边缘世界 RimWorld

边缘世界 RimWorld

3,727 个评价
Vanilla Weapons Expanded - Heavy Weapons
3
2
3
4
2
2
3
   
奖励
收藏
已收藏
取消收藏
Mod, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
2.922 MB
2020 年 12 月 21 日 下午 12:19
7 月 2 日 上午 11:13
12 项改动说明 ( 查看 )

订阅以下载
Vanilla Weapons Expanded - Heavy Weapons

在 Oskar Potocki 的 2 个合集中
Vanilla Expanded
110 件物品
Vanilla Expanded - Empire playthrough
148 件物品
描述


[www.patreon.com]








This mod is CE compatible.



1.0.0 (21/12/2020): Initial release



What I think this game was missing from the usual combat encounters is a punch, a smell of freshly fired bolters, the heat of an autocannon barrel and the look of surprise on the enemy faces as 10 homing missiles decimate their ranks. Vanilla Weapons Expanded - Heavy is our response to that task: This mod adds incredibly heavy weapons that can only be equipped on a handful of pawns - be it power armored troopers, pawns with a Tough trait or soldiers wearing our new industrial tech exosuits.

These weapons utilise the limited-use code, just like vanilla triple rocket launcher, except they can be fired more than once. After the weapon depletes, it breaks, which means you need to simply craft a new one. No ammo system, nothing like that!

Vanilla Weapons Expanded is part of a series of mods expanding on everyday life on the Rimworld. When paired together with a brand new Vanilla Apparel Expanded and Vanilla Armours Expanded, you can bring something to your game that will keep you interested in it for days.









[forms.gle]















Q: Does this work on RimWorld 1.1?
A: No, it requires the latest game version.

Q: Is this mod CE compatible?
A: Oh ayy.

Q: Do these weapons spawn on enemies?
A: In rare occasions the enemies meet all the requirements for the weapon to spawn (power armor or exoframe), then yeah.

Q: Is this mod compatible with Run and Gun?
A: Yes, you should be able to use these weapons with run and gun.

Q: Can I request a feature?
A: Yes, comment down below!

Q: Where do I craft those weapons?
A: Machining table. Each weapon needs to unlock first with different research projects - you can’t craft handheld mortar without knowing the mortar tech.

Q: How to reload the weapons?
A: You don’t - each shot removes some HP from the weapon. Once enough shots is fired, the weapon breaks. It’s not meant to be a frontline infantry weapon set. These weapons should be treated as consumables, used only when needed, as they are extremely powerful.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like, however please remember removing a mod can cause issues.

Q: I don’t like how weapons remove HP with each shot, can I adjust the amount of HP removed?
A: Yes! Simply go to the Mod options menu and you can adjust ‘ammo’ used by each weapon individually.

Q: I want you to make these weapons reloadable.
A: Lol no.



Graphics and xml is created by me, Oskar Potocki[www.oskarpotocki.myportfolio.com].

Code work by Taranchuk.

Flamethrower weapon art by Luizi.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]




[www.paypal.com]

Every dollar donated allows me to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[discord.gg]



Check out our collection at:
热门讨论 查看全部(2)
4
5 月 4 日 下午 2:50
Definition of Power armor
Lothion
1
4 月 3 日 下午 12:58
Do anyone knows what mod can affect the Exosuits capacity to not take effect?
Matikanetannhauser
387 条留言
darwin 8 月 29 日 上午 9:20 
for fixing Exo-Frame MassCarryCapacity

goto >
Program Files (x86)\Steam\steamapps\workshop\content\294100\2329126791\1.6\Defs\ThingDefs_Misc.XML

change

<CarryCapacity>15</CarryCapacity> to
<VEF_MassCarryCapacity>15</VEF_MassCarryCapacity>
Futstub 8 月 29 日 上午 3:27 
Does anybody know if either of the mods patched the Exo-Frame from Rimsenal for Heavy Weapons?
LordGreymane 8 月 23 日 上午 6:59 
For anyone like me who made this mistake; the exoskeleton suit modifiers will not show up in the "Health" tab, since the suit is not applying a hediff. To check the changes the suit is making to work speed & move speed, check the colonist's information panel (the "i" in the bottom left window).

Also, shoutout to Halfclick for the great Carry Capacity fix using RIMMSqol!
frost.9 8 月 21 日 上午 3:53 
Thank you, Halfclick, that solved the issue! Also, if you change the exoskeleton from utility to apparel it will scale with quality.
Halfclick 8 月 19 日 上午 9:15 
You can also use RIMMSqol to fix the exoskeleton while in game, Mod options > qol > Apparel > Exoskeleton frame > wearer stats > change carry capacity to Mass carry capacity. Many thanks @Gabthelazy, that change works great!
Gilgamesh 8 月 13 日 下午 8:55 
not sure if im missing something or if its a bug but the exoskeleton frame does not increase the carry capacity of my pawns. i submitted a report through the link as well just posting this in-case anyone else has experienced it and know what causes it.
Necirays 8 月 13 日 下午 5:43 
Are the Warcaskets from the Pirates faction able to equip them ?
SomethingSimple 7 月 27 日 上午 8:37 
were in settings can i change the handheld mortar to not require my pawn to have shells?
吱吱宸 6 月 18 日 下午 7:49 
I found that my character can directly equip these heavy weapons. After a long dichotomy investigation, no result was found. Does anyone know why
ignis 5 月 24 日 下午 10:21 
Why exoskeleton frames have quality? It does nothing except inflating wealth.