RimWorld

RimWorld

Vaults of Vagar: Rayguns
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!
Korn Sarum the Virtuous  [author] 31 Jan @ 11:21am 
@InsideOutFace It most certainly is not. I will take a look at it.
InsideOutFace 26 Jan @ 6:06pm 
Changing the laser power setting for one colonist also changes it for all other colonists with the same type of laser. I am not using CE. Is this intended?
Korn Sarum the Virtuous  [author] 2 Oct, 2024 @ 10:10am 
@Mask of Humble that should be easy enough to implement, yes
Mask of Humble 1 Oct, 2024 @ 3:39pm 
What about a version of it that doesn't need ammo but needs the power backpack?
Korn Sarum the Virtuous  [author] 1 Oct, 2024 @ 2:27pm 
@Mask of Humble Making a weapon that does not use ammo is easy enough, it's hard to make it understand when to switch to no-ammo mode.
Mask of Humble 1 Oct, 2024 @ 1:23pm 
I see, they have a mod called Contractors Arsenal, it has the SCR Survival Rifle, it doesn't need ammo to fire, I was just looking for a easier way to fit my clones for combat and didn't have to worry about them running out of ammo on long campaigns and all
Korn Sarum the Virtuous  [author] 1 Oct, 2024 @ 1:15pm 
@Mask of Humble That would be difficult to implement. CE code is rather convoluted, and making the weapon check whether or not it requires ammunition depending on the apparel is difficult.
Mask of Humble 1 Oct, 2024 @ 12:37pm 
I was wondering if at all possible to make it where if you have the power backpack that the standard laze guns don't need ammo with CE?
Korn Sarum the Virtuous  [author] 19 Aug, 2024 @ 2:02am 
@Bloodlock Absolutely 100% safe.
Bloodlock 18 Aug, 2024 @ 7:35pm 
Safe to add mid-game?
Korn Sarum the Virtuous  [author] 13 Aug, 2024 @ 9:28am 
Ok, I'll look into it
Sumatris 12 Aug, 2024 @ 9:28pm 
@Korn: The quantrons I have were sold to me by various Vagar trade ships for about 1,700 silver apiece. The only legendary lasgun I currently have in my armory is a Triton that would sell for 655, but I know the bigger guns don't even crack the 800 mark. Same goes for the any other legendary Vagar weapon I have: Grendel heavy bolters sell for 725, Garm-Torrent bolters for 663, Chimera chainswords for 556, Cercopes chainaxes for 608. I do see a x0.2 "item sell price multiplier" in the trader menu that no non-Vagar item in my stockpile has, but since this is the same for every type of trader, I don't think it's one of those trader-specific markups, but something more fundamental.
Korn Sarum the Virtuous  [author] 12 Aug, 2024 @ 12:10pm 
@Sumatris Can you give an example of the prices? In the defs, all but one of the weapons' prices are higher than the value of quantrons used to make them. For example, the Tigris costs 1600.
Sumatris 12 Aug, 2024 @ 2:03am 
@Korn: I know. Still don't agree with it, but it's your mod, so I'll stop whining about it ^^.

