RimWorld

RimWorld

Vanilla Weapons Expanded - Frontier
166 Comments
Smxrez Mar 13 @ 9:43pm 
Hello is there any chance I may use and modify some of these textures for my own mod?
Basically I want to create non salvaged versions of the 3 frontier salvaged laser weapons.
Cactus Coyote Dec 31, 2024 @ 7:11pm 
Would it be possible to move the research project for frontier weapons to the Vanilla expanded tab? its currently in the Main tab causing a small overlap with the Tox Gas research from Biotech.
ItsKairoKay Sep 11, 2024 @ 12:15am 
yeah is there anyway to turn off friendly fire? i had gauss weapons in particular keep destroying traps, keep hitting colonists right in front of the shooter in spite of rimworld having a "fire over shoulder" mechanic overall it is very annoying and i would really like if the friendly fire setting was actually respected even if it does add a con to work around with
CrackaJack Aug 4, 2024 @ 6:33am 
it should be the other way around, gunsmithing requiring THIS research as a prereq, since theyre much lower on the tech ladder
CrackaJack Aug 4, 2024 @ 6:32am 
why does the research require gunsmithing, gunsmithing requires electricity and machining research, so that doesnt make sense. and gameplay wise all it does is give more weapons to resarch when you already have access to revolvers, autopistols and shotguns :D thats the opposite of techlocking, you just added more unreachable weapons. cant you just change the prerequisite of VWEFT_FrontierWeapons to smithing?
Oskar Potocki  [author] Apr 3, 2024 @ 1:56am 
Why not report it properly then? We don't respond to bug reports in the comments section.
rarewhalerw Apr 2, 2024 @ 11:37pm 
Gauss revolver fire trail don't seems to disappear after fire and cause alot of red bugs.
John Markue Jan 8, 2024 @ 9:06am 
thenk i have no idea too.. cus i still can't use your add-on's
:steamsad:
Oskar Potocki  [author] Jan 8, 2024 @ 5:43am 
No idea. Works fine for everyone here, so I assume the issue exists between you and the game.
John Markue Jan 7, 2024 @ 2:29pm 
Why, when I downloaded all your vanilla add-ons, they were automatically removed from the add-ons list and + all other add-ons were removed, please fix it, I want to play your add-ons! :steamsad::repenny::repill:
victor Oct 18, 2023 @ 8:08pm 
I don't speak GERMAN EITHER.
超级飞天海狗 Oct 16, 2023 @ 10:53pm 
I got a PLAN,I still got a PLAN!!!
blueDropwort Sep 23, 2023 @ 2:11am 
The property 'disableOptionLabelKey' is missing in modsextensions of handheld gatling gun so a text related to your heavy weapons is not displayed

It should be
<li Class="HeavyWeapons.HeavyWeapon">
<weaponHitPointsDeductionOnShot>1</weaponHitPointsDeductionOnShot>
<isHeavy>true</isHeavy>
<supportedArmors>
<li>VWE_Apparel_Exoframe</li>
</supportedArmors>
<disableOptionLabelKey>VWE.CannotEquipHeavy</disableOptionLabelKey>
</li>
Bondrewd Aug 21, 2023 @ 9:27am 
WHERES MY MONEY?!
Oskar Potocki  [author] Jul 18, 2023 @ 11:21am 
What does it say in supported versions on the right, good sir?
Your Oldest Milk Jul 18, 2023 @ 11:10am 
is this up to date with 1.4
Damnorc Dec 1, 2022 @ 3:10am 
Tiny issue with quickdraw weapons.
I'm running minimal electricity western town, which means no hightech research bench, and as such no precision rifling either. Outside of getting lucky with trade or enemies I have no access to those weapons.
And if I modernize at somepoint might as well go straight for handguns.
Bladimir Potato Nov 20, 2022 @ 2:08pm 
The same crashing is present when using weapons from VWE - Laser
jeffg10-TheDanceMaster Nov 2, 2022 @ 11:51pm 
Edit: if you need anymore info you can massage me on discord, i'm the one that opened the thread
jeffg10-TheDanceMaster Nov 2, 2022 @ 11:49pm 
This mod is causing a consistent repeatable crash when hunting animals, everything is documented in this error thread on the Rimworld discord, including multiple hugs logs and player logs during testing and debugging the issue, and how i came to that conclusion as well as a supporting thread to confirm it:
https://discord.com/channels/214523379766525963/1037574164497829908
Pamparampampamparam Oct 26, 2022 @ 10:33pm 
I wish there was a way to make these weapons without researching electricity for my Settlers playthrough.
UntouchedWagons Sep 5, 2022 @ 3:06pm 
lmao
Oskar Potocki  [author] Jul 23, 2022 @ 12:40pm 
aight
Ty Jul 23, 2022 @ 11:49am 
The weapons are cool but the files were sorted like a crazy person.
snipershot Jun 7, 2022 @ 8:20pm 
Could you add a Charge Repeater which needs the base Vanilla weapons expanded to be loaded to have it. A Charge Revolver would be fun to.
GwenBlanketSpecter Apr 2, 2022 @ 9:24am 
is there a guide for how to make guns from other western themed mods compatible with the high roller mechanic?
Eli Dec 30, 2021 @ 3:38am 
i find it a little weird that the high tech versions dont require the frontier weapons research as a prerequisite
Keezy Nov 11, 2021 @ 11:41am 
There is an error that pops up in the console with possible incompatibilities when these 3 specific mods are loaded together in the game.

