RimWorld
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Vanilla Weapons Expanded - Heavy Weapons
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Mod, 1.4, 1.5, 1.6
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2.922 MB
2020년 12월 21일 오후 12시 19분
2025년 7월 2일 오전 11시 13분
업데이트 노트 12개 (보기)

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Vanilla Weapons Expanded - Heavy Weapons

Oskar Potocki님의 2 모음집
Vanilla Expanded
아이템 111개
Vanilla Expanded - Empire playthrough
아이템 148개
설명


[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:
인기 토론 모두 보기(2)
4
2025년 5월 4일 오후 2시 50분
Definition of Power armor
Lothion
1
2025년 4월 3일 오후 12시 58분
Do anyone knows what mod can affect the Exosuits capacity to not take effect?
Matikanetannhauser
댓글 389
Cripple Gaming 2025년 11월 9일 오후 3시 35분 
do weapons still have hp that is dropping by the ce system
colecashstamford 2025년 10월 3일 오전 6시 13분 
I'm just wondering, can war caskets equip heavy weapons? Only seems logical...
darwin 2025년 8월 29일 오전 9시 20분 
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 2025년 8월 29일 오전 3시 27분 
Does anybody know if either of the mods patched the Exo-Frame from Rimsenal for Heavy Weapons?
LordGreymane 2025년 8월 23일 오전 6시 59분 
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 2025년 8월 21일 오전 3시 53분 
Thank you, Halfclick, that solved the issue! Also, if you change the exoskeleton from utility to apparel it will scale with quality.
Halfclick 2025년 8월 19일 오전 9시 15분 
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 2025년 8월 13일 오후 8시 55분 
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 2025년 8월 13일 오후 5시 43분 
Are the Warcaskets from the Pirates faction able to equip them ?
SomethingSimple 2025년 7월 27일 오전 8시 37분 
were in settings can i change the handheld mortar to not require my pawn to have shells?