed...
CrackaJack 6 Feb, 2020 @ 9:33am 
merzbow, what difficulty are you playing on? do your shooters suck seriously, or have scars, missing limbs or so?
those quickdraw pistols arent very precise, and have low range. try a rifle. or traps. send animals. use shield belts.
in my experience nothing of this is anywhere near beeing overpowered, the whole purpose of the vanilla expended mods is to be balanced! if you want another recommendation, i´d ask for help instead of dropping unwanted criticism on the work of somebody else. if you can do it better, go ahead- if you cant, be nice
KAB 22 Jul, 2021 @ 11:36pm 
If you look at the logs, the weapon names are different.
For example,
Bullpup Rifle = Assault Rifle
Automatic Pistol = Auto Pistol
Can these be fixed?
Oskar Potocki  [developer] 23 Jul, 2021 @ 3:13am 
What? They are different weapons altogether.
KAB 23 Jul, 2021 @ 5:17am 
I shot with a Bullpup Rifle, but the log shows that I shot with an Assault Rifle.
It is strange to have different names for the same item, so please unify them into the same name.
Last edited by KAB; 23 Jul, 2021 @ 4:51pm
Domino 1 Oct, 2021 @ 11:17am 
These weapons don't seem to be affected by modifiers added by a pawn's traits/ideology roles. I have one trait that's supposed to reduced ranged weapon cooldown by 20% on my ranged specialist for another 50%, resulting in a 30% ranged cooldown which shows in their bio, but the bullpup still takes a full ~2.5 seconds to fire when they use it. The ranged cooldown reduction works on other guns, even modded ones, just not these.

Edit: Actually, nevermind, that one's my bad. I think I'm getting some weapon stats confused.
Last edited by Domino; 1 Oct, 2021 @ 11:22am
#6 3 Oct, 2021 @ 7:16pm 
I just noticed something with the Bullpup DMR, it doesn't seem to require research. I haven't yet finished the Quickdraw project but I do have access on the machining bench to make it. It could be a mod interaction but I don't believe I have anything that changes this mods research projects.
Nope Nope Nope 4 Jan, 2023 @ 4:24pm 
I've experienced the disappearance from the game of Warcasket Salvaged Laser Eradictor and of Warcasket Laser Blaster, which of course I first thought to be a VFE Pirate issue, and indeed I reported it there. Legodude30 told me it was probably some steam workshop issue and that I had to reload the mod. So I did, for all my mods, and after a very brief testing everything was working normal.

Then the issue appeared again, and so I tried to find what was the issue and making some test loading different set of mods it seems I can reliably reproduce the issue and it appears that whenever VWE Quickdraw is loaded too (to enable the Warcasket Folding Gun in VFE Pirates) then the VWE Laser warcasket weapons disappear from the game.

e.g.
w/o VWE Quickdraw, (slimmed base mod list) + All VE mod set, Rimpy sort
https://gist.github.com/b29a4e12c27232b9893c607533787d4e
->OK, Warcasket VWE Laser dependant weapons present, no errors

w/ VWE Quickdraw, (slimmed base mod list) + All VE mod set, Rimpy sort
https://gist.github.com/0780104f871697f0ae14f4f39cfb2772
->Fail, Warcasket VWE Laser dependant weapons missing, no errors

w/o VWE Quickdraw, Rimpy sort (slimmed base mod list)
https://gist.github.com/3647a08f7da1dbb6dcaccbcf97438469
->OK, Warcasket VWE Laser dependant weapons present, no errors

w/ VWE Quickdraw, Rimpy sort (slimmed base mod list)
https://gist.github.com/c9206c127ac25e590ec8513f9d3036fe
->Fail, Warcasket VWE Laser dependant weapons missing, no errors

I've made a very similar report about this in the VFE Pirates comments section
PMC_Zero 30 Apr, 2024 @ 12:31pm 
I'm sorry not sure if it's this MOD, but it got a VFE... If it's not from this mod pls let me know!

Config error in VFE_Gun_AdvancedThumpCannon: is smeltable but does not give anything for smelting.
Microsoft Excel 30 Apr, 2024 @ 11:54pm 
I know the balancing on this was said-and-done ages ago, but there's something up with the Automatic Pistol. I have known it was strong for years but this is the first time I plugged the numbers in to investigate.

Statwise it beats the more expensive PDW/Heavy SMG handily; being lighter, quicker, cheaper, longer range, and with more DPS for just 2% AP loss - resulting in (just barely) a fractional disadvantage in the worst case scenario of 200% armor, and a slightly worse initial volley which I suppose is relevant for the intended use.
The real problem is it seems like when it comes to unarmored DPS, it beats practically everything, vanilla and VWE. Like it was tuned to be a quickfire side grade of the autopistol like the rest of the weapons in Quickdraw, but 3x burst was accidentally added *on top of* that.

Unless I'm missing something, to bring it in line with the rest of the VWE lineup it'd have to lose the 3-round-burst or (because it's a Glock and we gotta have the burst) reduce per-shot damage to 4~6.
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