RimWorld
[XND] Vanilla-Friendly Weapon Expansion
118 Komentar
test 12 Agu 2020 @ 10:49am 
12
Captain Eierstock 9 Jul 2019 @ 9:34am 
is it working with rambo weapon pack?
XeoNovaDan  [pembuat] 21 Apr 2019 @ 3:06am 
@Bensonae - That's absolutely fine, yes. Thanks for asking!
Bensonae 21 Apr 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  [pembuat] 31 Agu 2018 @ 12:20am 
@Brankles - Yeah, that's absolutely fine
Grimble 30 Agu 2018 @ 6:18pm 
@XenoNovaDan - Mind if I use your radiation sickness hediff code for a mod of my own?
Ken 30 Agu 2018 @ 2:22pm 
@XeoNovaDan - Okay.
XeoNovaDan  [pembuat] 30 Agu 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 30 Agu 2018 @ 1:56pm 
B19?
sigmaMGE 2.0 19 Mei 2018 @ 5:14am 
please add a Kalashnikov assault rifle to your weapon pack and call it " Basic assault rifle"
interceptor 11 Feb 2018 @ 12:32pm 
sucks, add more weapons
XeoNovaDan  [pembuat] 11 Feb 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 11 Feb 2018 @ 7:48am 
so it works on b18 ??
XeoNovaDan  [pembuat] 11 Feb 2018 @ 5:50am 
@Burgeoise Royalty - VFWE is natively compatible with the latest branch version of Combat Extended; no external patch needed.
interceptor 11 Feb 2018 @ 4:41am 
ce patch pls
Icicle 14 Jan 2018 @ 11:09am 
Nice.
XeoNovaDan  [pembuat] 7 Jan 2018 @ 1:47am 
@JoeDaTomato I may work on remaking a CE patch, yes.
JoeDaTomato 6 Jan 2018 @ 6:38pm 
Also, Denchik457, I love your profile picture.
JoeDaTomato 6 Jan 2018 @ 6:38pm 
Do you plan on adding CE compatability when the stable version comes out?
sigmaMGE 2.0 6 Jan 2018 @ 5:24am 
and I thought that your task is to add more vanilla weapons
XeoNovaDan  [pembuat] 6 Jan 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 6 Jan 2018 @ 3:07am 
after all, as it is necessary to further develop the mod
sigmaMGE 2.0 6 Jan 2018 @ 2:41am 
it's all my ideas, and these two weapons will only be bought or found in corpses
sigmaMGE 2.0 6 Jan 2018 @ 2:41am 
automatic sniper rifle would be good "Marksman rifle" (m14)
sigmaMGE 2.0 6 Jan 2018 @ 2:39am 
well, either add another gun "Heavy pistol" (Desert eagle)
XeoNovaDan  [pembuat] 6 Jan 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 6 Jan 2018 @ 1:53am 
and "modern SMG" (mp5)
sigmaMGE 2.0 6 Jan 2018 @ 1:50am 
I think you should add a "battle rifle" (FN FAL)
sigmaMGE 2.0 5 Jan 2018 @ 1:16pm 
great job! one of the few weapons mods that do not spoil the balance of the game
XeoNovaDan  [pembuat] 4 Jan 2018 @ 12:00am 
Done a 180 and decided to update this. Enjoy!
XeoNovaDan  [pembuat] 18 Nov 2017 @ 1:05pm 
@icicle I've abandoned this one, as has been disclosed on my Ludeon forums thread. Forgot to update desc though.
Icicle 18 Nov 2017 @ 12:41pm 
Any idea how long you'll take for B18 compatibility?
XeoNovaDan  [pembuat] 11 Agu 2017 @ 2:35am 
@Rous Addressed in the latest version of the CE patch: v2.2.2b
XeoNovaDan  [pembuat] 11 Agu 2017 @ 2:10am 
@Rous Ah, that's definitely an oversight. Will address, thanks!
Someone 10 Agu 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  [pembuat] 28 Jul 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  [pembuat] 28 Jul 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 27 Jul 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 24 Jul 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  [pembuat] 24 Jul 2017 @ 5:36am 
@Rabbit That sounds like C# territory to me. I can't do C#.
Cleftin Twain 24 Jul 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  [pembuat] 24 Jul 2017 @ 4:57am 
@darktoes Not with XML to my knowledge.
darktoes 24 Jul 2017 @ 4:38am 
Is there some way to get it to scale with the meat amount of a creature?
XeoNovaDan  [pembuat] 24 Jul 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 24 Jul 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 24 Jul 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 21 Jul 2017 @ 8:27am 
So kinda like a fire extinguisher but... the opposite intention.
XeoNovaDan  [pembuat] 21 Jul 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 21 Jul 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  [pembuat] 21 Jul 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.