RimWorld

RimWorld

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Vanilla Weapons Expanded - Laser
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Mod, 1.3, 1.4, 1.5
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1.108 MB
Feb 5, 2020 @ 8:38am
Mar 29 @ 7:27am
26 Change Notes ( view )

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Vanilla Weapons Expanded - Laser

In 2 collections by Oskar Potocki
Vanilla Expanded
96 items
Vanilla Expanded - Empire playthrough
148 items
Description
[www.patreon.com]







This mod is currently CE compatible.



1.3.0 (04/07/2020): This mod now requires Vanilla Expanded Framework.
1.2.0 (03/08/2020): See change notes. Balance changes marked with green and red on weapon cards below.




According to Vanilla RimWorld lore primer[docs.google.com], "Human-usable laser weapons" are a part of this universe, and yet they are not available in the game.

Vanilla Weapons Expanded - Laser is an addition to one of the most popular mods of Vanilla Expanded collection - Vanilla Weapons Expanded, however it can be played without it. This mod adds a selection of ultratech weapons, with a small number of them craftable, whilst keeping the majority of them only obtainable from the enemy drops, world quests and traders. Laser weapons introduce a new projectile type - a laser beam that has a slight chance of setting the enemy on fire. These weapons have high armour piercing and are extremely effective in combat against organic enemies, with a chance to set them ablaze.

Salvaged Laser weapons are obtainable by players using a new Salvage laser weapon recipe, which uses intellectual skill of pawns and allows them to look through advanced components to come up with a random laser weapon. Salvaged laser weapons are less accurate than their state-of-the-art ultratech counterparts, and are more prone to overheating.

Laser weapons have a brand new warm-up mechanic making them perfect for defensive battles - the longer your pawn is stationary whilst firing, the faster the weapon can fire. Once it reaches maximum firing speed however, it can overheat, causing a small explosion with a chance of setting your pawn on fire.

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: Is this mod CE compatible?
A: Yes.

Q: Can you recommend something to replace Combat Extended with?
A: Yes! This is a great collection of mods bringing a bit of realism to vanilla combat!

Q: Do these weapons spawn on enemies?
A: For the purpose of making these weapons available, a new, late game raider type has been added to the pirate arsenal - Mercenary Marine. They spawn with full power armour and a laser weapon. Other than that, these weapons won’t appear on any other enemies.

Q: Is this mod compatible with Run and Gun?
A: Yes, your weapons won’t build warm-up when running and gunning.

Q: These lasers are not stopped by Vanilla Furniture Expanded - Security energy shields, why?
A: The shields are designed to stop physical projectiles. Laser is an energy beam of light, hence it pierces through shields with ease.

Q: Can I request a feature?
A: Yes, comment down below!

Q: My pawns explode all the time when using your laser weapons!
A: That is caused by the warmup mechanic - when the gun reaches it’s maximum attack speed, each following shot can cause a battery detonation. Make sure to force your pawns to stop firing and move once the orange glow appears around their guns.

Q: How do I craft these weapons?
A: A brand new salvaging mechanic has been introduced. You don’t directly craft the guns you want - your colonist with a high Intellectual skill mashes advanced components together until they fire a laser beam - thus resulting in a random salvaged laser weapon being made. If you own Royalty DLC however, being on good terms with the Empire can give you tech prints used to craft advanced laser weapons.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like. Bear in mind that if you add it to an existing save, you need to update all the stockpile settings to include these items.



Graphics and XML code is created by me, Oskar Potocki[www.oskarpotocki.myportfolio.com].

Random Output Recipe code by Kikohi.

Rebalance by Primus the Conqueror

Laser code and warmup code adapted by Ogliss.

Original laser code by AUTOMATIC.

Oversized weapons being part of JecsTools by Jecrell.

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!

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Popular Discussions View All (7)
1
Aug 5, 2023 @ 8:13am
The tech doesnt appear on my research
BattleMojito665
2
Jul 28, 2021 @ 5:40pm
Getting errors on start
deltatchief
2
Jul 8, 2022 @ 1:58pm
Bug Report: Incorrect crafting bill slider
Sunder
616 Comments
skizordrone May 26 @ 6:18pm 
Dev Console keeps spitting an error at me on startup in 1.5. somthing like:

XML error: Could not find parent node named "VWEL_Bullet_LaserGeneric" for node "ThingDef"

Dont know what it could be in reference to, but the mod works fine enough...
Rigoberto's May 20 @ 12:49pm 
@Bungee Gum @Dr Whom The ultra tech laser guns (the ones you cant craft) are so rare that in my 16 year play through I never found one besides the laser sword, in fact whenever used this mod, that's all I ever see is the sword being sold. Thank Tynan there was a mod that lets you craft them because otherwise they might as well have not existed. The only weapon mods I had was Vanilla Weapons Expanded and this one.
Rigoberto's May 15 @ 1:33am 
Can you sell these weapons to anyone? Seems like every trader I have encountered has yet to want to trade them.
Nui Harime Apr 22 @ 12:12am 
Might be a mod conflict in my mod pack, but I'm getting null reference exceptions in the dev console when I select multiple laser rifles.
Oskar Potocki  [author] Feb 29 @ 12:39am 
Yes
InsideOutFace Feb 28 @ 11:07pm 
Are the salvaged lasers supposed to fire bolts instead of beams? Because that's what they're doing in my game.
Dr Whom Jan 31 @ 2:40am 
It doesn't seem to stop most raids - I've had dozens of human raids - some wearing power armour (or clothing inappropriate to the climate - to the point they die of hypothermia) but most spawn with weather-dependant gear so it's possible that might effect it but it certainly doesn't prevent other 'human' raids.
Oskar Potocki  [author] Jan 31 @ 1:59am 
The weather you have might prevent human enemies from spawning, bear that in mind!
Dr Whom Jan 30 @ 6:23pm 
Ok, good to know, thanks. I guess I'll just have to wait and hold out in hope for a juicy present from pesky raiders. You did however mention a new type of pirate raid that have "full power armour and the new laser weapons" and I was wondering about the frequency / faction of those raids, at the moment I have pirates and mechanoids as additional factions - I've had a fair few mechanoid raids but no raids from the pirate faction. I'm right at the north pole and I've eliminated most of the nearby hostile faction settlements, would any of these variables lower the chances of this special type of raid?
Oskar Potocki  [author] Jan 30 @ 2:53pm 
Depends how many other mods you have really. The more weapons are added to reward pool, the less of a chance you will have to get the laser weapons.