Vanilla Weapons Expanded - Heavy Weapons

Mod, 1.2, 1.3, 1.4




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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 Wea...

Author: Oskar Potocki

Created: 21 Dec, 2020 @ 12:19pm

Updated: 26 May, 2023 @ 7:26am

Subscribers: 430733


Size (unpacked) : 2.748 MB



[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]




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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!

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How do I download and install mods?

Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.

How do I install this mod?

See the 'How to install' tab.

Is this mod safe to use?

The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .

There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game