RimWorld

RimWorld

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Vaults of Vagar: Rayguns
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.400 MB
2 May, 2024 @ 3:02am
16 Jul @ 2:28pm
8 Change Notes ( view )

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Vaults of Vagar: Rayguns

In 1 collection by Korn Sarum the Virtuous
Vaults of Vagar
6 items
Description
Introduction
This mod introduces a new type of Vagar weapons: lasers! Unlike traditional firearms, they fire a beam of light, rather than a projectile, which drastically changes their handling. Furthermore, since they are using power packs instead of magazines with physical ammunition, most of these weapons have up to three power settings which change their role on the battlefield: what used to be an assault rifle can be quickly turned into a marksman rifle! To balance this versatility, each laser weapon requires special crafting components: Vagar quantrons, which can only be obtained through trading or quest rewards, similar to reinforced barrels.

Lore
While the Vagar have access to bolt weapons, their bulk and lethality makes them excessive for some application. Which is why the Vagar warsmiths have turned their genius to fabricating a completely different type of personal armaments: lasguns. While not as deadly as bolters, Vagar lasguns are much lighter and more compact, making them perfect for the Hearthguard who police the vast forge ships. Vagar Pioneers also make frequent use of these weapons during their forays unto unexplored worlds, since lasguns are extremely reliable and ammo-efficient - both valuable qualities for the Pioneers. Even some planetary armies have come to adopt lasguns as their standard firearms, since the Vagar are able to produce them in vast quantities and are ever eager to sell them to those who can afford them.

Contents
This mod introduces seven laser weapons into the game:
  • Tapir laspistol
  • Thorn stormlas
  • Taurus lasgun
  • Triton lasgun
  • Tigris las jezail
  • Typhon las volleygun*
  • Titanhammer lascannon*
*Requires a backpack power source

All of these weapons require different amounts of Vagar quantrons to craft, which can be acquired through trade or quest rewards similarly to reinforced barrels.

Furthermore, the mod adds a new utility item: a backpack power source, which is required for the Typhon las volleygun and Titanhammer lascannon to function due to their massive power requirements. THESE WEAPONS WILL NOT FUNCTION WITHOUT IT.

Finally, most of the weapons have a range of power settings, which work differently based on whether or not you have Combat Extended installed.

Vanilla
In Vanilla Rimworld, the power settings change the damage per shot, penetration chance, burst size and rate of fire of the weapon. Low power settings decrease the damage and penetration while increasing burst size and rate of fire. High power settings do the opposite.

Combat Extended
If you have Combat Extended installed (and you totally should), the power settings affect damage per shot, armor penetration and ammo consumption. Raising the power setting increases the damage dealt and the penetration, but also increases the number of power charges consumed by each shot. At high power settings your weapons will start to really chew through your ammunition supply.

Some of the weapons will require a backpack power supply to function. This applies to both Vanilla and Combat Extended. These weapons will always have this requirement mentioned in their description.

Credits
Combat Extended is made by the incredible Combat Extended team
Weapon sounds imported from Fallout 4 and Darktide
All textures XMLs and coding was done by me))

Donations
[boosty.to]
Every donation you folks make helps me make mods faster! Want to help me release the next mod sooner? Follow the link below:
https://boosty.to/korn_sarum/donate
Popular Discussions View All (2)
13
16 Jul @ 2:32pm
Bugs & errors
Korn Sarum the Virtuous
11
22 Apr @ 5:55am
Suggestions and ideas
Korn Sarum the Virtuous
50 Comments
AtlasTheReaper 22 Apr @ 4:21pm 
Roger that boss, god speed to ya on all that.
Korn Sarum the Virtuous  [author] 22 Apr @ 5:54am 
@AtlasTheReaper No release date yet, but it isn't going too fast. I'd say I am about half done.
AtlasTheReaper 18 Apr @ 9:24am 
@Korn Sarum the Virtuous We got any idea as to when that'll drop?
Sumatris 20 Feb @ 9:47am 
Awesomeness! Been hankering for some new BFGs for a while now, so this is right up my alley, and coming from you I can be damn near certain they'll be high quality. Can't wait! :-)
Korn Sarum the Virtuous  [author] 20 Feb @ 8:21am 
@Sumatris I am indeed, this time I will be making a heavy weapons pack)
Sumatris 20 Feb @ 5:36am 
@Korn: Take your time, it's just a minor annoyance at worst.

Say, are you by any chance working on a new addition to this awesome mod series? Anything to look forward to? :-)
Korn Sarum the Virtuous  [author] 19 Feb @ 1:38pm 
@Sumatris It is not, but I am aware of this problem. I am looking for a way to fix it.
Sumatris 15 Feb @ 8:04am 
Weapon power settings on my colonists always default back to medium upon loading a savegame. I assume/hope that's not intentional?
InsideOutFace 6 Feb @ 10:11am 
Awesome, thank you! <3
Korn Sarum the Virtuous  [author] 6 Feb @ 6:54am 
@InsideOutFace Fixed that bug, both for Vanilla and CE!