RimWorld

RimWorld

3,772 arvostelua
Vanilla Weapons Expanded - Heavy Weapons
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Palkinto
Lisää suosikkeihin
Lisätty suosikkeihin
Poista suosikeista
Mod, 1.4, 1.5, 1.6
Tiedostokoko
Julkaistu
Päivitetty
2.922 MB
21.12.2020 klo 12.19
2.7. klo 11.13
12 muutosilmoitusta ( näytä )

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Vanilla Weapons Expanded - Heavy Weapons

2 kokoelmassa, tekijä Oskar Potocki
Vanilla Expanded
111 luomusta
Vanilla Expanded - Empire playthrough
148 luomusta
Kuvaus


[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:
Suositut keskustelut Näytä kaikki (2)
4
4.5. klo 14.50
Definition of Power armor
Lothion
1
3.4. klo 12.58
Do anyone knows what mod can affect the Exosuits capacity to not take effect?
Matikanetannhauser
389 kommenttia
Cripple Gaming 9.11. klo 15.35 
do weapons still have hp that is dropping by the ce system
colecashstamford 3.10. klo 6.13 
I'm just wondering, can war caskets equip heavy weapons? Only seems logical...
darwin 29.8. klo 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 29.8. klo 3.27 
Does anybody know if either of the mods patched the Exo-Frame from Rimsenal for Heavy Weapons?
LordGreymane 23.8. klo 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 21.8. klo 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 19.8. klo 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 13.8. klo 20.55 
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 13.8. klo 17.43 
Are the Warcaskets from the Pirates faction able to equip them ?
SomethingSimple 27.7. klo 8.37 
were in settings can i change the handheld mortar to not require my pawn to have shells?