RimWorld

RimWorld

Altherian Export - Elemental Weaponry
34 Comments
ItsHalno  [author] 24 Apr, 2024 @ 6:54am 
Hello folks!
1.5 Kinda caught me by surprise- to be fair, I wasn't expecting any new updates for the game after 1.4.
As far as i'm aware, Zomuro, the original programmer for the mod, has since fully moved away from rimworld modding. I'm in the process of finding a new programmer willing to work on the mod, as I myself have no C# knowledge. The mod hasn't been updated to 1.4 yet as Zomuro was moving to other projects during this time, and I much the same was working on other projects, and didn't give much mind to it.
It is possible that, in the future, a new update may arrive- if it does, it will probably include the new content that I've been planning, but I can't make any promises.

If you're interested in picking the mod up for an update, contact me personally for details.
Mismagius 21 Apr, 2024 @ 3:47pm 
yo, any news on the 1.5 update? its been like 2 years now since the last update
HIM🐀 25 Mar, 2023 @ 11:25am 
Thank you kindly
ItsHalno  [author] 5 Feb, 2023 @ 1:18pm 
Hey there!
Thank you everyone for the feedback, it's very well received.
Unfortunately both me & Zomuro have gotten full plates on our hands with work and whatnot! We do have a planned update to bring everything to 1.4 with loads of additional content, we just really haven't had the time to work on it, unfortunately.
Stay tuned for an update!
HIM🐀 19 Nov, 2022 @ 8:46am 
@ItsHalno / @Zomuro, are you planning to update this mod to 1.4, rework it into a new mod or is it dead completely? This mod is very cool, please, if you have any plans - share it with us!
fallenscion 7 Nov, 2022 @ 8:47pm 
Hoping for 1.4 sometime - posting here to express continued passion for this mod
Mismagius 18 Apr, 2022 @ 6:03pm 
hey, you should tone down the cool down on the plasmabolter, it seems WAY too high
Mismagius 16 Mar, 2022 @ 3:42pm 
hey, is it normal for the plasmabolter to have the same textures as one of the weapons from Mechalit Faction v2? if not then, i may have found a conflict but i'm posting this here cause i'm not 100% if its a bug...
Silent Service 8 Feb, 2022 @ 4:02am 
i need this, but i dont like the Lasers from vanilla expanded
so sad
IceMaverick 16 Jan, 2022 @ 11:17am 
Oh neat, this mod is back up and running. Surprise beyond surprises.
ItsHalno  [author] 6 Jan, 2022 @ 1:16pm 
06/01/2022

Mod has finally been updated to 1.3, with three new weapons included!

More details in the Patch Notes tab.
Frank 18 Dec, 2021 @ 10:16am 
Any news? :D
Geojak 20 Jul, 2021 @ 2:55pm 
Awesome, looking forward to it!
Zomuro  [author] 10 Jul, 2021 @ 12:08pm 
howdy, zom here:

working on a update to fix bad zom code and add new weapons
Geojak 28 Jun, 2021 @ 11:26am 
the cryoblasters should create the ice crzstall filth on kill. you added the defs but the assembly code never actually creates filth on kill. seems like unfinished?
Reaper137 8 Dec, 2020 @ 6:17pm 
bro considers creating a channel on youtube to show the weapons in action, just images and statistics is not so interesting, especially when they are unconventinal weapons
EGG 4 Dec, 2020 @ 3:56am 
how can i remove the radiation sickness from the plasma gun?
Fumeknight79 25 Nov, 2020 @ 9:38pm 
How does radiation sickness work? Colonist and an animal got hit in the crossfire when a raid happened. In devmode, I don't see duration or immunity, so I is it something that just lasts a certain amount of time and then leaves, like tend-able food poisoning?
Cinderblockshoes 18 Nov, 2020 @ 10:38am 
I think the mod would be more balanced if the weapons were locked behing a research project
Zomuro  [author] 31 Oct, 2020 @ 2:33pm 
CE support will come quite a bit later, lots of classwork ahead + more weapon ideas we wanna get out.
Sulafet 30 Oct, 2020 @ 3:15am 
These are stunning. Can't wait for CE compat, really wanna play with them.
Ludwichs 29 Oct, 2020 @ 1:39pm 
very cool! Could you maybe make a gun that shoots lightning like in the matrix? If you don't know what I mean.
Wi-Fi Mero 28 Oct, 2020 @ 1:21am 
CE support pls
nuttensohn 33 28 Oct, 2020 @ 1:01am 
pls CE support
Zomuro  [author] 27 Oct, 2020 @ 8:18pm 
Thunderpound reloads using regular components (industrial), not advanced (spacer) components. One component per charge, you can store five charges.
Zergologist 27 Oct, 2020 @ 7:51pm 
I had a feeling it had something to do with components, although is it advanced components or regular components?
ItsHalno  [author] 27 Oct, 2020 @ 7:18pm 
I see there's some confusion with the Thunderpound, so i'll clarify.

The thunderpound is an utility belt item, mostly because of balancing problems. I wanted to make it as fair as a weapon i could without it being too overpowered. But why belts? You see, belt items can have charges, and thus i can limit the maximum potential quick shooting ability of the Thunderpound to only a couple shells at a time, thus allowing me to increase it's power and make it more interesting.

We don't have plans to revert the Thunderpound to a handheld variety, as I said, because of balancing, and also because it would feel too similar to the EMP Grenade and EMP Launcher.

Currently, the thunderpound can be used by equipping it, it occupies the belt/utility slot, and then using it from the pawn's action buttons down at the bottom. It has 5 charges, and it can be indefinetely reloaded as long as you have enough components to do so.

I hope this clears any confusion! Thanks for using the mod :)
Zergologist 27 Oct, 2020 @ 4:52pm 
How does the EMP shocker work? Is it infinite use or what is it? So it is a utility item, but does it show on pawns? Like I said, how does it work?
Zomuro  [author] 27 Oct, 2020 @ 1:25pm 
To clarify:
Cryo & Plasma are both weapons.
EMP is a belt item.
Hcup 27 Oct, 2020 @ 12:10pm 
Someone has to equip EMP grenade/launcher as their main weapon in vanilla anyway. I think the Thunder pound should be a weapon
ev0n 27 Oct, 2020 @ 11:56am 
make it CE compatible >:(
ItsHalno  [author] 27 Oct, 2020 @ 10:35am 
I couldn't justify having the Thunderpound occupy a whole weapon slot as it is really more of an utility weapon, so it currently occupies the utility slot! If you're using devmode, you can find it in the Spawn Apparel menu.
Rawr 26 Oct, 2020 @ 9:47pm 
These seem cool. It seems Thunderpound is missing though.
HYDRA 25 Oct, 2020 @ 10:05pm 
Looks cool