RimWorld

RimWorld

Vanilla Weapons Expanded CE
141 Comments
bungpoo Nov 8 @ 11:48pm 
UPDATE THIS FOR 1.6
Dick Swanson Jun 9 @ 12:21pm 
Full disclosure for anyone who wants to use this mod, base CE incorporates it and this one will actually break your dev mode.
Candy Pirate Mar 8 @ 6:40pm 
Nope, don't think so, the patch is already implemented with the CE mod. I got the full list of Vanilla Weapons Expanded guns and it works just fine
尤里大人-ule Oct 9, 2024 @ 12:42am 
Do we need this mod on the 1.5 ce & Vanilla Weapons Expanded?
Zaphoid_the_great Apr 5, 2024 @ 8:53pm 
We need an updated form
Alex Feb 10, 2022 @ 5:10am 
you dont need this in 1.3 CE
The Angriest Drow Jan 4, 2022 @ 7:43am 
Is it causing any errors by not being 1.3?
MrTuiop Jul 27, 2021 @ 10:53pm 
1.3 pls
KhanTheMad Nov 7, 2020 @ 6:27pm 
where do you craft the fire extinguisher ammo?
Heckerpecker Sep 8, 2020 @ 4:37pm 
For those asking, as of 1.1 and 1.2 this mod has been integrated into CE.
iDrinkSoup Jun 6, 2020 @ 6:38am 
"For those asking, as of 1.1 this mod has been integrated into CE"
Benny Apr 27, 2020 @ 8:13am 
1.1?
The Cat Apr 18, 2020 @ 8:32am 
Do we still need to download the Vanilla version of this mod for it to work ? Because i download CE without the vanilla version of this mod and the weapons are missing.
Heckerpecker Apr 10, 2020 @ 12:42pm 
Thx
Yezus Apr 5, 2020 @ 1:34am 
i think shy guy is a tard but ill test
[ITA]ZaZinga9700 Apr 4, 2020 @ 12:25pm 
can i use this in 1.1 of CE or ♥♥♥♥ me everything
sovreign Apr 1, 2020 @ 10:07pm 
This is built into CE 1.1. There's no need to bother him here anymore.
SANDRIK2005 Apr 1, 2020 @ 5:00pm 
1,1 1,1 1,1 1,1 1,1 1,1 1,1 1,1 1.1
Yezus Apr 1, 2020 @ 2:51pm 
You might wanna fire up the guns again buddy...
yoon Mar 11, 2020 @ 10:41am 
Yeah, it looks like I'm having a few issues. It says that the injector found no recipe named MakeAmmo_90mmJI_DP and MakeAmmo_PistolYP_CC, would this be a load order error or a conflict with another mod? My logs: https://gist.github.com/HugsLibRecordKeeper/0cd2899f72c0ffcf006a68cb6563bd30
yoon Mar 10, 2020 @ 4:25pm 
Hi there! I had an issue where the PDW (P90) ammo isn't anywhere in the game. (FN 5.7x28mm) I even checked through dev mode but I can't seem to find it. I have a bunch of mods so it's probably on my end, but do you have any idea about what could have caused this issue? Thanks for your work!
leon2356 Feb 29, 2020 @ 12:39pm 
Will there be a patch for the weapons from medieval and settlers?
SmileyVirus Feb 18, 2020 @ 8:49am 
does this include the quick draw and laser mods as well? or just the base VWE mod?
The Mage Kris Feb 15, 2020 @ 12:26pm 
Don't know if the bug is here or elsewhere, but the RM44 or handcanon seems to weigh 94 kg.
AdmiralZloppa Feb 15, 2020 @ 8:33am 
Huh it seems that with an electric drug lab that you cant create extinguisher fuel but with a normal one you can
AdmiralZloppa Feb 15, 2020 @ 6:58am 
I can't seem to find the fuel for the fire extinguisher. I've searched everywhere
THE_m00n Feb 12, 2020 @ 2:10am 
林一二 Feb 10, 2020 @ 9:00pm 
Could not resolve cross-reference to Verse.ResearchProjectDef named HeavyTurrets , after adding this mod. HeavyTurrets also existed in "Vanilla Furniture Expanded - Security", but I have located that it this mod that errors this.
peen Feb 8, 2020 @ 8:18pm 
Musket balls have 0 penetration, muskets don't do ♥♥♥♥ if someone's wearing clothes
Gianniis_ Feb 8, 2020 @ 7:01am 
The RM44 is 92KG, i dont think a pistol is supposed to be that heavy xD
Melon Jan 29, 2020 @ 8:17am 
Some of the melee weapons seem inconsistent, like the steel gladius (1h) is doing twice the amount of damage as the steel battleaxe (2h)
sovreign Jan 26, 2020 @ 11:26pm 
Notable issues in testing/going through the xml
Lies basically only
Leadball recipe possess the same typo as the impromptu patch. Listing 10 leadballs as product as opposed to intended 100.
Leadball penetration (in my own testing works well at 1.95s and 5.25b pen)

