RimWorld

RimWorld

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Custom Weapons Expanded
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Mod, 1.6
File Size
Posted
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4.579 MB
1 Sep @ 4:19pm
8 Oct @ 7:55pm
12 Change Notes ( view )

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Custom Weapons Expanded

In 1 collection by feliperathal
Custom Weapons Expanded Patchs
58 items
Description
Custom Weapons Expanded
Expand the Customize Weapon framework with new modules, ammo types, and built-in compatibility patches for popular weapon packs and exploration mods.




❖ Requirements




❖ Compatibility & Built-in Patches
Patches List




❖ New Modules Added
All modules appear in the Customize Weapon menu and can affect weight, recoil, accuracy, range, and abilities.

• Underbarrel
  • Knife – a compact bayonet for last-resort melee.
  • BioBurner – expends a bioferrite charge to project a short fire jet. Requires: Anomaly DLC
  • Flare Launcher – launches a bright flare to light up a large area. Requires: Anomaly DLC
  • Tox Launcher – fires a tox grenade; slower to reload. Requires: Biotech DLC
  • Foam Launcher – sprays fire-suppressant foam to extinguish flames. Requires: Biotech DLC
  • Flash Launcher – fires a stun/flash charge for tactical breaching. Requires: Vanilla Weapons Expanded (Base)
  • Electric Pulse Launcher — electrical pulse that stuns and disrupts devices. Requires: VWE — Non-Lethal

• Muzzle
  • Muzzle Brake – gas-redirecting brake that tightens grouping.

• Receivers
  • Light Frame Receiver – lighter carry weight at the cost of precision.
  • Heavy Frame Receiver – improved stability/accuracy, heavier to carry.

• Grips & Stocks
  • Eltex Grip, Eltex Stock – boosts psychic sensitivity and entropy recovery. Requires: Vanilla Psycasts Expanded

    • Magazines
    • Short Magazine — quicker reloads; fewer shots per burst.
    • Coupled Magazine — two mags clamped for faster swaps.
    • Lightweight Polymer Magazine — lower mass; smoother burst handling.
    • Weighted Counter-Balance Magazine — added weight to better control recoil.

    • Ammo (arrows & projectiles)
    • Uranium Rounds – ultra-dense projectiles with high armor penetration; slower reload.
    • Paralytic Arrows – paralytic toxin that briefly incapacitates.
    • Incendiary Arrows – ignites on impact; can start area fires.
    • Piercing Arrows – bodkin tips optimized for armor penetration.
    • Broadhead Arrows – wide cutting heads for increased tissue damage.
    • Lightweight Arrows – extended flight range with reduced damage.
    • Erosion Rounds and Pellets – strips target armor over time. Requires: Cinders of the Embergarden




  • Added modules for Gauss/Rail, Laser, and Plasma weapons.Requires: Mods that contain these weapons




    ❖ Suggested Load Order
    • Load Customize Weapon first
    • Then load the compatible packs (Vanilla Weapons Expanded + submodules, VFE: Settlers, VFE: Medieval 2, Ancient Urban Ruins, The Dead Man’s Switch, Dragonian Mix, etc.)
    • Finally, load Custom Weapons Expanded




    ❖ Credits
    • Author: Feliperathal
    • Framework: Customize Weapon
    • Thanks to the Vanilla Expanded team and the authors of all compatible mods listed above.




    Bug reports & suggestions: Found a conflict or want support for another weapon pack? Leave a comment and I’ll look into adding a patch.
Popular Discussions View All (2)
3
23 Sep @ 7:09pm
bug
黑猫
0
5 Oct @ 2:39pm
PINNED: A list with the mods that have Patches
feliperathal
67 Comments
feliperathal  [author] 8 Oct @ 5:36am 
@hanllycoco I have to make a patch for CombatExtend first for it to work, as CE changes a lot of how weapons work, I don't know how much work it will take.
@NightLorde don't notice this i will change, thanks.

@Zero Tachikoma add on the list
Zero Tachikoma 7 Oct @ 10:37am 
A patch for GitS Seburo Advanced Weapon Systems, please?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3257892278
NightLorde 6 Oct @ 2:40pm 
I think the short magazine should be like x65% to burst shots instead of 70%, as at 70% it's just straight up half ranged cooldown for any gun that shoots in bursts of 3.
hanllycoco 6 Oct @ 9:31am 
what about Combat Extended Guns?
Zero Tachikoma 5 Oct @ 5:47pm 
Thankyou!
feliperathal  [author] 5 Oct @ 2:19pm 
Add Pacthes for:

Kurin, The Three Tailed Fox [Deluxe Edition]
Kurin HAR Edition
Pandora:Frontier ReMake
Kiiro Race
Star Crafters Armory 1.6
Eccentric Extras - Signature Weapons
[SV] Urban Defender Arsenal
[Reinforced Mechanoid 2
Vaults of Vagar
Vanilla Factions Expanded - Empire
Vanilla Factions Expanded - Deserters
Ratkin
Ratkin Weapons+

And Suport for ProperShotguns
TrollofReason 5 Oct @ 12:13pm 
Oh my gosh! I'm blind! BLIND, I SAY! IT was there the entire time! lmao :D

Thank you, you can ignore me. I'm more than content to be humbled. <3
feliperathal  [author] 5 Oct @ 12:43am 
@TrollofReason Sorry about that i don't have understand well, i can add this, what i said before is that you can see this now, just couldn't explain how.

I add a image that show where you can see for now
TrollofReason 4 Oct @ 9:19pm 
You don't write the description blurb, or am I not making my request clear? Sorry if so, I do tend to ramble a bit.

Uhm... okay! Example! High power rounds module, I look at the bill, I hit the "i" then I hit the view option which shows the included description. Which, as it is, goes on about propellant charges, increased armor pen, increased recoil, etc. No numbers. Nothing I can use to contrast or compare. It's telling me what it does, but not to what extent or how it does it.

What I'm requesting is the usual description, plus a breakdown in that same text field: "Damage multiplier +30%" & "Armor penetration multiplier +15%" & a breakdown in ranged modifiers. Accessible there, where it can be seen before the module is created or installed.

If you don't wanna do that, okay, I'll drop it. I just hope you know what I'm asking for. Sorry to be a pest; I really do love this mod.
feliperathal  [author] 4 Oct @ 8:23pm 
@TrollofReason There is no way to do it within the game, because the modules (for the most part) apply a percentage to the weapon, so each weapon has a different value and the calculation is done when the module is applied.