Vanilla Weapons Expanded adds over 30 weapons across Neolithic, Medieval, Industrial and Spacer technology. Each fills a particular combat role, expanding equipment choices while aiming to stay close to vanilla balance.
Contents
Vanilla Weapons Expanded - A Broader Arsenal for RimWorld
Vanilla Weapons Expanded adds over 30 weapons across Neolithic, Medieval, Industrial and Spacer technology. Each fills a particular combat role, expanding equipment choices while aiming to stay close to vanilla balance.
Weapons for different tactics
The arsenal includes the Heavy Revolver, Trench Gun, Battle Rifle, Anti-materiel Rifle and Charge Shotgun, alongside weapons with specialized uses:
- Hammer: provides a construction bonus.
- Hatchet: helps with harvesting.
- Compound Bow: offers a stealth-oriented option.
- Charge Missile Launcher: supports indirect fire.
- Flamethrower: provides close-range firepower.
- Smoke and stun grenades: add tactical options for controlling engagements.
Weapons are connected to appropriate research projects and can appear in trader inventories and on suitably equipped enemies.
Unique weapon traits
The mod supports Odyssey’s unique weapon trait system, adding dozens of traits and increasing the frequency of unique weapons as quest rewards.
These traits are reward properties, not upgrades you can manually apply. The mod does not include a weapon-customization system.
Alpha Armory is compatible, and its traits can appear on weapons from this mod.
Existing saves and compatibility
The mod can be added to an ongoing save. Afterwards, update your stockpile filters to allow the new weapons. Removing it during a playthrough carries a risk of save problems.
When using Combat Extended, shooting or balance issues related to its compatibility patch should be reported to the CE team.
Changes from older versions
Muskets and flintlocks have moved to Vanilla Factions Expanded - Medieval 2. The whip and charge sniper rifle have been removed.
Art and design: Oskar Potocki
Programming: Sarg, Sokyran and Taranchuk

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