Crossbows seem unreasonably weak with the CE's default bolts for their research costs(10, 9, 5)
Perhaps make an ammo def patch to make damage rise among types as opposed to weaker like default's? (9, 10, 12)

It might be less breaking to just make a separate ammo definition though.
OmniZ Jan 25, 2020 @ 11:32am 
I'm new to the modding community... if the patch exists on github I'm assuming it just needs approval from steam to appear on here. How long does that usually take? Really excited to get to play with this. :)
Splodge Jan 17, 2020 @ 7:04pm 
Since the recent update, it has broken CE. Is there an update soon?
Nalesh Jan 6, 2020 @ 6:03am 
How do you make foam for the fire extinguisher?
The Pint Paladin Jan 4, 2020 @ 1:27am 
the musket has 0 pen of any kind. people with normal clothes are just shrugging of bullets.
Moff Jan 3, 2020 @ 5:01pm 
does this work with vanilla quick draw weapons?
Bunk Dec 24, 2019 @ 12:17am 
For some reason the Charge Shotgun has 0 Pen of any kind, including with Slug rounds.
Schmooples Dec 23, 2019 @ 2:23am 
Why did you change the names of the weapons? The whole point of this mod is to add weapons that fit with the vanilla experience. It's kind of jarring to have an AK-47 and an Assault Rifle together.
Kailalee Dec 21, 2019 @ 2:36am 
There were several comments regarding Hand Cannon's weight of 92 kg, this is this mod.
Path: .\steamapps\workshop\content\294100\1819425140\Patches\Weapons Ranged\Industrial\HandCannon.xml

Code:
<statBases>
<WorkToMake>5000</WorkToMake>
<SightsEfficiency>0.7</SightsEfficiency>
<ShotSpread>0.17</ShotSpread>
<SwayFactor>1.48</SwayFactor>
<Bulk>1.99</Bulk>
<Mass>92</Mass>
<RangedWeapon_Cooldown>0.41</RangedWeapon_Cooldown>
</statBases>

I assume mass "92" should've been "9.2" instead? Can it be patched please? :)
Reviewbrah Dec 16, 2019 @ 8:23am 
This happens when a non combat extended weapon gets spawned. This message appears as sonn as it is about to fire. It seems that it does not understand that it needs bullets. I use hugs lib combat extended vanilla friendly and this patch in that order.

Removed some text because comments cannot be more then 1000 words.
Pleccy Dec 15, 2019 @ 8:36am 
If anyone's interested I've released my own temporary update of this patch to 1.6 CE: https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1937594852 once Andross updates this patch I'll take mine down
cimoyama Dec 15, 2019 @ 6:07am 
@PleccyMM can you share it to us? we definitely need it ;)
AlexIlTabaccaio Dec 14, 2019 @ 10:34am 
I'm loading only CE with VWE and VWE CE patch, but i have an error with HeavyTurrets.
Lonfield Dec 12, 2019 @ 5:24am 
Yep, lead balls have 0 penetration, just had to stop a playthought because of that
Pleccy Dec 11, 2019 @ 11:38am 
Hi Andross, I really enjoy VWE and in my eagerness to play it with CE I've made own update to this patch to make it work with CE 1.6 and I was wondering whether you wanted my files so you can quickly update this patch to work with CE 1.6 or whether you'd like me to upload it in the interim whilst you work on the next update for the main patch? Whilst my patch works quite well there are probably a few tweaks that could be made to better the experience but overall it works more than well enough to be used in game whilst you work on the main update for this patch.
WeebanuWeebes Dec 4, 2019 @ 5:48am 
This isn't working with my current combat extended setup, I can't figure out why.

[code]XML error: <effectGroundHit>BulletRicochetGround</effectGroundHit> doesn't correspond to any field in type ProjectileProperties. Context: <projectile Class="CombatExtended.ProjectilePropertiesWithEffectsCE">...
[/code]

Tried removing and re-adding the CE compatibility patch and it still won't start anymore.
Juan Perez de la Rosa Dec 3, 2019 @ 6:54pm 
The musket's lead ball has 0.00mm of penetration mate.
evroF Nov 27, 2019 @ 7:48am 
The compound bow doesn't have an option for aimed vs snapshot
Kaz the Mercenary Nov 19, 2019 @ 5:36pm 
@Andross - You really should consider the CE: Fast Track.

In theory they can help you with the patching, instead of you having to do it each time.