RimWorld

RimWorld

3,395 ratings
Vanilla Weapons Expanded - Heavy Weapons
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Mod, 1.3, 1.4, 1.5
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2.899 MB
21 Dec, 2020 @ 12:19pm
29 Mar, 2024 @ 7:27am
11 Change Notes ( view )

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Vanilla Weapons Expanded - Heavy Weapons

In 2 collections by Oskar Potocki
Vanilla Expanded
107 items
Vanilla Expanded - Empire playthrough
148 items
Description


[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:
Popular Discussions View All (2)
2
16 Dec, 2024 @ 6:56am
Definition of Power armor
Lothion
0
20 Jan @ 1:00am
Do anyone knows what mod can affect the Exosuits capacity to not take effect?
Briar Feet
376 Comments
Liam 14 Mar @ 3:15pm 
can you make this like a titan from titanfall and add weapons similar to the weapons from titans from titanfall also i dont care if you dont know any lore about titanfall just look at the weapons for the titans add the weapons and also add titans if you want to
Sir-Apex 13 Jan @ 3:49pm 
@Gabthelazy thank you very much, it works! :cozybethesda:
Crazed Ninja Hillbilly 20 Dec, 2024 @ 8:51pm 
@Gabthelazy thanks so much for this simple fix, this mod has had exosuits half working for long time, and this fixed them for me, and the quality determination is no issue since it makes sense, higher quality exo suits would be able to hold more.
blackrave 20 Nov, 2024 @ 9:13am 
Would be great if sufficiently modified cyborgs could wield these weapons too
Say pawns with archotech (or any modded parts with 150% or more) arms, legs and spine should be capable enough to lift and use these weapons
Would be nice bonus for transhumanists who were capable of acquiring full archotech set of limbs and spine.
thehappybub 21 Oct, 2024 @ 3:43pm 
Small issue, but for some reason this mod's option menu is the only menu refuses to close when pulling up mod options from the title screen. Requires a hard restart of the game to make the option go away.
Stony Rock 21 Oct, 2024 @ 1:12pm 
Swarm Launcher in hands of friendly pawns of allied faction did more harm to my base than 10 Centipedes that they came to fight against....

I've never been more terrified.
[X]оdoK_za_KvAs0m 16 Sep, 2024 @ 7:24pm 
What the heck, maybe it's an incompatibility between CE and heavy weapons, but the exoskeleton frame has stopped lifting heavy guns :rq_ko:
Prominous Vale 3 Sep, 2024 @ 3:48pm 
@Digit It is
Digit 12 Aug, 2024 @ 11:53am 
ce compatiavble?
Doctor Worm 4 Aug, 2024 @ 7:56am 
everyone keeps asking about making the weapons reloadable but, if you turn off HP loss doesn't that effectively make them 'infinite' ? wouldn't that be the solution people are asking for?