RimWorld

RimWorld

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Vanilla Spacer Weapons - Beam Gun (Continued)
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
2.003 MB
21 May, 2024 @ 8:11am
25 Jun @ 6:09am
5 Change Notes ( view )

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Vanilla Spacer Weapons - Beam Gun (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
514 items
Description
Original mod by Halituis Amaricanous
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2906455995
If the original author requests it, I will remove this update.

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Original mod notes (1.4):

Mod Adds Several new Beam Laser guns to the Spacer factions and trade inventories.

Beam weapons are useful weapons harnessed by the outer world factions and developed their own form of concentrated laser-type technology to focus on single targets more than the group of targets more common guns are known for, being able to slow, debuff and singe out more difficult targets, beam weapons are particularly useful for much more single armored targets or those with a natural in-born armor and shield capacity threshold.

Beam weapons come in a variety of flavors, and deliver a concentrated punch of energy after a long initial warmup time. Thankfully beam weapons do not need to be cooled down once they start firing. Beam weapons target a 1x1 cell for damage which slowly builds up in amplitude the longer the shot connects with its target, making beam weapons some of the most dangerous guns you could acquire given patience. And a well focused squad that knows well to allocate target designation.

The weapons can only be found as quest rewards, on trader caravans, and Spacer factions such as the imperials of the royalty DLC, or any custom spacer factions you might have installed.
24 Comments
SomeRandomNerd 21 Jul @ 11:50pm 
And now that it's midnight, I have remembered that I forgot something:

-Add <WorkToMake>60000</WorkToMake> under <statBases>
SomeRandomNerd 21 Jul @ 4:50pm 
For those wanting a quick fix:

-Open the mod folder

-Go to Defs/ThingDefs/RangedSpacer

-Replace all instances of
<recipeMaker Inherit="False" />
with
<recipeMaker>
<researchPrerequisite>BeamWeapons</researchPrerequisite>
<skillRequirements>
<Crafting>8</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FabricationBench</li>
</recipeUsers>
<displayPriority>230</displayPriority>
</recipeMaker>


-Add 10 to displayPriority for each instance after the first

And for those wanting the guns to appear at the same commonality as say the beam repeater:

-Delete all instances of <generateCommonality>0.1</generateCommonality><!--0.1--> (note that the sniper has a commonality of 0.05, delete that too)

-Delete all instances of <li>RewardStandardLowFreq</li>

Badabingus badabungus
StockSounds 17 Jul @ 9:22am 
sick!
Zaljerem  [author] 17 Jul @ 9:19am 
I can make them craftable when I get a moment, yes.
StockSounds 17 Jul @ 9:17am 
Since Odyssey made beam weapons craftable, will you add these to the beam weapons research project?
Zaljerem  [author] 2 Jul @ 2:22pm 
No worries, pretty common with Steam, especially when lots of mods are updating. Let me know if you see more.
moo 2 Jul @ 2:21pm 
Oh I see it. Sorry for the trouble, my mods aren't 100% updating sometimes =(
Zaljerem  [author] 2 Jul @ 1:17pm 
I updated the compatibility with the last update, 1.0.4.
moo 2 Jul @ 12:48pm 
These three mods (Beam Gun, Bounce Gun, Explosive Boat) share the same XML issue, as the namespace changes with VE and Vanilla Weapons Expanded are now out for 1.6 and it needs updating:

"Could not find type named HeavyWeapons.HeavyWeapon from node "
Head 4 May @ 6:43am 
Thanks for updating this mod. I appreciate your work!