RimWorld

RimWorld

7,661 ratings
Vanilla Weapons Expanded
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
4.302 MB
Jul 24, 2019 @ 5:28pm
May 19 @ 2:44am
50 Change Notes ( view )

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Vanilla Weapons Expanded

In 2 collections by Oskar Potocki
Vanilla Expanded
99 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://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 (43)
141
Jun 15 @ 7:41am
Requests
Toaster Hugger
11
Jan 7 @ 6:10am
Tools are missing
Box-Head !
1
Aug 20, 2023 @ 10:42am
toxic gas grenades
Diamondman0607
1,369 Comments
AlexStevens Jul 23 @ 6:35am 
Non violent pawns can't use the fire extinguisher. Intentional or no workaround possible? It makes sense from the game's perspective, since it's tool in the weapon slot, but, after all, it's a fire extiguisher.
prizoner445 Jul 22 @ 2:04am 
Idk if it's just me but that mod make my screen flicker like crazy
KurtHussein Jul 6 @ 12:42pm 
@Senbonzakura yes it's compatible, it's literally said so on CE github
Blindfolded Idiot Jul 6 @ 10:07am 
@zebra03
:eagletear:
zebra03 Jul 4 @ 7:33pm 
@Senbonzakura
Nope, the weapons dont work correctly, they act like vanilla weapons
Blindfolded Idiot Jul 1 @ 6:35am 
Combat Extended oficial 1.5 combatible?
Usernames Are Hard Jun 20 @ 3:49pm 
Did the pickaxe get removed?
Waladil Jun 17 @ 4:23pm 
Any thoughts of updating the less-lethal weapons to account for the undead? It doesn't really make sense that a tranquilizer dart gun would put a zombie to sleep.

(Yes, I just put a bunch of shamblers to beddy-bye.)

It's really not that big of a deal, all things considered. I dunno how difficult it would be to adjust the weapon effects contextually like that. Wait, does the dart gun work against mechanoids? If not, could that functionality just be extended to other nonliving targets?
XHU 524 - OFSET 5 1 Jun 13 @ 1:09pm 
dose this work with combat extended in 1.4?
Ferrados Jun 6 @ 11:35pm 
That's probably because combat extended hasn't been updated to work with version 1.5 of Rimworld yet.