RimWorld

RimWorld

344 ratings
Vanilla Spacer weapons - Beam Gun
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Mod, 1.4
File Size
Posted
1.503 MB
Dec 24, 2022 @ 9:42pm
1 Change Note ( view )

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Vanilla Spacer weapons - Beam Gun

Description
Mod Adds Several new Beam Laser guns to the Spacer factions and trade inventories.



Also check out this Awesome replacer sounds from Bonible Found In this Link!



DESCRIPTION

Beam weapons were introduced in rimworld biotech for some reason making them more spectacle for mechanized forces than actual useful weapons such technology was harnessed by the outer world factions and developed their own form of concentrated laser-type technology to focus on single targets more than the group of targets more common guns are known for, being able to slow, debuff and singe out more difficult targets, beam weapons are particularly useful for much more single armored targets or those with a natural in-born armor and shield capacity threshold.

Beam weapons come in a variety of flavors, and deliver a concentrated punch of energy after a long initial warmup time. Thankfully beam weapons do not need to be cooled down once they start firing. Beam weapons target a 1x1 cell for damage which slowly builds up in amplitude the longer the shot connects with its target, making beam weapons some of the most dangerous guns you could acquire given patience. And a well focused squad that knows well to allocate target designation.

The weapons can only be found as quest rewards, on trader caravans, and Spacer factions such as the imperials of the royalty DLC, or any custom spacer factions you might have installed.





A full List of the weapons and their stats can be found In this Link[docs.google.com]







Q&A
Q: Does this work with any version of RimWorld?
A: It requires Rimworld version 1.4.

Q: Is this compatible with CE?
A: Do to the advanced C# code, no. (maybe someone might make it compatible then it will be linked here)

Q: Do these weapons spawn on enemies?
A: They can, on imperial factions or other modded spacer factions.

Q: Can I use this with Run and Gun?
A: Yes, tested with the run and gun mod, worked ok.

Q: Where do I craft the weapons?
A: You DONT craft them! I wanted these guns to be rare and you can't exactly do that if ya can mass produce them.

Q: The beam weapons are not immediately killing pawns why?
A: The guns all fire “beams” which take time to cook the targets; it will likely not reach max damage potential until the beam is focused for a long while .

Q: Is this mod save game compatible?
A: Yes, add it to an existing save But would not recommend removing them.

Q: Can I request something to be added?
A: Yea, always open to suggestions.

Q: The balance is horrendous. Where can I tell ya this?
A: in the comments.

I'm sure Something We overlooked might / will break so when it does please let me know in the comments down below.




DONATIONS
I don't accept donations because its kinda not right if you enjoyed, that is payment enough for me, also comment! that makes me feel all mushy inside when ya complement the work. or don't! just insult me.

If ya STILL feel pretty generous Check out the rest of the crews / Credits work and give jobs to them, they helped me out plenty and can do the same for you.

CREDITS
Popular Discussions View All (1)
2
Dec 25, 2022 @ 12:20pm
installation
slatelobster
43 Comments
Fiendix Jun 2, 2024 @ 11:26am 
@Halituis Amaricanous: oh bummer, why is that? is it a technical problem or personal taste? :o
Agent Washington May 24, 2024 @ 6:55pm 
Does anyone know if there is a patch to make this compatible with CE?
Draxiss May 2, 2024 @ 2:21pm 
Can someone point me towards DetVisor's beam weapons? I can't seem to find any.
Halituis Amaricanous  [author] Apr 12, 2024 @ 5:23pm 
Sorry to say but not interested in doing rimworld mods anymore with how this new update went, I recommend DetVisor's weapons as a replacement.
Archilyte Apr 12, 2024 @ 4:23pm 
1.5 update? I've always preferred this over Vanilla Weapons Expanded - Lasers
MFB Feb 23, 2024 @ 7:40am 
What a great mode! What a great mode! Can I use your assembly code if possible?
BOYCOTT S-T-E-A-M! Dec 29, 2023 @ 4:10pm 
@Halituis Amaricanous Ah, yeah that makes total sense! Hadn't considered the fire and wasn't aware they were considered explosive weapons in game.

To be fair though, the raging inferno of a stockpile detonation would aid in cooking said deer.
Halituis Amaricanous  [author] Dec 29, 2023 @ 4:01pm 
@BOYCOTT S-T-E-A-M! yes they don't work for hunting as they are considered explosive guns in game, its a preventive measure from the game to stop pawns from automatically using these guns as they can start random fires on their own, so when you have a deer run next to your stockpile of warheads and your pawn is set to auto fire nearby the building it wont do something terrible that is not directly from the players control. Same for explosive weapons.
BOYCOTT S-T-E-A-M! Dec 29, 2023 @ 3:51pm 
Enjoying these weapons a good bit. I want to second @ClockJerk in that a turret version would be pretty awesome.

One question though, is it intended that these weapons don't count as a hunting weapon? Anyone equipped with these weapons won't hunt and triggers the "hunter lacks a ranged weapon" notification.