Vanilla Weapons Expanded - Frontier
Vanilla Weapons Expanded - Laser
Rimlaser

This is the error(s):

XML error: <supportsColors>true</supportsColors> doesn't correspond to any field in type ThingDef. Context: <ThingDef
XML error: <supportsColors>true</supportsColors> doesn't correspond to any field in type ThingDef. Context: <ThingDef
XML error: <supportsColors>true</supportsColors> doesn't correspond to any field in type ThingDef. Context: <ThingDef

HugsLib console log: https://pastebin.com/bu2TkvB4
AKEKHQ Oct 25, 2021 @ 6:37am 
thank you
Oskar Potocki  [author] Oct 23, 2021 @ 12:26pm 
You can edit the xml on your local copy to adjust <commonality>!
AKEKHQ Oct 23, 2021 @ 6:32am 
fair enough i guess
Oskar Potocki  [author] Oct 22, 2021 @ 4:16pm 
I never said these weapons are rare!
AKEKHQ Oct 22, 2021 @ 2:51pm 
Is there a way to decrese the amount of those weapons spwaning? I get a stockpile full of those"rare" weapons after every settler raid.
Oskar Potocki  [author] Oct 22, 2021 @ 6:17am 
When, though I can't say.
Oskar Potocki  [author] Oct 22, 2021 @ 6:16am 
There is, yes.
WetSovietBear Oct 22, 2021 @ 5:23am 
Is there a possibility of getting non salvaged variants of the laser weapons?
Viper Sep 18, 2021 @ 8:02pm 
Hunt: Showdown meets Rimworld
S.T.A.L.K.E.R. Sep 12, 2021 @ 11:30am 
Awesome 👌
PremierVader Aug 28, 2021 @ 2:32pm 
Hello can anyone recommend the correct mods to use together with this and Settlers for a totally Western-bandit themed playthrough? I can disable all other factions at game start with the Diego storyteller but it still lets the player research Industrial technologies which I want to avoid like coolers, wind turbines, microelectronics and other stuff which are too advanced for cowboys. How can I block all those researches for the most thematic playthrough?
BladeofSharpness Aug 28, 2021 @ 5:51am 
Aaaaah ... Perfect then, perfect! The two go together for me.
Oskar Potocki  [author] Aug 28, 2021 @ 5:49am 
We already added Dynamite tho. In the Settlers mod. Which is VERY Western-Bandits style.
BladeofSharpness Aug 28, 2021 @ 5:44am 
That would be very thematic! Western-bandits style :-)
Oskar Potocki  [author] Aug 28, 2021 @ 4:53am 
In this mod? No.
BladeofSharpness Aug 28, 2021 @ 4:16am 
Do we have dynamite? Or do I need to add Westernization Mod just for that?
Simmin Aug 25, 2021 @ 7:33pm 
The gatling gun does not behave as a heavy weapon, ie no health degradation when it fires
Durandal Aug 3, 2021 @ 2:58pm 
Love this mod. But I'll say one thing. That 10% chance to "Double the damage" of a shot has been the bane of many a colonist. A torso shot even with bulletproof vests and devilstrand clothing layers doesn't do much VS even the basic Volcanic Pistol. 1-hit KOs through the heart, stomach, liver galore.
Kumquat Jul 23, 2021 @ 7:10pm 
a gun mod that fits in with vanilla Rimworld AND is ce compatible? Yes please. [love your guys mods]
a meme-based name Jul 23, 2021 @ 9:59am 
Apologies--I was unaware that I was subscribed to coilguns or that the gauss repeater is a coilgun-linked gun (that's what I get for blindly subbing to all the VFEs haha). It's very clear on the coilgun page
Oskar Potocki  [author] Jul 23, 2021 @ 9:21am 
It's very well explained on Coilguns page.
a meme-based name Jul 23, 2021 @ 9:12am 
Hey Oskar, great mod as always. Can you add a note to the coilgun/gauss weps that they will hit friendlies (that is, every other firearm treats friendlies within two spaces as immune to the projectile, but not the coilgun/gauss weapons)? I dropped 1k silver on a gauss repeater that hits my team a lot. Granted, every hit after the first one was because I'm slow to learn things but it's still a bitter pill to take.