RimWorld

RimWorld

Laser Weapons: Re-Examined
40 Comments
VelxraTV 5 Jul @ 9:54pm 
Could you add the retextures of this abandoned mod into this one? And or as new laser weapons? I really have enjoyed this retexture over the year. The author has sadly walked away.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2874341239
Smxrez  [author] 2 Jul @ 12:37pm 
1.2.2
- Fixed VFE - Frontier compat
- Added preemptive fixes for when VFE - Pirates updates
Smxrez  [author] 29 Jun @ 1:20pm 
1.2.1
- Updated to 1.6 and new VE Framework changes
Smxrez  [author] 4 May @ 10:12am 
1.2.0
- Increased both laser turrets power consumption 750 -> 1000
- Increased both laser turrets silver cost 600 -> 1000
- Decreased disintegrator turret damage 12 -> 11
- Decreased laser cannon turret damage 125 -> 110
Smxrez  [author] 4 May @ 10:12am 
@rout what in specific doesnt fit? im guessing the color scheme?
Head 2 May @ 8:37pm 
I wish the VE team used different sprites for these weapons, it doesn't really fit with RW art
Smxrez  [author] 15 Apr @ 1:37pm 
1.1.0
- Made VWE - Frontier weapons no longer load if Frontier is not running
- Made VWE - Frontier weapons cost some gold (Like the rest of the Frontier mod does)
- Merged laser turrets and laser weaponry research into "Laser technology"
- Reduced Laser technology research price with royalty 10000 -> 8000
- Reduced Laser technology research price without royalty 14000 -> 12000
- Reduced Salvaged laser weapons research price 5000 -> 4500
megabot 15 Apr @ 10:30am 
hence mechs being strong against laser weapons as they have 200 heat armor
Smxrez  [author] 15 Apr @ 6:02am 
@RutraNkckers no it was always heat
RutraNickers 15 Apr @ 4:16am 
Did you change the damage type to Heat?
William 6 Apr @ 1:04pm 
these mods are so good please make more!
Alexis Popcorn 29 Mar @ 8:06pm 
the new salvaged guns' textures looked so clean for a second i thought they were from VE originally
Saltychipmunk 29 Mar @ 4:17am 
Oh thank god someone finally made this. lasers being so obtuse and hard to get always frustrated me
megabot 29 Mar @ 2:31am 
heya! sorry for asking, do laser weapons still perform very poorly against mechs (due to them having 200% heat resistance) or do they now damage them too?
VU1 28 Mar @ 8:10pm 
@Smxrez hey no worries trust me I've been modding this when it was was still on the ludeon website and I still make mistakes lol, thanks again for the quick response as well your work is amazing just added it to the "must" list, can't wait to see more of you're work :)
Smxrez  [author] 28 Mar @ 7:19pm 
@VU1 Fixed now in the latest patch
Smxrez  [author] 28 Mar @ 5:50pm 
@VU1 I'm able to reproduce this on my end I must have fucked something up after testing crafting initially
I'll get it fixed soon
VU1 28 Mar @ 3:22pm 
I've noticed a problem but it could be due to a mod interaction but I've noticed when they attempt to make a laser weapon that the item instead of converting to its unfinished variant it instead keeps the ingredients on the table which has lead to my pawn working past normal parameters on it leading to food and recreation starvation, also due to the ingredients laying on the table they often get grabbed by someone else to craft something unrelated on another workbench which will lead to the crafter constantly restocking and restarting the laser weapon process. Again could just be my mod list but thought I'd ask and confirm if anyone else is having this issue.
LoopKat 28 Mar @ 2:52pm 
Nice to see this. The salvaged lasers honestly never felt worth crafting because of the RNG element (absolutely baffling design decision, imo) and while the pristine lasers weren't terribly rare quest rewards, I think, to this day, I've only ever seen pistols and swords. Also very glad to see Frontier variants + new turrets
Smxrez  [author] 27 Mar @ 12:32pm 
It comes with load order stuff in the about.xml so it should just get auto sorted by the game
but regardless it should be loaded after VWE - Lasers along with VWE - Frontiers and VFE - Pirates
Shouravik 27 Mar @ 11:39am 
where does this get placed in the modlist? before or after it's main mod?
Smxrez  [author] 27 Mar @ 11:00am 
@Dear Medic Error I am unable to re-produce this please provide a hugs lib log
Dear Medic Error 27 Mar @ 1:45am 
Alright I didn't find any bug-thread so I will type her. For some reason, enabling the mode removes interaction icons. For instance if I order to haul chunk, the icon on the chunk itself won't show. Overall, quite peculiar mod!
MMorin 26 Mar @ 8:32am 
love it, a more balanced way to unlock the pristine laser weapons aside form just throwing them under the same research
Killer Tamashi 25 Mar @ 4:21pm 
Can you do one for the vanilla vehicles expanded series? The cars are cool, but many of the vehicles (even the "heavy ones") don't hold up to any decent amount of gunfire
Boreal Dancer 25 Mar @ 1:25pm 
You're killing it recently, wow. Keep up the good work, these Re-Examined mods are great!
Velvet 25 Mar @ 12:05pm 
Having not seen it with the orb I'll trust your judgement on the disintegrator, then.

