RimWorld

RimWorld

Vanilla Weapons Expanded - Laser
624 Comments
Mich 22 hours ago 
I keep getting the error:
Exception loading def from file (unknown): System.ArgumentException: Could not find type named VanillaWeaponsExpandedLaser.CompProperties_LaserCapacitor from node <li

I really wanted laser weapons with the new DLC
aPEEEEx❄ 2 Jun @ 3:21am 
awesome mod 10/10 please add other ways to get the proper laser weapons I havent seen a single mercenary marine and Im 18 years into a colony maybe add a vanilla expanded quest where you raid a mercenary outpost or something lsimilar :>
TT 26 Feb @ 6:17pm 
When I launch the game, only a black screen appears.
&(*null) 29 Jan @ 12:12am 
@skizordrone auto sort your mods. Will fix.
Small Gooby 5 Oct, 2024 @ 9:54am 
Is the warm up feature meant to not be used by enemies?
Wildgunsky 4 Oct, 2024 @ 5:59pm 
@InsideOutFace Yeah I have the same concern, however in my game the ultratech laser smg and pistol fire bolts as well.
Wildgunsky 4 Oct, 2024 @ 5:57pm 
Is it intentional that both variants of the laser smg and pistol fire star wars style bolts and not beams? It also seems like the laser smgs and pistols are the only laser weapons to do this.
John Trapper 29 Jul, 2024 @ 12:19pm 
I am only ever seeing the laser sword spawn in trade or in raids, never any of the other ultratech laser weapons. I get that they are rare, however it is consistently the laser sword only amd nothing else. I feel like is often enough that it can't be a coincidence.
skizordrone 26 May, 2024 @ 6:18pm 
Dev Console keeps spitting an error at me on startup in 1.5. somthing like:

XML error: Could not find parent node named "VWEL_Bullet_LaserGeneric" for node "ThingDef"

Dont know what it could be in reference to, but the mod works fine enough...
Rigoberto's 20 May, 2024 @ 12:49pm 
@Bungee Gum @Dr Whom The ultra tech laser guns (the ones you cant craft) are so rare that in my 16 year play through I never found one besides the laser sword, in fact whenever used this mod, that's all I ever see is the sword being sold. Thank Tynan there was a mod that lets you craft them because otherwise they might as well have not existed. The only weapon mods I had was Vanilla Weapons Expanded and this one.
Rigoberto's 15 May, 2024 @ 1:33am 
Can you sell these weapons to anyone? Seems like every trader I have encountered has yet to want to trade them.
Yellow Duck 22 Apr, 2024 @ 12:12am 
Might be a mod conflict in my mod pack, but I'm getting null reference exceptions in the dev console when I select multiple laser rifles.
Oskar Potocki  [author] 29 Feb, 2024 @ 12:39am 
Yes
InsideOutFace 28 Feb, 2024 @ 11:07pm 
Are the salvaged lasers supposed to fire bolts instead of beams? Because that's what they're doing in my game.
Dr Whom 31 Jan, 2024 @ 2:40am 
It doesn't seem to stop most raids - I've had dozens of human raids - some wearing power armour (or clothing inappropriate to the climate - to the point they die of hypothermia) but most spawn with weather-dependant gear so it's possible that might effect it but it certainly doesn't prevent other 'human' raids.
Oskar Potocki  [author] 31 Jan, 2024 @ 1:59am 
The weather you have might prevent human enemies from spawning, bear that in mind!
Dr Whom 30 Jan, 2024 @ 6:23pm 
Ok, good to know, thanks. I guess I'll just have to wait and hold out in hope for a juicy present from pesky raiders. You did however mention a new type of pirate raid that have "full power armour and the new laser weapons" and I was wondering about the frequency / faction of those raids, at the moment I have pirates and mechanoids as additional factions - I've had a fair few mechanoid raids but no raids from the pirate faction. I'm right at the north pole and I've eliminated most of the nearby hostile faction settlements, would any of these variables lower the chances of this special type of raid?
Oskar Potocki  [author] 30 Jan, 2024 @ 2:53pm 
Depends how many other mods you have really. The more weapons are added to reward pool, the less of a chance you will have to get the laser weapons.
Dr Whom 30 Jan, 2024 @ 9:30am 
Great mod, but I've yet to encounter a raid where the raiders have the new weapons. The only weapon I've been able to buy from other colonies is the laser sword (best quality: excellent). I've managed to salvage a few using the salvage mechanic.
I don't see how I'm supposed to get any decent laser weapons if I'm just waiting around to get one from a raid that never happens. My colony wealth is about 2 million and I have about 15 colonists so I'm pretty sure that counts as "late game". Any advice?
Bungee Gum 25 Jan, 2024 @ 7:30pm 
I swear I saw a laser staff on bestower, but only once. After that I had many Empire’s traders, visited Empire’s settlements but haven’t seen them anymore. And even more- no-one mentioned them anywhere! Am I imagined this item?
Grimm Spector 23 Dec, 2023 @ 4:20pm 
Man I'd love a Prestige version of the Laser Sword with some Eltex Sword style psychic bonuses, but lesser than the Eltex versions.

