RimWorld

RimWorld

[XND] Vanilla-Friendly Weapon Expansion
118 Comments
test Aug 12, 2020 @ 10:49am 
12
Captain Eierstock Jul 9, 2019 @ 9:34am 
is it working with rambo weapon pack?
XeoNovaDan  [author] Apr 21, 2019 @ 3:06am 
@Bensonae - That's absolutely fine, yes. Thanks for asking!
Bensonae Apr 21, 2019 @ 2:28am 
@XeoNovaDan Mind if I use the textures and descriptions for a weapons mod that is designed by default to work with CE only? I'm planning to incorporate these weapons, the ones from CE Guns and some from the Weapons Tech mod into a single mod for CE games.
XeoNovaDan  [author] Aug 31, 2018 @ 12:20am 
@Brankles - Yeah, that's absolutely fine
Grimble Aug 30, 2018 @ 6:18pm 
@XenoNovaDan - Mind if I use your radiation sickness hediff code for a mod of my own?
Ken Aug 30, 2018 @ 2:22pm 
@XeoNovaDan - Okay.
XeoNovaDan  [author] Aug 30, 2018 @ 1:59pm 
@TTo - There won't be a B19 version of this, I'm afraid. This mod's free for the taking though regarding unofficial maintenance.
Ken Aug 30, 2018 @ 1:56pm 
B19?
sigmaMGE 2.0 May 19, 2018 @ 5:14am 
please add a Kalashnikov assault rifle to your weapon pack and call it " Basic assault rifle"
interceptor Feb 11, 2018 @ 12:32pm 
sucks, add more weapons
XeoNovaDan  [author] Feb 11, 2018 @ 8:54am 
@Burgeoise Royalty - Yes. RC2 and the 'A18' branch both have sufficiently up-to-date versions of CE patches integrated, but the 'A18' branch one is optimal.
interceptor Feb 11, 2018 @ 7:48am 
so it works on b18 ??
XeoNovaDan  [author] Feb 11, 2018 @ 5:50am 
@Burgeoise Royalty - VFWE is natively compatible with the latest branch version of Combat Extended; no external patch needed.
interceptor Feb 11, 2018 @ 4:41am 
ce patch pls
Icicle Jan 14, 2018 @ 11:09am 
Nice.
XeoNovaDan  [author] Jan 7, 2018 @ 1:47am 
@JoeDaTomato I may work on remaking a CE patch, yes.
JoeDaTomato Jan 6, 2018 @ 6:38pm 
Also, Denchik457, I love your profile picture.
JoeDaTomato Jan 6, 2018 @ 6:38pm 
Do you plan on adding CE compatability when the stable version comes out?
sigmaMGE 2.0 Jan 6, 2018 @ 5:24am 
and I thought that your task is to add more vanilla weapons
XeoNovaDan  [author] Jan 6, 2018 @ 5:02am 
@Denchik I appreciate the influx of ideas, but I'm not planning to make this weapon pack a Rimsenal, High Caliber or any other large weapon mod in terms of size; I'm keeping it small.
sigmaMGE 2.0 Jan 6, 2018 @ 3:07am 
after all, as it is necessary to further develop the mod
sigmaMGE 2.0 Jan 6, 2018 @ 2:41am 
it's all my ideas, and these two weapons will only be bought or found in corpses
sigmaMGE 2.0 Jan 6, 2018 @ 2:41am 
automatic sniper rifle would be good "Marksman rifle" (m14)
sigmaMGE 2.0 Jan 6, 2018 @ 2:39am 
well, either add another gun "Heavy pistol" (Desert eagle)
XeoNovaDan  [author] Jan 6, 2018 @ 2:08am 
@Denchik457 Thanks!

What niches would your weapon suggestions fill though? We've already got a powerful SMG with the Heavy SMG, and we've already got a fast firing gun with the Machine Pistol. The Battle Rifle's role is already partially fulfilled with the Lever-Action Rifle, and the Assault Rifle would probably be close enough in terms of overall profiling anyway.
sigmaMGE 2.0 Jan 6, 2018 @ 1:53am 
and "modern SMG" (mp5)
sigmaMGE 2.0 Jan 6, 2018 @ 1:50am 
I think you should add a "battle rifle" (FN FAL)
sigmaMGE 2.0 Jan 5, 2018 @ 1:16pm 
great job! one of the few weapons mods that do not spoil the balance of the game
XeoNovaDan  [author] Jan 4, 2018 @ 12:00am 
Done a 180 and decided to update this. Enjoy!
XeoNovaDan  [author] Nov 18, 2017 @ 1:05pm 
@icicle I've abandoned this one, as has been disclosed on my Ludeon forums thread. Forgot to update desc though.
Icicle Nov 18, 2017 @ 12:41pm 
Any idea how long you'll take for B18 compatibility?
XeoNovaDan  [author] Aug 11, 2017 @ 2:35am 
@Rous Addressed in the latest version of the CE patch: v2.2.2b
XeoNovaDan  [author] Aug 11, 2017 @ 2:10am 
@Rous Ah, that's definitely an oversight. Will address, thanks!
Rous Aug 10, 2017 @ 6:32pm 
Hey there. Slings are considered 2H, and hence don't work with shields from Combat Extended. I did just notice/download the CE patch in the paragraph above, but have not re-tested this yet. So, disregard and delete if you know.
XeoNovaDan  [author] Jul 28, 2017 @ 5:35am 
OK, I can't promise the flamethrower for this alpha, nor the Crossbow for that matter. I'll probably release a VFWE version with one or both of those weapons come A18, since I feel that we're approaching the end of the A17 cycle pretty soon.
XeoNovaDan  [author] Jul 28, 2017 @ 3:22am 
@Jake I've tried multiple ways to balance the crossbow, and it just seemed to not quite work. I may have another shot in the future.

