RimWorld
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Star Wars - Fully Functional Lightsabers
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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7.718 MB
2 mag 2017, ore 23:53
8 apr, ore 15:48
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Star Wars - Fully Functional Lightsabers

In 1 collezione di Brother Oats
Star Wars - A RimWorld Series
7 elementi
Descrizione
Adds constructable full-SFX lightsabers that can activate, load crystals, and deflect bullets.

A16 - GitHub Branch -> https://github.com/jecrell/Star-Wars---Fully-Functional-Lightsabers/tree/A16


::::: NOTICE :::::
::::: THIS MOD NOW REQUIRES JECSTOOLS FOR A17 ::::::
Download
http://steamcommunity.com/sharedfiles/filedetails/?id=932008009

Thanks to
Jedi Master Ailan
for his direction and inspiration in the creation of this mod. Without his help and support this would have never happened.

Quick start notes:
Lightsabers can be constructed at the component assembly bench.
Crystals can be refined from rocks at the electric smelter.
Rare crystals can be found out in RimWorld for sale from merchants or at enemy bases.
Legendary crystals can be found similarly to artifacts as well as in the clutches of Star Wars faction leaders.

Reference
Lightsaber Recipe
-1x lightsaber casing
-1x lightsaber internals

Lightsaber casing
-15 plasteel
-5 components

Lightsaber internals
-25 plasteel
-15 steel
-5 components

Lightsaber crystals
https://docs.google.com/spreadsheets/d/1poiSM7jAlEvDq5fuEsSNwszlSNGmNiW42sp8G3Ujp-Q/edit?usp=sharing

Technical Details Information
Lightsabers could be the most extensive C# coded weapons available in RimWorld.
Included on a lightsaber are the following C# libraries:
  • Extra sounds Component
  • Activatable visual effect component
  • Crystal slot loadable component
  • Oversized weapon component
  • Deflection and reflection component
  • Customized lightsaber C# library

Most of these elements can be used by other modders by relocating the assemblies to their own mod folder to make their own mods using these components. So if you'd like to make a gun with different kinds of loadable ammunition, or a different sort of laser sword, now is a good time.

Special thanks to all those that support me (and help me pay the rent) on Patreon (August 2017):
Jedi Master Ailan, Shane Malley, Dakota Pohlman, Falloutmonk, Slick Liquid, Thom Black ShotgunFace, Fredric Sundberg, Dan Winn, Toss Antilles, Sarah Banks, Undead Jackel, Michin, Chelsea, Caine Detueur, Yewty Oxman, Jerod Clayton, Arty Kubin, Ashleigh Miller, infinity421, TheDayDude, Jacob Duga, Ryan Brock, Evan Hwang, Moshat, Christopher, Don Butterblume, John Boehr, George Chong Chuang Ming, Oliver White, Helpful Bot, vincent de keijzer, roxxploxx, Legless, Christopher Abel, Karol Rybak, Mathias Broxvall, Mark, Tim Stillson, Lachlan Easton, Nemuri Hime, Sera, Christian Hermansen, NiNe Bottles of Rum, Populous25, Steven James, Marcus Siraenu, Michael Lauder, meatface.

Lightsaber Developers
  • Programming by Jecrell.
  • Assets and XML by Xen.
  • Logo/Art designed by Harrison Gaushell (Website[harrisongaushell.com])
  • Spanish translation by Bub.
  • French translation by MrFootman.
  • German translation by Lauri7x3

Problems? Questions? Comments?
Join us on Discord https://discord.gg/aDjWBBk

Pssst, Jecrell here. Want more Star Wars mods?
Support me here: https://www.patreon.com/jecrell
If you've got extra to spare, be sure to help out Xen: https://www.patreon.com/user?u=5938820
Discussioni più popolari Visualizza tutte (7)
31
26 apr 2020, ore 2:41
Lightsaber Causes massive lag
Redeye
17
29 mar 2020, ore 22:37
Activating lightsaber without drafting[solved]!
bakezq
1
20 mag, ore 1:45
Gray Blade - Animation Bug
Yeyith
785 commenti
Carsteinvania 21 set, ore 19:33 
I’m having an issue: when im activating the lightsaber the blade turn on but when I draft the pawn there’s a second blade appearing out of the blue for nothing…. I found is conflicting with Melee Animation mod.
Your mod is awesome by the way thanks!
Zaljerem 21 ago, ore 7:05 
Hi, I've recently created a JecsLite package for this mod, it replaces the full JecsTools as a pre-requisite and uses only what the lightsaber mod needs. Available here: https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=3313724181
yuna 6 ago, ore 2:49 
Can't you add quality to your lightsaber
DesertOfAngmar 4 lug, ore 10:50 
the crystals are pretty easy to make is that intended because a red crystal is worth more then 4k silver - i mean it feels like cheating x)
Leo Atreides 27 giu, ore 0:04 
For all these who cant make it work:

Let the pawn drop the lightsaber. Lightsaber and crystal should be on the ground. Let the pawn pick up the Lightsaber - now the pawn can pick up the crystal.

Since 1.5, the game seems to have difficulties detecting that a pawn is holding a Lightsaber without a crystal, droping and picking it up again seems to force the game to check on this.
Gordan Hamsays 16 giu, ore 16:00 
Yeah i can't get the saber beam to activate while holding a crystal either
Capt Thunderbolt 14 giu, ore 19:27 
Does this mod still work? I've equipped a crystal but I can't activate the lightsaber when drafted with a 'lightsaber crystal required' message
ArmokTheSupreme 24 mag, ore 2:48 
Im also having the double blade issue. Blade shows when lightsaber isnt on, then two sabers show when it's activated. Just a heads up.
ObsidianPanth3r 23 mag, ore 12:08 
anyone use melee animation with this mod? I'm having a 2 lightsabers activated while drafted. Ive already disabled the animation for visuals to test if its the issue. Would anyone know of a solution to fix the double animation withhout deactivating the melee animation?
Shiv Stabbington 24 apr, ore 20:51 
Soooo. The instructions OminousRuin posted about a page ago don't seem to work for me. I have my colonist undrafted, with the lightsaber equipped, and the color crystal on the ground next to them. I try to click the lightsaber on the colonist's gizmo bar, and the game says Disabled: Pawn is not Drafted, same as if I was trying to tell an undrafted pawn to attack something. What am I missing here?