Also I get the errors for CE listed too, but they don't appear to impact the functionality, just some of the visuals.
Oskar Potocki  [author] 17 Dec, 2023 @ 5:12pm 
Do you want me to give you the same answer as I gave to him?

We don't do the CE patches. We don't use CE. Report it to them.
JuryDutySummons 17 Dec, 2023 @ 4:46pm 
Getting the same error as the other guy.

FAQ says this is compatible with combat extended. It's not.
OnlyFlans 8 Dec, 2023 @ 10:07pm 
What might be cool is if this was a techprint technology, but the techprint for it was very rare and expensive. That way you *can* make them yourself, but it's a long-term and difficult goal.
Oskar Potocki  [author] 9 Nov, 2023 @ 3:08am 
Report to CE. We don't handle CE compat.
Ojama Lime 8 Nov, 2023 @ 7:50pm 
When I load this mod with combat extended, along with another vanilla weapons expanded mod, coilguns, the game throws up a bunch of very similar xml errors like this:

XML error: <ImpactGlowMoteDef>Mote_ExplosionFlash</ImpactGlowMoteDef> doesn't correspond to any field in type EffectProjectileExtension. Context: <li Class="ProjectileImpactFX.EffectProjectileExtension"><explosionMote>true</explosionMote><explosionMoteSize>0.25</explosionMoteSize><ImpactMoteDef>Mote_YellowSparkFlash</ImpactMoteDef><ImpactMoteSize>1</ImpactMoteSize><ImpactGlowMoteDef>Mote_ExplosionFlash</ImpactGlowMoteDef><ImpactGlowMoteSize>2.5</ImpactGlowMoteSize></li>

when either mod is loaded with combat extended, alot of <impactmoteexplosion> and similar messages come up
Arswind 7 Nov, 2023 @ 11:19am 
why are my laser weapons low res?
VerifiedBeano 19 Sep, 2023 @ 1:06pm 
I'm having a lot of fun with the mod so far, y'all have made something really cool! Out of idle curiosity, what's the rarity for finding the ultratech versions with traders? I've found a few laser swords with the Outlanders, but no laser guns. Granted, I don't have the royalty DLC yet, and I imagine they would be sold more frequently by the empire.
666666 9 Sep, 2023 @ 1:40pm 
[Replying to Tweetus and Oskar Potocki]
You really think making a quality mod is that easy? As a modder yourself, you should know. And also, maybe it is just the language barrier because I think I sound fine.
Maybe you could make overheating double or triple the cooldown instead of removing this mechanic entirely.
Huehuecóyotl 7 Sep, 2023 @ 2:28am 
Removing crafting the ultratech laser weapons makes sense, but that a "Planet leading master" in both crafting and intellectual can't cobble together a salvaged laser rifle twice in a row without leaving it up to chance is just absurd. The salvaging mechanic sounds cool on paper but I always end up just dev-mode spawning the weapons I want and deleting the old ones.

