RimWorld

RimWorld

Glitter Weaponry
102 Comments
Hammer Goblin 13 Jul @ 12:31pm 
Fuggin' Lit.
Red Jones 13 Jul @ 8:44am 
My once a year comment on a DetVisor mod: (Nothing to do with 1.6 obviously). Love your mods, cant wait to see them rolling out and good luck with the exams!
Deggial 25 Jun @ 4:12am 
Awesome! :)

And good luck with the exams!
DetVisor  [author] 25 Jun @ 3:44am 
Of course I'm still active, just been busy with exams. I plan to update everything to 1.6 later on.
Deggial 25 Jun @ 3:41am 
Even if there are no comments since Dec. 2024, there is still interest in this mod.

DetVisor, are you still active in the modding scene?
Do you plan to update it to 1.6?
Guineatown20806 21 Dec, 2024 @ 8:23am 
Just so people know, Athena Framework is currently bugged. For me and many others It causes Rimworld to crash when trying to load new and/or existing saves!
Gold Plated Diaper 31 Oct, 2024 @ 9:57am 
they don't do much damage against mechs because of vanilla armour vs penetration calculation. Weapons are heat damage, mechs have 200% heat resist. Armour gets melted by 80%, now it gets down to 120%. Now the kick in the nuts, laser carbine has at legendary level about 40% penetration as in 80% of damage against mech 120% gets either deflected or mitigated. Militors are becoming real tanks because of this
CAPNxCHAR 27 Aug, 2024 @ 11:26am 
Is it normal that these weapons do no damage against mechs?
HUGE DOG 21 Jun, 2024 @ 11:07pm 
Tripling what the others said, the laser destructor is intensely useless. Even in the incredibly niche scenarios you would consider it, it's drastically outperformed by the other VWE - Heavy weapons (all of which are craftable). With how low the range is and how high the miss radius is, you could quadruple the damage and still find it hard to compete with the others. This is also true of the heavy weapon from Impact Weaponry.
Orpheus 5 Jun, 2024 @ 6:18am 
Doubling what @Unex said, the scatterer pellets mostly hit cover and friendlies right in front of you, even with friendly fire turned to 0%.
jybil178 21 May, 2024 @ 6:08pm 
@ZAX from my understanding of the weapons in this mod, it sounds like while it may not do a lot of damage, it will shred a lot of armor quickly? I have not gotten it myself, so I can't say for certain how well it performs, or if it manages to do this or not xD
Coolchilion 22 Apr, 2024 @ 11:03pm 
Could recipes for the weapons be added, using materials added in Glitterworld Uprising ?
ZAX 16 Apr, 2024 @ 12:23pm 
I wonder what the destructor is used for? It barely deals any damage to enemy infantry in my testing, is there something wrong with how I use it?
DetVisor  [author] 13 Apr, 2024 @ 3:31pm 
You're welcome, and thank you.
TacoLite 13 Apr, 2024 @ 3:02pm 
Found this from the Credits section on the Nephilim Xenotype mod page. Instant addition to my list. I really like the graphics you made for this, they feel like a seamless continuation of vanilla Rimworld. Thank you for keeping this up to date Det.
DetVisor  [author] 8 Apr, 2024 @ 1:54pm 
Updated to 1.5.
DetVisor  [author] 8 Apr, 2024 @ 2:29am 
Don't worry, it will.
Thorion228 7 Apr, 2024 @ 5:07pm 
Hope this mod gets updated to 1.5. Really love that Saber.
Unex 28 Dec, 2023 @ 7:47am 
Why make the friendly fire and cover restrictions not work for these (laser scatterer was used), the extra pellets that fire can hit friendlies AND your cover even if you are next to them. No point in using cover and makes them really scary (and annoying/frustrating) to use in a group, melee blocking is out of the question.

Easy solution is to just make the weapon fire a lot more bullets at infinite rpm like the charge sniper rifle from VE-Weapons.
DetVisor  [author] 10 Nov, 2023 @ 4:21pm 
You're welcome! Glad you enjoy them.
Marianna 10 Nov, 2023 @ 4:19pm 
Just wanted to say I really like these, they are really fun to play with and I find that they're oddly good at often downing rather than killing because of the hediff pain increase, making them a great weapons for capture. Thank you very much for your mods :)
DetVisor  [author] 4 Nov, 2023 @ 6:31pm 
Update's out, tell me if anything else shows up.
DetVisor  [author] 4 Nov, 2023 @ 6:21pm 
Will fix, thanks for reporting.
Matsay 4 Nov, 2023 @ 10:52am 
So, funny thing, turns out your laser damageDef overwrites one from JecsTool, generating errors when a mod tries to patch buildingDamage on it (since you already have it). Would you be so kind as to prefix your damage's defname to avoid further conflict?
Kick-ass mods btw, love your art style, keep'em coming!
Victor 17 Aug, 2023 @ 6:56pm 
This mod causes a warning on startup:
Some mod is using downedHitChance which is deprecated and no longer in use. Please contact the mod's author and ask him to remove the said field.
Log: https://gist.github.com/HugsLibRecordKeeper/1125b56b144b3e43c7bafe1130ac405f
L1-GH7//S33-K-3R 11 Aug, 2023 @ 10:31pm 
Since the Glitterworlders CREATE Mechanoids,I think they'll need some real firepower to deal with rogue machines.
L1-GH7//S33-K-3R 11 Aug, 2023 @ 10:26pm 
A problem about Armor Melt is that it only applies if the weapons are already dealing damage.This makes the heat laser weapons(especially the Destructor)weak against Mechanoids,since they only have a small chance to hurt a non-melted Mechanoid.
Plus the weapons can have some more AP so they can blast through steel like butter
Bonible 5 Aug, 2023 @ 8:56pm 
@Unmitigated Disaster

