RimWorld

RimWorld

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Plasma Weaponry (Continued)
   
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Mod, 1.3, 1.4, 1.5
File Size
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681.194 KB
27 Nov, 2021 @ 8:07am
29 Mar, 2024 @ 5:49pm
6 Change Notes ( view )

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Plasma Weaponry (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
512 items
Description
Original mod by Babo
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1500625118
If the original author requests it, I will remove this update.

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Not CE compatible. I don't use it and have no plans to, but I will happily include/link to a patch if someone wants to provide one.

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Original mod notes (1.2):

Plasma weaponry to take your colonist's firepower to the next level. Craft these new weapons at the Fabrication Bench with advanced components, plasteel, and components. These powerful weapons add new options to late-game defense past charge weaponry, and are researchable after charge rifles. Wipe out the competition with blasts of super-heated plasma.

Plasma Rifle: A plasma-charged assault rifle. Plasma builds up in the barrel until it fires at supersonic speeds. Released on impact, the plasma energy massively increases the damage done.
Cost: 60 Plasteel, 5 Components, 2 Advanced Components
Research: Plasma-charged Munitions under the Plasma tab. Cost: 3500

Plasma SMG: A plasma-charged submachine gun. Faster fire rate and more projectiles than a plasma rifle but reduced range and damage. The Plasma SMG is designed to be a close-ranged cheaper alternative to a plasma rifle that is easier to produce.
Cost: 40 Plasteel, 5 Components, 1 Advanced Component
Research: Focused Lenses under the Plasma tab. Cost: 4000

Plasma Sniper: A plasma-charged sniper rifle. Slower fire rate than a plasma rifle but increased range, accuracy, and damage. Released on impact, the plasma energy massively increases the damage done.
Cost: 80 Plasteel, 7 Components, 3 Advanced Components
Research: Enhanced Capacitors under the Plasma tab. Cost: 4000

Plasma Cannon: A plasma-charged cannon. Faster fire rate and more projectiles than a plasma rifle. Released on impact, the plasma energy obliterates anything in front of the user.
Cost: 100 Plasteel, 30 Uranium, 7 Components, 4 Advanced Components
Research: Strengthened Generators under the Plasma tab. Cost: 4500

Plasma Grenade: Modern plasma grenades. They can be thrown a short distance, where they'll explode, damaging anything and anyone in a large radius.
Cost: 20 Plasteel, 2 Advanced Components, 80 Chemfuel
Research: Unstable Plasma under the Plasma tab. Cost: 4000
11 Comments
Lord Rugdumph 3 Apr @ 1:40pm 
they seem to be weaker than charge weapons, that and they don't upgrade with quality o.O
NullPug 17 Mar, 2023 @ 2:35pm 
Is this stronger or about the same as Charge weapons?
Zaljerem  [author] 8 Dec, 2022 @ 7:34am 
Sorry, no. Description updated. I'll gladly link to/include a patch if someone wants to create one, I don't use it myself.
shadow 8 Dec, 2022 @ 7:29am 
is this CE compatible?
Zaljerem  [author] 15 Oct, 2022 @ 8:37am 
Updated: Removed redundant vanilla textures.
Zaljerem  [author] 15 Oct, 2022 @ 8:34am 
Thanks for letting me know, I apparently didn't give this mod as thorough of a tune-up as I usually try to do. Pushing an update momentarily.
test 15 Oct, 2022 @ 7:50am 
also the textures folder contains vanilla guns for some reason
Zaljerem  [author] 4 Feb, 2022 @ 6:19pm 
Updated: Removed changes to vanilla research (didn't even notice that!) and plasma research items should be retained.

Thanks for the report! Please let me know if you see any other issues.
Dreams of Quiet Calamity 4 Feb, 2022 @ 6:10pm 
For some reason mod messes up a lot of unrelated techs, like deep drilling, bionics replacements, and marine armor. Deep drilling and Bionic Replacements it adds an extra 3000 necessary research, and replaces Marine Armor with Power Armor which does not require Recon Armor to research. There may be others, these are just what I noticed.
Zaljerem  [author] 29 Dec, 2021 @ 7:54am 
You're very welcome! Please let me know if you see any issues.