1,773 ratings
Vanilla Weapons Expanded - Heavy Weapons
Mod, 1.2, 1.3
File Size
2.725 MB
Dec 21, 2020 @ 12:19pm
Jul 14, 2021 @ 12:40pm
6 Change Notes ( view )

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Vanilla Weapons Expanded - Heavy Weapons

In 1 collection by Oskar Potocki
Vanilla Expanded
90 items


This mod is CE compatible.

1.0.0 (21/12/2020): Initial release

What I think this game was missing from the usual combat encounters is a punch, a smell of freshly fired bolters, the heat of an autocannon barrel and the look of surprise on the enemy faces as 10 homing missiles decimate their ranks. Vanilla Weapons Expanded - Heavy is our response to that task: This mod adds incredibly heavy weapons that can only be equipped on a handful of pawns - be it power armored troopers, pawns with a Tough trait or soldiers wearing our new industrial tech exosuits.

These weapons utilise the limited-use code, just like vanilla triple rocket launcher, except they can be fired more than once. After the weapon depletes, it breaks, which means you need to simply craft a new one. No ammo system, nothing like that!

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.

Please report any bugs in the comment section below. Make sure to submit a Hugslib error log if you need our help.

Q: Does this work on RimWorld 1.1?
A: No, it requires the latest game version.

Q: Is this mod CE compatible?
A: Oh ayy.

Q: Do these weapons spawn on enemies?
A: In rare occasions the enemies meet all the requirements for the weapon to spawn (power armor or exoframe), then yeah.

Q: Is this mod compatible with Run and Gun?
A: Yes, you should be able to use these weapons with run and gun.

Q: Can I request a feature?
A: Yes, comment down below!

Q: Where do I craft those weapons?
A: Machining table. Each weapon needs to unlock first with different research projects - you can’t craft handheld mortar without knowing the mortar tech.

Q: How to reload the weapons?
A: You don’t - each shot removes some HP from the weapon. Once enough shots is fired, the weapon breaks. It’s not meant to be a frontline infantry weapon set. These weapons should be treated as consumables, used only when needed, as they are extremely powerful.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like, however please remember removing a mod can cause issues.

Q: I don’t like how weapons remove HP with each shot, can I adjust the amount of HP removed?
A: Yes! Simply go to the Mod options menu and you can adjust ‘ammo’ used by each weapon individually.

Q: I want you to make these weapons reloadable.
A: Lol no.

Graphics and xml is created by me, Oskar Potocki[www.oskarpotocki.myportfolio.com].

Code work by Taranchuk.

Flamethrower weapon art by Luizi.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]


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!


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Kryth Jul 2 @ 9:36am 
I've tried putting this mod on the bottom of my list, and still not fixed the issue of exoskeleton frame increasing carry weight

it doesn't increase carry weight when making a caravan either

I also tried it with just Harmony, Core, Ideology, Royalty, Hugslib, Mod Manager, VE Framework, and VWE - Heavy, it still doesnt increase the carry weight of the pawn by +15, neither does it also increase it for caravan

I couldnt find any errors popping up from the debug log, so I think the issue is coming from this mod itself
Shamus_Aran Jun 24 @ 6:07am 
Unable to equip an Autocannon even though my pawn has Tough. No reason given. This is what I see when I try to equip it to her: https://i.imgur.com/dvDcDq1.png
TheGamingDIno123 Jun 8 @ 1:44pm 
The flame thrower is AMAZING! Rimworld devs should be paying you for these!
Damon_Vi May 23 @ 4:30pm 
i somehow got them to work (exo skeletons, carry capacity), but i had to move this mod near the bottom of my mod list. my guess is that it has to do with another mod overwriting the carry capacity. so to anyone having issues, have this mod load later.
Drakmeister May 23 @ 10:25am 
Exo skeletons definitely don't function properly in terms of carry capacity. The bonus is not included in carry capacity.
ZEF STAR May 19 @ 3:02pm 
ZEF STAR May 19 @ 3:00pm 
I'm also noticing the Carry Capacity being locked in, with exoskeleton frames as well as all other sources of flat +Carry Capacity.
B-Man&Supes May 10 @ 9:22pm 
I am also having an issue where Exo Skeleton Frames aren't increasing Carry Capacity. I've noticed this is also true of all items. Any ideas?
Damon_Vi May 9 @ 1:38am 
im currently having an issue where exo skeleton frames aren't increasing pawn carry weight. i have a ton of mods, so it could simply be a later mod "correcting" over this one, but was curious if there were any known mods that cause this issue
R E D L I N E May 1 @ 2:13am 
Seems like my pawns can no longer equip the weapons even if they have the Tough trait, though I remember it working before and I'm not sure when/by what it got broken