RimWorld

RimWorld

Vanilla Weapons Expanded
1,427 Comments
Ammy Jun 4 @ 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?
LiterallyBeenVibing Jun 1 @ 5:59pm 
whos the moron that put the CE patch on github and not just on steam
MNY May 11 @ 1:34am 
how do i acquire the funni airstrik thing
Korg May 4 @ 6:46am 
Anyone know why the first blackpowered guns would be firing 3 shots at once? I fixed the issue where they were full auto bundiabling gunplay trails, but they are still firing 3 shots every trigger pull.
Mekh_Tea Apr 29 @ 1:51am 
Was the pickaxe removed???
spincrus Apr 28 @ 3:17pm 
@OwMyFingers thanks a lot for this, came here exactly for that problem.
TKing1517 Apr 25 @ 8:19am 
An unfinished anti material rifle is too heavy to pick up so it can never be finished. And there is no option for it to be moved to a storage area (because that item doesnt exist in the storage area config)
OwMyFingers Apr 23 @ 2:40pm 
To anyone who has an issue with flintlocks and muskets firing like machine guns, it may be because of "Gunplay"
Disable trails and it should fix it! Hopefully some sorta patch will eventually come out for this
Troy Apr 22 @ 1:16pm 
Might be a great idea to revisit Tox Gas weapons with this mod, maybe include a new version for war caskets and heavy weapons as well for that Toxic Warfare on the grand scale. :lunar2019coolpig:
Jpzm333 Apr 19 @ 7:59am 
@Price Combat Extended has the patch integrated into it. You just need this mod enabled below Combat Extended. Check the Combat Extended supported mods list to see what mods have integrated patches. Just search it up.
Price Apr 18 @ 5:22am 
Combat extended patch is a 404, can it just be on steam workshop somewhere
Andy Mil Apr 15 @ 6:41am 
Question, flamethrower vs Incinerator which better?
vincent_renevot Apr 14 @ 4:59pm 
@Fibre🌹 @Garolf @JetCaesar it's the "gun play" mod that is cosing the issue. I agreed with @Indigo Cactus and TheeDicTater this mod and medieval 2 need a patch to clean.
Bean Apr 10 @ 8:47pm 
@abster check out cherry picker
Abster Apr 9 @ 5:23am 
It would be great to add customisation option to this mod, so we can turn off the weapons we don't want. This will also help mitigate most of the issues with repeated weapons with other Expanded series of mods being reported.
Botaxalim Apr 6 @ 2:30am 
enemies raid with flintlock and musket go ratatatattatatttata!!! althou all of them miss, fps drop like crazy
JetCaesar Apr 5 @ 7:34am 
I am also getting the issue with the Flintlock and Musket. Possible clash with the Medieval Expanded 2 mod.
3158761251 Mar 28 @ 7:34pm 
有汉化吗?
Garolf Mar 25 @ 4:04pm 
@Fibre Yeah. I have the same bug - also Flint and Musket behave like Maschineguns (high firerate); But most bullets don't meet their target, which is funny - because its like suppressive fire with the FPS-Drop.
Fibre🌹 Mar 23 @ 9:52pm 
Okay so this clashes with the Medieval 2 mod. The flintlock would shoot like a minigun and the code pops up saying that "Flintlock (Random code here) Medieval 2" The bullets from the flintlock would not disappear and just "float" making the game drop my FPS to like 6-10. I was wondering why is my FPS dropping so low, only to see bullets mid air, when I removed the bullets using debug clear, it fixed it and the game went back to smooth.

My guess is that the medieval guns from this mod and the Medieval 2 mod "clash".
TheeDicTater Mar 23 @ 8:48am 
Agreed with Indigo Cactus, could use a bit cleaning up. i don't need two different halberds or pikes lol
Indigo Cactus Mar 19 @ 4:21pm 
At this point there is a lot of overlap between this mod and the other vanilla expanded mods. Like, the new medieval expanded 2 mod adds a new crossbow and warbow, as well as matchlock guns, and...they just fill the same role as the Vanilla Expanded crossbow, longbow, and to a slightly lesser extent the flintlock guns. This mod adds enough weapons that I can't imagine playing the game without it, but it could really use some cleaning up, I think.

That, or properly discontinuing the mod and splitting up its content into other mods, which seems to be sorta kinda what's been happening.
Gin Gagamaru Mar 17 @ 12:27am 
they removed things because people complained about the bloat but they didnt bother to update the infographics, old mods are just maintained to work in 1.5
Solstice Initiative Mar 15 @ 6:13am 
>"versatile and rugged rifle used all around the galaxy" (service rifle)
> requires specialized research unlike the default assault rifle
ReD_Exorcist Mar 8 @ 1:50pm 
For some reason I can't make/research tools like the pickaxe, wrench, scalpel and etc. I can make the hatchet and hammer, but that is it. This is a tribal start playthrough, but I have already researched smithing.
Paprikahörnchen Mar 8 @ 11:04am 
Hello!
I sadly have some errors on start up when using this mod.