Friendly fire chance also doesn't seem to affect the bullets.
Unmitigated Disaster 20 Jun, 2023 @ 8:36am 
Do like the idea of this level of guns, but I have a problem where my pawns kill each other constantly when using these, the normal 'grace' distance for friendly fire doesn't seem to apply with these. Is that intentional as part of balance or something that I'm doing wrong or have broken with another mod?
DetVisor  [author] 31 May, 2023 @ 1:25am 
@Loepio Theoretically it should be the same sort of level if not better.
@Derkinstacker It applies on hit, not sure why it's not happening on your side, any errors?
DetVisor  [author] 31 May, 2023 @ 1:25am 
Not a mod conflict issue, it's a mistake on my part, should be fixed soonish when the mod is updated.
Apoc_Raaz 30 May, 2023 @ 8:27pm 
Not sure if this matters but I seem to be getting this in my logs when using the mods: XML Verse.DamageDef defines the same field twice: buildingDamageFactorImpassable. Only seems to apply to Stun / emp explosion can't for the life of me figure out which mod it might be conflicting with.
beam0 12 May, 2023 @ 3:08pm 
how does the laser saber compare to a monosword or a the laser sword from vwe laser ?
Derkinstacker 8 May, 2023 @ 2:52pm 
So how do you get the melted armour to show up? I can apply it using dev tools, but shooting or attacking doesn't seem to apply it.
DetVisor  [author] 11 Apr, 2023 @ 9:07am 
The shotgun won't work, but I assume every other weapon will be fine.
Hood 11 Apr, 2023 @ 8:47am 
If I don't use the framework will this still work?
DetVisor  [author] 16 Mar, 2023 @ 9:48am 
Oh awesome to hear!
Nörr 16 Mar, 2023 @ 8:53am 
The CE team just patched this mod, just a heads up :p
DetVisor  [author] 27 Feb, 2023 @ 9:46am 
It's intentional, as the pawn is downed. The creator of the framework says that the "point blank at downed" will be fixed in the next update,
DetVisor  [author] 24 Feb, 2023 @ 4:05pm 
Ok @snootbooper, should be fixed, do update me if it isn't.
DetVisor  [author] 24 Feb, 2023 @ 3:42pm 
for me* not for more
DetVisor  [author] 24 Feb, 2023 @ 3:42pm 
@Banana Creamer The mod is only for 1.4. The number written in the description is the version of the mod which I update every time I change or add something.

@Doc Cams That is odd, it seemed to work fine for more, I'll do a bit of extra testing.

@OriginalHammy You should be fine adding these, these weapons are all uncraftable which makes them hard to find, balancing out the stats.

@snootbooper I see, I'll fix the issue soon, apologies.
snootbooper 24 Feb, 2023 @ 9:10am 
@DetVisor yeah, one error log with "Laser_Saber has no class. This is a misconfiguration with Glitter Weaponry" Disabled the mod and all works fine now. Not necessarily walking backwards but pawn sprite was locked to looking left ∴ looked like they were walking backwards when going in certain directions
OriginalHammy 24 Feb, 2023 @ 8:18am 
Hi, I love the look of this weapons, but am worried about balance and clutter when I already have the other vanilla expanded weapon mods. Should I be fine with adding this?
Doc Cams 24 Feb, 2023 @ 6:21am 
mod is tagged as red in the mods tab. says it relies on athena framework even when the athena framework is already there.
Jmic 23 Feb, 2023 @ 4:40pm 
Is this compatible with 1.4? Tag says yes, written description doesn't
DetVisor  [author] 23 Feb, 2023 @ 12:20pm 
Assuming you're not joking (how can updating a sword make a pawn walk backwards?) do you have any logs with errors?
DetVisor  [author] 23 Feb, 2023 @ 12:19pm 
That's impressive more than anything
snootbooper 23 Feb, 2023 @ 10:20am 
My pawn who had a laser saber equipped before the update is broken now. Doesn't appear in the top bar, cannot be drafted and only walks backwards
DetVisor  [author] 23 Feb, 2023 @ 7:59am 
Thank you very much