RimWorld

RimWorld

Vanilla Spacer Weapons - Beam Gun (Continued)
26 Comments
Latex Santa Aug 30 @ 1:00am 
@J Oli Roger
A solution would be to use Pawn Editor or Character Editor to remove that hediff.
If it's bugged and cannot be removed easily, then you remove that hediff yourself.
J Oli Roger Jul 25 @ 5:08am 
A pawn of mine has a constant "Whole body: Beam heat Ignition .... -30% Movementspeed"
is there any way to fix it
SomeRandomNerd Jul 21 @ 11:50pm 
And now that it's midnight, I have remembered that I forgot something:

-Add <WorkToMake>60000</WorkToMake> under <statBases>
SomeRandomNerd Jul 21 @ 4:50pm 
For those wanting a quick fix:

-Open the mod folder

-Go to Defs/ThingDefs/RangedSpacer

-Replace all instances of
<recipeMaker Inherit="False" />
with
<recipeMaker>
<researchPrerequisite>BeamWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FabricationBench</li>
</recipeUsers>
<displayPriority>230</displayPriority>
</recipeMaker>


-Add 10 to displayPriority for each instance after the first

And for those wanting the guns to appear at the same commonality as say the beam repeater:

-Delete all instances of <generateCommonality>0.1</generateCommonality><!--0.1--> (note that the sniper has a commonality of 0.05, delete that too)

-Delete all instances of <li>RewardStandardLowFreq</li>

Badabingus badabungus
StockSounds Jul 17 @ 9:22am 
sick!
Zaljerem  [author] Jul 17 @ 9:19am 
I can make them craftable when I get a moment, yes.
StockSounds Jul 17 @ 9:17am 
Since Odyssey made beam weapons craftable, will you add these to the beam weapons research project?
Zaljerem  [author] Jul 2 @ 2:22pm 
No worries, pretty common with Steam, especially when lots of mods are updating. Let me know if you see more.
moo Jul 2 @ 2:21pm 
Oh I see it. Sorry for the trouble, my mods aren't 100% updating sometimes =(
Zaljerem  [author] Jul 2 @ 1:17pm 
I updated the compatibility with the last update, 1.0.4.
moo Jul 2 @ 12:48pm 
These three mods (Beam Gun, Bounce Gun, Explosive Boat) share the same XML issue, as the namespace changes with VE and Vanilla Weapons Expanded are now out for 1.6 and it needs updating:

"Could not find type named HeavyWeapons.HeavyWeapon from node "
Head May 4 @ 6:43am 
Thanks for updating this mod. I appreciate your work!
hovershift Mar 28 @ 7:55pm 
can you make this craftable because nobody is really offering this weapons and it kinda sucks
HIVEMIND Mar 16 @ 4:05pm 
CE?
Thorion Feb 4 @ 10:23am 
Bro look down one comment
Rockstar Feb 3 @ 5:00pm 
Who is this Zaljerem guy... flexing on us with his kids and wife, and he probably shreds on the guitar too. :steammocking:
Zaljerem  [author] Feb 1 @ 10:26pm 
I also have a busy life with wife, kids, job, family, music, gaming ... don't worry about me, I've lots going on. :)
Zaljerem  [author] Feb 1 @ 10:22pm 
I enjoy fixing things.
Thorion Feb 1 @ 10:02pm 
Jesus Christ over 500 continued mods?!?? I respect it man but like, go enjoy yourself
VelxraTV Jul 25, 2024 @ 1:40am 
More pics?
Zaljerem  [author] Jun 29, 2024 @ 9:52am 
Thanks for the report, I've pushed an update.
Sir Humphrey Appleby Jun 28, 2024 @ 10:43pm 
Changing the Heavy Weapons patch to look for VE Framework fixes the HeavyWeapons.DefAlterer error if you're not using Heavy Weapons but are using VE Framework.
DerpyDuck May 25, 2024 @ 12:41pm 
Finally! A mod that ads (relatively) realistic lasers rather than weird subsonic bolts of "energy"
Ruste359 May 23, 2024 @ 12:29pm 
I was super disappointed when the original author dropped this mod. Glad that someone decided to pick it up.
TracerFoxTEK May 21, 2024 @ 2:12pm 
WOOOT! Thank you so much Zal!
ComradeCorvus May 21, 2024 @ 9:39am 
Doing god's work, thank you so much for updating this set of mods!