One other question though: Why do all Vagar weapons have such a low sale price? Even legendary lasguns are only worth a fraction of what a quantron costs, not to mention the other ingredients, making it completely unfeasible to craft them for sale.
Korn Sarum the Virtuous  [author] 11 Aug, 2024 @ 11:41am 
@Sumatris The logic is the same as the one behind reinforced barrels being a requirement for turrets.
Sumatris 9 Aug, 2024 @ 12:58am 
Man, this mod leaves me torn. I'm a big fan of the Vagar mod series, and I'd love to play around with this one ASAP, but I absolutely hate the "can't be crafted, relies on random chance" bit (not just with this mod, but in general). Make the cores expensive as hell to craft, I don't care, but please don't hide behind excuses like colony tech levels and such. Our researchers develop interstellar space flight from scratch and our builders construct a working spaceship without further ado, not to mention other super-hitech like brain implants, bionics, powered armor and plasma weapons. There's absolutely no good reason why these same people shouldn't be able to craft laser guns of all things.
Johnnyboyswag69 6 Aug, 2024 @ 2:10pm 
i think it would fit the theme if you would add combination weapons such as pistol swords, as these seem particularly when boarding a vessel
AtlasTheReaper 17 Jul, 2024 @ 11:53am 
I suppose so, though even an optional patch using VE would be awesome. Akin to the Warhammer 40k bionics mod. Especially because some colonies are more advanced tech wise. For instance a person on SOS2 who has the beginnings of an archotech spore, or someone who works with VOID, etc etc.
Korn Sarum the Virtuous  [author] 17 Jul, 2024 @ 11:35am 
@AtlasTheReaper Unlikely, for the same reason Vanilla Expanded does not allow you to craft lasers from scratch. These weapons are too advanced for a small colony to produce. Besides, the difficulty in procuring them adds to the uniqueness of this weapon type.
AtlasTheReaper 15 Jul, 2024 @ 7:46pm 
Will we get the ability to make the laser core things in the future..?
Korn Sarum the Virtuous  [author] 11 Jul, 2024 @ 1:40pm 
Heads up folks! The mod should be working with 1.5 Combat Extended now!
Andronicus 6 Jul, 2024 @ 1:28am 
Niiiice!!
Korn Sarum the Virtuous  [author] 28 Jun, 2024 @ 2:57am 
@Hellbrink Yes, that is true, I plan to deal with it once 1.5 releases.
Hellbrink 25 Jun, 2024 @ 4:57pm 
It looks like the CE patch for this mod isn't patched on the 1.5 CE release candidate so you might have to make some changes for 1.5 CE
Korn Sarum the Virtuous  [author] 14 May, 2024 @ 5:15am 
@Rolhn That's the idea))
jordan shrubb 12 May, 2024 @ 9:07am 
as normal i love these to the point i wondered if there was 3d print stls to make the real life
Rolhn 10 May, 2024 @ 2:21pm 
Man, these things look so much like Warhammer 40k Lasgun weapons! Right down to their appearance and backpack! Even the armour looks like the ones that Space Marines wear.
Korn Sarum the Virtuous  [author] 9 May, 2024 @ 2:32pm 
@Eddie Gaming Yes, I will soon make an update to the core mod with a number of additions and the xenotype will be one of them!
NoPeChY 9 May, 2024 @ 6:26am 
Hell yeah more Vagar! Another blessing from the lord
Eddie Gaming 8 May, 2024 @ 6:29pm 
Amazing work again! Will you ever make a Vagar Xeonotype? Possibly with unique traits?
Gerewoatle 7 May, 2024 @ 8:59pm 
Thanks for the answer.
Korn Sarum the Virtuous  [author] 7 May, 2024 @ 1:10pm 
@Gerewoatle Higher grade NPCs, such as Empire troops, will equip these, but they will only use the default settings.
Gerewoatle 7 May, 2024 @ 3:06am 
Do NPCs equip these? And if so, how would they interact with the different settings if at all?
isalcaruz 6 May, 2024 @ 8:45pm 
yeaaa more vagar, i relly like your work
Wolmer 6 May, 2024 @ 1:38pm 
Such a cool collection. It would be really great to also have a Vagar style for (civilian) furniture and gear.
FJ 6 May, 2024 @ 9:10am 
Thanks bbg
Korn Sarum the Virtuous  [author] 6 May, 2024 @ 2:07am 
@The Don Thank you! Making all the items is a lot of fun and I am glad people are enjoying my work)
Korn Sarum the Virtuous  [author] 6 May, 2024 @ 2:06am 
IMPORTANT:
Some people may experience errors with the mod. This reason for this is explained in the Bugs & errors thread here, but in short, this is due to Steam not updating the local version of the Basic Armory mod.

SOLUTION:
Reinstall the Vaults of Vagar: Basic armory by either unsubscribing and then resubscribing, or by deleting the local folder.
The Don 6 May, 2024 @ 2:00am 
God your Vagar series is top notch mate. Reconcilable yet legally distinct, and the consistent design is lovely. Keep it up lad
Ki11Roy 5 May, 2024 @ 9:40pm 
getting an error.
Could not find type named VoV_Raygun.CompProperties_PowerSetting from node <li Class="VoV_Raygun.CompProperties_PowerSetting"><UiIconPaths><li>UI/PowerSetting/PowerSetting0</li><li>UI/PowerSetting/PowerSetting1</li><li>UI/PowerSetting/PowerSetting2</li></UiIconPaths><BurstSizes><li>14</li><li>10</li><li>7</li></BurstSizes><TBSs><li>4</li><li>6</li><li>8</li></TBSs><Rays><li>VOV_Typhon_Ray_L</li><li>VOV_Typhon_Ray_M</li><li>VOV_Typhon_Ray_H</li></Rays></li>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)