RimWorld

RimWorld

Vanilla Weapons Expanded - Bioferrite
108 Comments
Нубас Mar 12 @ 8:41am 
Agreed. Give us early game bioferrite stabby stab boom boom
Gebba Jan 31 @ 7:05pm 
Completely agree. Description even calls it an 'ancient bolt-action rifle'
Kaisergeese Jan 22 @ 2:15pm 
I agree! I love the bayonet rifle but it would be nice if it was available earlier
batatafritada Nov 17, 2024 @ 11:23am 
Hello, I think it would make sense to unlock the rifle with "bioferrite shaping" instead of weapons; as technically you are just strapping a small bayonet in an already existing rifle.
Saying this because once you reach bioferrite weapons you normally have a stronger arsenal at your disposal and it sounds like a weapon you would get earlier than the others.
AVNlover67 Nov 11, 2024 @ 9:28pm 
This mod is the only reason I bought the dlc.
Chαsε Oct 31, 2024 @ 5:11am 
The rifle one is very good when you have a pawn max out in aiming expertise, no down time at all.
BirbBeUponYe Oct 25, 2024 @ 8:58am 
@VillageGuru
Bioferite long sword already the best craft able melee weapon
VillageGuru Oct 17, 2024 @ 4:57pm 
I'm teeny-tiny disapointed, not even one melee weapon ?
AleMead Oct 11, 2024 @ 3:41am 
@Oskar Potocki
I have checked the SupportedThirdPartyMods.md from CombatExtended-Continued and it seems that VWE-Bioferrite is now compatible with CE-Continued. There have been many before me who addressed this. But just in case those messages get eaten by the many other comments here is mine for the CE compatibility. Cheers!
WJSabey Oct 4, 2024 @ 4:09am 
That FAQ, I swear... "Does this work in 1.4?" for a mod that obviously requires Anomaly.
Zenny Sep 28, 2024 @ 10:33am 
Bayonets for days
Kuji Nekomata Sep 27, 2024 @ 3:12am 
I am happy to report CE has patched this mod!
PterribleDactylus Sep 22, 2024 @ 11:21am 
Should be compatible with CE now. It's been added to their patched list.
Dracon Sep 21, 2024 @ 3:28pm 
Is it intentional that you can make the new weapons at the regular and ancient machining table? Feels a bit odd given thatr the other one is still only there.
RealLifeHobgoblin Sep 17, 2024 @ 9:09pm 
Arcaron Sep 12, 2024 @ 6:45am 
@Oskar Potocki
I'm sorry for that! Did not want to be mean. I was just really upset and frustrated after having spent two days to figure out why the game didn't work anymore. So sorry if I came a bit harsh there.
Thankyou for fixing it though! :steamthumbsup:
FluidBridge032 Aug 28, 2024 @ 10:07am 
Never knew how much I needed a bayonet in rimworld til now
~Jester~ Aug 17, 2024 @ 6:26pm 
Has anyone tested how does the Warbolter performs compared to the other warcasket weapons?
jupiter Aug 16, 2024 @ 3:10pm 
looking forward for the ce patch, having a handheld semi auto grenade launcher is going to be soo useful
MORROGANDER Aug 14, 2024 @ 10:31pm 
Mind to tell why all weapons are industrial level? I thought some pirate gonna figure out adding Bioferrite to his charge rifle
Brotally Swagical Aug 8, 2024 @ 12:27pm 
Just a heads up, there's a typo in the description:

"...you will be able to really utisile this new resource in whatever way you want."

"utisile" should probably read "utilise"

