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RimWorld

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Warp Rifle & Warp Turret
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Mod, 1.5
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20 Jan @ 6:30pm
26 Jan @ 3:10pm
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Warp Rifle & Warp Turret

Description
A masterpiece of unethical science, the Warp Rifle and Warp Turret relocates problems—pawns, I mean—to a powered Warp Node. Perfect for sending raiders to their untimely demise or ruining someone’s day from across the map.

With warped power comes warped responsibility.




New Items: Warp Rifle, Warp Turret, and Warp Node

Key Mechanics: Pawns will be transported to your Warp Node after being shot by the Warp Rifle or Warp Turret.

How To Use:
  • Unlock the Warp Rifle, Warp Turret, and Warp Node after researching Fabrication.
  • Craft the Warp Rifle at a Fabrication Bench using 25 Steel, 10 Gold, 1 Psychite Tea, and 1 Component.
  • Construct the Warp Turret from the Security tab using 70 Steel, 10 Psychite Tea, 3 Components, and 3 Advanced Components. Must be refueled with Psychite Tea and requires 160 W power to operate.
  • Construct the Warp Node from the Security tab using 150 Steel, 30 Gold, 1 Psychite Tea, and 2 Component.
  • You can only have one Warp Node placed on the map at any given time, and it can only be placed on your home colony map. It can be deconstructed, uninstalled, and reinstalled from the Warp Node interface menu.
  • The Warp Node must be powered at 250 W for the Warp Rifle to teleport pawns.
  • You to use the warp gun from any map tile to teleport pawns to a powered warp node.

Compatibility: RimWorld 1.5+.

Mod Conflicts: None known.

Credits & Disclaimer: Thanks to the RimWorld community for feature suggestions and balance tweaks.This mod is fan-made and not affiliated with Ludeon Studios.

Thank you for supporting Warp Rifle. May your colonists’ warped priorities continue to spiral out of control.
36 Comments
Baubs 11 Jul @ 6:01pm 
Anyone test this with 1.6 yet?
Stachman 10 Apr @ 8:04am 
can i makle a gas chamber full of sleepy gas so i can then take them as prisoners?
Wemijei 5 Apr @ 1:37am 
Is there a reliable way to disable raiders spawning with this? Raiders with warp rifle can easily ruin any strategy by sending us to our nodes. Not to mention how useless the gun is on their hands when there are no nodes to be found
Also, turret is made with x10 tea which provides full ammo. But refuelling it 0 to 100 costs x80 tea instead, which is a bit weird and too costly
Tookatee 29 Jan @ 7:05pm 
I think a cool idea to help balance this mod would be to add a new event for a prison break. Where if there's a warp node in a prison room, a new type of prison break can occur where the prisoner pawns can figure out how to hack the node to teleport them to a random spot on the map. Or maybe to the location of another warp node/warp gun. Could also have this event have a greater chance to occur if there is a prisoner in the room with high construction or intelligence skill.
SilkCircuit  [author] 27 Jan @ 8:30am 
@Tye-Wynd @RiceBowl - It is compatible with Combat Extended, I've tested the warp rifle alongside CE and the pawns teleported as expected.
RiceBowl 27 Jan @ 7:57am 
CE?
To0n 27 Jan @ 6:54am 
Great, now I don't have to send one of my colonists all the way out to help some downed pawn, only to carry the pawn back. Now they can shoot them from a comfortable distance and then walk back without additional load. Plus, now they don't have to feed the chemrats
Solanum 27 Jan @ 3:41am 
Jimmy.Firecracker, magic mirror from Terraria
Yeet 26 Jan @ 5:19pm 
I do have a power one
SilkCircuit  [author] 26 Jan @ 3:18pm 
@suarezwalther @CTH2004 @Vectrix - I added a Warp Turret.

@Yeet - Do you have a powered Warp Node placed on your map? That is required for the Warp Rifle and Warp Turret to teleport pawns.