Could not resolve cross-reference: No Verse.ThingDef named VWE_MeleeWeapon_Hammer found to give to Verse.ThingDefStyle Verse.ThingDefStyle
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)


Here's the full log:
https://0x0.st/8u65.log
bukowa Mar 2 @ 5:13am 
Sad part is that it brings gunpowder weapons to medieval era :(
Harry_Robinson1 Feb 27 @ 10:51am 
I feel like this mod needs some maintenance. I get constant errors related to this mod that I can't get rid of, and a few of the guns don't even work for me. Tools and certain items have been removed, but are still on the steam page. This mod also really should be split up, like others have said. The extra weapon packs like tribal and frontier are great, really this whole mod should be like that.
Headcrab Feb 15 @ 9:16am 
The combat extended patch brings up a 404 :steamsad:
低熵之体 Feb 9 @ 11:09pm 
Is there any way to fix the visual presentation problem of the "incendiary launcher" where the ammunition trajectory is too thick and too large?:steambored:
Crimson Shadow Feb 1 @ 5:32am 
did you remove the pickaxe and other tools since the only tool i can find is shovel
Scryie Jan 30 @ 5:07am 
They need to split this mod up, anyone that wants musketry isnt going to want 10 filler industrial era weapons, or people that want more charge weapons arent going to want all the medieval weaponry. vanilla weapons tribal was a good start to this, if there where modules for other eras instead of this bloated mess then it would be perfect
SiaNKs Jan 14 @ 6:56pm 
Melee animation?
TigerDragon180 Dec 24, 2024 @ 6:12pm 
the combat extended link doesnt work,
ggfirst Dec 21, 2024 @ 10:14am 
Longbow being Super OP for decade
l0v3rm4n69420 Dec 17, 2024 @ 9:40pm 
Yes, as far as i know everything by VE requires the Framework
Fachmann Dec 17, 2024 @ 8:22am 
newbie here. Do I need 'Vanilla Expanded Framework' to have this 'Vanilla Weapons Expanded' mod?:cleanfloppy:
Tekloton Dec 11, 2024 @ 6:33am 
оружие из этого мода так и не юзал( ибо ванильное было куда лучше по характеристикам, но за любовь к созданию хороших модов я поставлю класс
Draco Lander Dec 9, 2024 @ 6:39am 
@No monitor "Cherry Picker", but i think it's not updated yet.
No monitor Dec 8, 2024 @ 9:13am 
Any way to disable some of the weapons? I feel like alot of the lower tier weapons add alot of clutter. I just want the industrial and Charge weapons.
Flat Nov 19, 2024 @ 1:15pm 
Why are some of the research options so expensive? its basically the same price to learn gunsmithing +electricity as it is to research gunpowder. Who in their right mind would rather research 2 terrible guns instead of actual guns and electricity?
Mark Bobaba Nov 13, 2024 @ 1:45am 
Since you've removed the tools isn't it worth removing the picture for the mod page?
Realm Imp Oct 28, 2024 @ 12:43am 
too many redundant weapons
seekr Oct 27, 2024 @ 1:23am 
The combat extended patch link doesnt work.
AlexandrClibanarius Oct 22, 2024 @ 6:39pm 
Yes, some things were removed with updates of the mod, like tools broadly. They no longer exist even though the description page shows them as being in the mod. Sadly, I imagine re-working the images to keep up with the changes would take a bit of time nobody really has.
Barry Oct 21, 2024 @ 6:16pm 
there isn't even an option to research them.

they simply don't exist in my copy of the mod at alll.
Barry Oct 21, 2024 @ 6:16pm 
i can't find any pickaxes or shovels. they aren't in the mod for some reason. how do i fix this?
user_123456789011 Oct 14, 2024 @ 8:09am 
nvm i found the fix you have to remove the ce special effects patch from the 1.5 folder in the mod folder
user_123456789011 Oct 13, 2024 @ 9:20pm 
is there a way to disable the trails for the incendiary launcher?
vincent_renevot Oct 10, 2024 @ 7:00am 
Classic "Great Bow" research unock "long bow" item and "long bow" research unlock "long bow" item but it is not the same "long bow". "Long bow" research provide the best bow in the game cause this neolithic weapon have the best dps of all bows, including "compound bow" that is a modern weapon. Your "long bow" have ba better range that his modern counterpart AND can't be stopped by cover. The unic benefits of the modernisation is for hunt because modern one make less sound when firing... But for war please use the neolitic one, not the modern era one. Maybe things should be rebalanced, isn't it? How a neolitic weapon can be more powerfull than his modern version? Modern bow with sofisticated compound are far more powerful that a wood one. And you're longbow item is already in the game so why make it op and in a separate research bubble?0.o That's only suggestion, amazing mod anyway :)