Also, looking forward to testing these out once they're CE compatible.
The2EyedMan Aug 2, 2024 @ 5:47pm 
I'll wait for CE to adjust to this, but I appreciate this addition and look forward to my new run afterwards. Thanks to the team! :D
Neosuduno Jul 29, 2024 @ 8:07am 
Piercer Rifle has become a favourite for my hunters, since a manhunting cougar is no longer an instant death sentence.
Oskar Potocki  [author] Jul 29, 2024 @ 2:45am 
@Arcaron
Mistakes happen, it's fixed now, but calling it garbage is a bit uncalled for.
ProudLimey Jul 28, 2024 @ 6:54am 
@Arcaron, same here! I had to go through a process of elimination of over 100 mods before this one was revealed as the culprit >:|
Oskar Potocki  [author] Jul 27, 2024 @ 12:30pm 
Until I get to play with the DLC, no. I have plans, but they'll wait for me to be ready.
Chαsε Jul 27, 2024 @ 8:41am 
Any plan for Vanilla Expanded Anomaly soon? There are alot of stuff that can be improve to the dlc.
Arcaron Jul 27, 2024 @ 8:17am 
@Icewave
I just went through the same crap!
My game crashed and didn't load properly anymore, so I re-installed it and every single mod. I was too lazy to subscribe to every single Vanilla Expanded mod individually, instead I did the obvious and subscribed to the whole collection. Ignoring that I have to unucheck the box (or at least NOT activate) the Bioferrite mod because I don't have the Anomaly DLC yet.
Why the hell does this mod tell steam that it needs Anomaly but doesn't tell that the game???
There is no warning, you can activate this although it won't work and f' up your game.
Please add the dependency in the mod so in the future you will be warned that this won't work.
This garbage took me two and a half days to figure out why I was stuck with the menu background screen and the game never managed to load with my mods activated.
Hi5Ghost Jul 24, 2024 @ 5:19pm 
I <3 the VE team
Icewave Jul 24, 2024 @ 3:42pm 
@oskar, it appears my lack of reading the dependencies is showing didn't realize I needed anomaly haha, sorry about that
SP4RTAN Jul 24, 2024 @ 1:06pm 
Unless this is intended, I just noticed, you're able to craft these at both the machining table and the bioferrite shaper.
Icewave Jul 24, 2024 @ 7:37am 
Odd, I'm running it with plenty of other vanilla expanded mods and, I spent a good hour enabling and disabling and this one was the one that would prevent the game from making it to the menu, do I need to have this mod higher in the loadlist maybe? I can provide the player.log if you need
Oskar Potocki  [author] Jul 24, 2024 @ 2:46am 
Not for me. Working fine.
Icewave Jul 23, 2024 @ 8:22pm 
This mod currently seems to be breaking
Kostia Jul 23, 2024 @ 12:42pm 
Since 1.5 CE is out will it be compatible soon ?
Simbach Vazo Jul 21, 2024 @ 2:36am 
Not exactly a weapon but I'd recommend a remote flarepack triggered by a proximity detector. Basically a firefoam popper but for entities.
16_px : Nemuineru Jul 18, 2024 @ 4:52pm 
Raise and praise the Anon-12, Freeeman...:csgo_dead:
Omnires Jul 18, 2024 @ 3:05am 
What? Bioferrite anti-wargain weapon? My dreams of Bioferrite nukes dropping on cities full of undead and flesh mass.

Yes, some men just want to watch the world burn.
Extremely online Jul 16, 2024 @ 6:21am 
WE MAKIN' EIGENWEAPONS WITH THIS ONE 🗣️🔥
SirPhoenixBlood Jul 15, 2024 @ 12:01am 
after i saw your message it showed up at the very bottom of the list
SirPhoenixBlood Jul 14, 2024 @ 11:59pm 
i tryed using the bug report page but this mod is not in the list

The mod dead man switch is spawning with these guns and the firestorm shotgun is throwing out this error and crashing the game
(i have a save just before the crash and it seems that they are spawning in with the Flarestrike rilfe but the error log is saying its the shotgun)

Cannot register MVCF.ManagedVerb MVCF.ManagedVerb, (id=CompEquippable_VWEB_Gun_FirestormShotgun53179_1_Poke_Managed in loaded object directory. Id already used by MVCF.ManagedVerb MVCF.ManagedVerb.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
I.A.N.A.S Jul 14, 2024 @ 3:54pm 
i love the flare strike rifle but i wish it fired in bursts of 3 or something
Aulie Jul 14, 2024 @ 3:24pm 
Babe wake up. Vanilla Weapons Expanded added new Anomaly add-on.
Foefaller Jul 14, 2024 @ 10:10am 
Can't seem to reload more charges into the shotgun. No option shows when I right click a stack of bioferrite with the pawn holding it either.

Was going to report it through the google doc link, but there isn't a category for this mod (yet?) There a better way to go?
Jeffery Helldiver Jul 13, 2024 @ 5:37pm 
@Maty the Fluff you can check the patreon and see the roadmap. If you try hard enough, even though the most recent one is locked unless you get a membership, you can actually tell what stage each mod is in.
Hans zimmer Jul 13, 2024 @ 5:05pm 
now ur making me buy anomaly
Eadragonixius Jul 13, 2024 @ 12:49pm 
Vanilla Expanded Bolter? What a time to be alive!
Raiden Jul 13, 2024 @ 12:21pm 
*laughs gleefully in Salamander*
mortalisqa Jul 13, 2024 @ 12:18pm 
This looks great but I've got a question concerning the Incinerator: does it have the same cooldown as the Heavy Flamer from heavy weapons? Because, from personal experience, I feel like that cooldown time turns the pawn wielding the weapon into a martyr that'll fire off a single burst during battle, if he's lucky.
Gerewoatle Jul 13, 2024 @ 11:03am 
I like how so many people seem surprised to see this mod adding a bolter to RimWorld despite the many other mods that add bolters to RimWorld.