Can you add an option to let us craft the salvaged ones with a typical long crafting period and higher skill barrier or something? Or even just make it optional in mod options?
Oskar Potocki  [author] 6 Sep, 2023 @ 1:06am 
Lol I love the 'I want X removed'. Make your own mod, then you can remove stuff from it. Not sure if it's the language barrier or if you really have such a tone, but you sound like someone I don't want around.
No Mic Tweetus 5 Sep, 2023 @ 11:54pm 
Just don't use overheating.
666666 5 Sep, 2023 @ 7:32pm 
I want the overheat mechanic removed. This mechanic makes the laser weapons worse than their charge equivalents.
I also want the uncraftable variants to be set to Ultratech instead of Spacer.
Oskar Potocki  [author] 26 Aug, 2023 @ 4:32am 
No logs = unable to help.
Nado 26 Aug, 2023 @ 4:24am 
Hey I had an odd bug where I was having a pawn with a laser rifle attack a mechanoid structure and in doing so the laser shots started to stay on screen? It caused a huge fps drop and the laser animations wouldn't despawn or go away until I closed the game. First time it's happened though and sorry if this has already been discussed. Cheers! :er_heart:
RocketDelivery 24 Aug, 2023 @ 12:25am 
So far, I'm in favor of removing the crafting recipes for ultratech lasers - those were probably too powerful to mass produce and now the makeshift versions don't just get ignored.

But I am seeing that all laser weapons except the sword don't show up for sale in caravans, bases, and trading ships, only showing up as quest rewards. Was this intended?
Oskar Potocki  [author] 21 Jul, 2023 @ 3:29am 
Yes, don't enable the 'overheating' via not clicking the 'enable overheating' gizmo on any pawn with a laser gun.
Mandrid 20 Jul, 2023 @ 10:05pm 
... your weapons can overheat and EXPLODE? I can see this becoming a huge problem, with larger colonies when you are being attacked from multiple directions, and have to set up pawns at multiple locations to defend separate choke-points.

Is there a way to disable this "weapon explodes" mechanic?
CMDR Youth 14 Jul, 2023 @ 12:10am 
After testing this a few times, I've come to the conclusion that the Laser Rifle is somehow hardcoded to deal only Bullet damage. I have changed its projectile damagedef to "Burn", and "Flame", but it hasn't stopped it from inflicting bleeding gunshot wounds. It is as though the gun ignores its own code. Meanwhile all of the other Laser guns tested fine and inflict burn wounds after changing their projectile damagedefs to "Burn".
CMDR Youth 13 Jul, 2023 @ 2:29pm 
If you want to bootleg lasers doing burn damage for your own game, just change the damagedefs in the ranged weapons xml from Bullet to Burn. Worth noting is that Salvaged Laser Weapons already deal Burn damage.
CMDR Youth 13 Jul, 2023 @ 2:09pm 
I would also like lasers that deal Burn damage. It's difficult to find a mod that does so; many of them also use Sharp damage. Nonetheless, great mod. Perfect for Spacer/Ultratech Colonies.

Maybe someone in this comment section is also a modder and can make a Burn damage patch.
Ros[É] 5 Jul, 2023 @ 7:36pm 
Doesn't make much sense but ok
Oskar Potocki  [author] 29 Jun, 2023 @ 1:12am 
Yeah that's intended tho.
Ros[É] 28 Jun, 2023 @ 7:32pm 
Anyone else having the issue of the ultratech lasers doing bullet dmg instead of burn?
Deon ☣ 26 Jun, 2023 @ 4:42am 
If anyone wants these to be crafted, there's a possibility of them making a patch and sharing it. I think that would be the best solution.
Oskar Potocki  [author] 26 Jun, 2023 @ 2:09am 
Why not? You can't just flick a switch and have it be config options. Adding crafting recipes as a toggle is a lot of work that we couldn't devote to this mod right now.
Graydient05 26 Jun, 2023 @ 1:03am 
why would you outright remove the crafting options instead of making it a config option?
Qestwriter 31 May, 2023 @ 2:03pm 
Great mod! Thank you!
Oskar Potocki  [author] 3 May, 2023 @ 12:20pm 
No.
Ren 2 May, 2023 @ 9:00pm 
These feel really gimmicky since even vanilla charge rifles end up being stronger, no reason to use these except "ooo, shiny lasers"