RimWorld

RimWorld

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Railgun Weaponry
   
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Mod, 1.2, 1.3
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13.452 MB
Dec 31, 2020 @ 3:35pm
Sep 30, 2021 @ 6:16am
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Railgun Weaponry

Description
After intensive research you've figured out how to accelerate things with magnets. Of course your first application for this is weapons!

Adds 3 turrets and 3 rifles:

Railgun Turret: Light(ish) base defence. High power usage, medium fire rate, high stopping power.

Heavy Railcannon: HEAVY base defence. Very high power usage, high fire rate, high stopping power. You know you're well-off if you can build and power more than a few of these.

Heavy EMP Cannon: HEAVY anti-shield and anti-Mechanoid weapon. Very high power usage, medium fire rate. Stuns humans and mechs, pops shields. Very useful if raiders spam shield packs.

EMR Anti-material Railgun: Single shot portable railgun. Exceptional stopping power but low fire rate.

EMR Assault Rifle: Rapid fire portable railgun. Trades stopping power for RoF, great for dealing with crowds.

EMR ShieldBreaker: Exactly what it says - a portable EMP intended to break shields of all kinds. Have a mech cluster that you need to bomb? Sneak in with this and ruin their day.

FAQ:
Yes, these require both Project RimFactory and the Materials add-on.

https://steamcommunity.com/sharedfiles/filedetails/?id=2033979700
https://steamcommunity.com/sharedfiles/filedetails/?id=2340181629

No, I'm not changing that requirement but you're free to write a patch that does.

No, I don't feel these are overpowered because it takes a major investment in power supply to run these turrets and the guns are NOT cheap to make.

Yes, I made these due to Vanilla Factions Expanded: Mechanoids. These are best used with that mod or other faction mods that add very powerful enemies.

Popular Discussions View All (1)
1
Jul 26, 2021 @ 2:22am
can you help error
TwotoolusFLY_LSh.st
20 Comments
Thundercraft Mar 23, 2024 @ 5:48am 
I did find the Railgun Weaponry - No PRF Dependency mod, which was updated for RimWorld 1.4. However, that forked version does not take advantage of "Project RimFactory - Materials". So it'd be nice if this got an update...
Thundercraft Mar 23, 2024 @ 5:46am 
Any chance of an update for RimWorld 1.4 (...and maybe 1.5)?
NothingToSay Oct 21, 2022 @ 3:23pm 
1.4?
ArmoredXor Apr 7, 2022 @ 12:04am 
Where do you find the AMR ammo? Ive been searching and searching for the ammo and how to make it and nothing
lorddragoblade Dec 22, 2021 @ 6:47pm 
cout you plz add a Project RimFactory less version dont use those ?
Daemon976  [author] Sep 30, 2021 @ 6:19am 
@TwotoolusFLY LSh.st removed the line causing the error.

Also added pics of the guns.
Daemon976  [author] Sep 30, 2021 @ 5:51am 
@thundercraft - Just one of the railgun turrets attached to a fueling device from PRF can stop a endgame Mechanoid Cluster raid dead in it's tracks. Combine that with the EMP turret to freeze mechs/break shields/stun pawns, and you can create a nearly impregnable defense. That's why the high cost factor - if you can achieve this level of tech AND meet the power demands, only the most extreme physical threats can cause a danger to your colonists.

Chance of the weapons appearing on raiders is as low as is possible to set. It may happen, but it's highly unlikely unless you're using mods like Combat Power Tweaker or Compressed Raid to ramp up your difficulty.
Thundercraft Sep 29, 2021 @ 11:05pm 
BTW: Is there a YouYube video available which shows the turrets in action?

Also, is there a percent chance that the 3 rifles will appear on raiders or maybe weapon dealers or orbital ships? (The description does not say.)
Thundercraft Sep 29, 2021 @ 11:00pm 
I do understand that these are powerful, end-game weapons to deal with the big threats added by certain mods such as VFE: Mechanoids. But...

You have this locked behind Electromagnetic Weaponry research, which I definitely approve of. But, 200,000 research points...? Isn't that a bit high? Just a tad? Maybe? :lunar2020sweatrat: How many in-game years would that even require to research without mods to accelerate research speed like "Brain In a Jar"?

I would only ever expect research projects that crazy expensive in a practically insane end-game research mod such as Science Never Stops: Ambition of the Cosmic .