Also, I'm going to approach the flamethrower a bit differently; more as a multi-shot incendiary launcher. The flamethrower concept by default is rather imba, so I need to balance that.
FaeRust Jul 27, 2017 @ 8:10pm 
I dont see what the problem would be with a crossbow. better accuracy and damage than the great bow, but much slower.

Also, a raider with a flamethrower would be an immense threat I'd like to encounter and deal with... then take the flamer and melt their base...
Cleftin Twain Jul 24, 2017 @ 6:16am 
Ah no worries man! Still a great mod and I appreciate the hard work you put into it. Keep the idea in mind though!! #TribalisLife
XeoNovaDan  [author] Jul 24, 2017 @ 5:36am 
@Rabbit That sounds like C# territory to me. I can't do C#.
Cleftin Twain Jul 24, 2017 @ 5:02am 
Maybe have it do a base amount of damage and then scale down by the amount of meat provided by the target as darktoes suggested? Could use humans as a baseline, and meat provided over that gets a reduction.

Smaller animals would still take some damage while a large animal like the Thrumbo would have a ton of resistance; they are just darts after all.

I was toying with the idea of the DoT stacking a few times before reaching a maximum value but not sure if that would be possible or not.

If you could do it based on meat provided this would also make it pretty ineffective where it should be such as against mechanoids.
XeoNovaDan  [author] Jul 24, 2017 @ 4:57am 
@darktoes Not with XML to my knowledge.
darktoes Jul 24, 2017 @ 4:38am 
Is there some way to get it to scale with the meat amount of a creature?
XeoNovaDan  [author] Jul 24, 2017 @ 4:02am 
@Rabbit I probably won't be rebalancing vanilla items. Heck, I don't think at this point that changing Short Bow's generate commonality was a super good idea.

As for blow darts... we'll see. The only problem is getting it to scale with animal body size; I don't want a thrumbo to go down as easly as a squirrel.
Cleftin Twain Jul 24, 2017 @ 12:43am 
Meant to add this into my previous post, but, if the blow darts are a no go maybe at least rebalance the Pila a bit? I feel like it's basically useless for it's role. Yeah the damage is nice but the windup and recharge time seems far too long for the range and accuracy.
Cleftin Twain Jul 24, 2017 @ 12:40am 
Possible to add something like blow darts? Maybe low range but fairly accurate. If possible does low initial damage but adds a DoT effect (ie. Poison) similar to how being on fire works but doesn't make pawns run around in a panic?

Or potentially make the projectiles, instead of doing damage, inflict mental breaks on targets such as Berserk or Sad Wanderer (sad wanderer to imitate confusion/hallucinations).
darktoes Jul 21, 2017 @ 8:27am 
So kinda like a fire extinguisher but... the opposite intention.
XeoNovaDan  [author] Jul 21, 2017 @ 6:20am 
@Darktoes The only thing is that it also needs to work with vanilla. I'm currently thinking a craftable but expensive single-use solution, short range, fires in one long burst, same blast radius as molotovs.
darktoes Jul 21, 2017 @ 4:48am 
I see what you mean, it's just that this is the only CE compatible weapon mod I've found that isn't just a bunch of modern guns, and I'd really like some more... spacey gear. Some pew pew, y'know? The charge rifle is good, but it only fulfills one small role....
For the fire idea, maybe an upgraded molotov cocktail? Something with higher range and a greater blast radius or something? You could even make a flamethrower turret mounted, or have it be powered by chemfuel if balance is a worry.
XeoNovaDan  [author] Jul 21, 2017 @ 3:21am 
@darktoes Maybe. I'm not quite sure yet.

I doubt I'll add any more charge weapons as to keep the charge rifle feeling unique in that respect, and plenty of other gun mods do that already anyway. As for the flamethrower, the concept of setting people alight seems like an overpowered one, so if I was to implement it, I'd need to balance it in some way. Possibly single-use or trade-only.