And of course the laser cannon is perfectly serviceable, the fact it doesn't feel out of place next to the vanilla art style is a big leg up over a lot of other mods I've seen.
Smxrez  [author] 25 Mar @ 11:59am 
@Velvet I based the disintegrators turret barrel tip off the tesla gun I had tried orbs before but imo this looks cleaner
as for the cannon yeah it needs a retexture however I had already spent alot of time on the mod and was burnt out meaning I didn't wanna delay the mod a good bit just for 1 texture
Velvet 25 Mar @ 10:53am 
On the other hand I think the laser cannon looks really generic and out of place with the kitschy, retro sci-fi aesthetic the rest of the weapons have. Not bad, exactly, just out of place. I think I'd aim for something that looks like the Laser Eradicator from VWE pirates turned into a turret. That or you could just chop the pistol grip and foregrip section off the warcasket laser blaster and it could be used directly as a turret, assuming Oskar is okay with you kit-bashing it into a turret, anyway.

Speaking of the laser eradicator, if you could figure out how to balance it I think a non-salvaged laser eradicator would be cool to have. I know that's basically what the laser blaster is, but its 12 damage per shot just doesn't capture the same kind of 'heavy laser cannon' feel the eradicator has.
Velvet 25 Mar @ 10:51am 
Mechanically all of this sounds like a huge step up, I might actually consider adding laser weapons back into some of my modlists. Laser weapons were really underwhelming before, and only being able to craft 'salvaged' versions really never fit with the high tech vibe most of my colonies end up having.

Texture wise I think the new Frontiers weapons look really good and blend in seamlessly. The only note I've got is I think I'd split up the blue section on the laser revolver into at least two separate squares. I think that'd give more of a sense of multiple, separate 'batteries' or 'energy cells' or what have you being used in a revolver mechanism. The disintegrator turret is really good too, though it feels like its missing the little 'orb' at the front the rest of the laser weapons aside from the shotgun fire from.
Inquisition 25 Mar @ 12:58am 
Love it.
Halituis Amaricanous 24 Mar @ 4:50pm 
hes clearly ragebaiting guys. stop giving him the time of day, its a great mod.
The Dutchman 24 Mar @ 3:17pm 
AI is the boogeyman to some people, they see it everywhere, especially where its not
Lee 24 Mar @ 1:19pm 
I hear theres a cool lightsaber mod coming. Laser Sword upgrade when?
s4e1 "box cutter" 24 Mar @ 1:13pm 
@mcssog RENT FREE
Smxrez  [author] 24 Mar @ 12:55pm 
@macssog what
CrackaJack 24 Mar @ 12:43pm 
@macssog less beer for you, confuzzler
Zero 24 Mar @ 11:36am 
sweet!
MetaVandetta23 24 Mar @ 10:57am 
Perhaps this will give me better incentive to use laser weapons, because the og one were honestly kind of bad and just outcalssed by recoil ones.
ferny 24 Mar @ 10:39am 
Ayyyyy