RimWorld

RimWorld

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Rimlaser
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
15.420 MB
Aug 4, 2018 @ 9:46am
Jun 16 @ 4:21am
42 Change Notes ( view )

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Rimlaser

Description
Adds laser weapons to the game. They shoot proper laser beams and have graphics inspired by UFO: XCOM game.

Adds weapon types: pistol, rifle, heavy, sniper, minigun, incendiary lasers and a tesla gun.

Those weapons can be purchased from vendors, or crafted after a spacer-level research (after Charged Shot). You need a special kind of crystal to make laser weapons, which can either be deep mined or purchased from vendors.

Also adds a laser turret. Does not require barrel maintenance, but consumes 30Wd per shot from batteries.

Japanese translation contributed by Proxyer.

Various contributions by Ian (Suffix).

B19 version: https://github.com/AUTOMATIC1111/Rimlaser/releases/tag/1.0

B18 version: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1470061972

UPDATES
16-Jul-2021
- 1.3

28-Feb-2020:
- added a recipe to disassemble laser guns
- redid some graphics
Popular Discussions View All (1)
5
Apr 7, 2024 @ 5:24am
Rimlaser for Combat Extended
Ackapus
329 Comments
Shinzou Aug 30 @ 6:19am 
Could easily be turned into a patch file though, but an even easier method would not require deleting or moving anything, just use MayRequire="automatic.gunplay" in the propdefs header or use a loadfolder option.
Dizzy Ioeuy Aug 2 @ 9:53pm 
Well, that isn't a patch file, it's a def, so using the patchoperation makes it about impossible to add the definitions using that format. A simpler solution (which I used for my copies of the mod) was simply to take that file: RimlaserGunplay.XML and put in in the Gunplay mod, takingit OUT of the Laser mod- just delete it if you don't have Gunplay running. That's how the author should have done this, so that only those with gunplay execute the definitions. If you don't run Laser and execute the defs, nothing happens.

TLDR:
(user): If you DON'T run Gunplay, delete the file RimlaserGunplay.XML
(author) Move file RimlaserGunplay.XML to the gunplay mod and take OUT of laser mod.
Erazil Jul 12 @ 6:40pm 
Agree with Dizzy Loeuy

Rather than creating a RimlaserGunplay.xml file that uses a PropDef that doesn't exist in Rimlaser and that generates an error if you don't use the Gunplay mod, wouldn't it be better to do it in a patch using <Operation Class="PatchOperationFindMod">?

Wiki: https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationFindMod
Mike3223cz Jun 27 @ 12:56pm 
how does one get the crystals for the prisms?
Dizzy Ioeuy Jun 16 @ 2:05pm 
This happens when you use Rimlaser without the gunplay mod. Might want to do a logic check for the other mod existing or not.
Dizzy Ioeuy Jun 16 @ 1:22pm 
Error in v1.6

Type Gunplay.GunPropDef is not a Def type or could not be found, in file RimlaserGunplay.xml. Context: <Gunplay.GunPropDef><defName>Rimlaser_LaserRifle</defName><barrelLength>0</barrelLength></Gunplay.GunPropDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
K Dec 27, 2024 @ 7:38pm 
So, tribals can spawn with this so beware, i'm uninstalling for that reason lol, i would thought i would see the rimlaser actually spawn when i fight idk, rough outlanders at least
Dizzy Ioeuy Jul 6, 2024 @ 4:43pm 
RimLaser patch so the basic lasers do BURN damage and not BOMB damage.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3283592628
NOMAD Apr 15, 2024 @ 11:00am 
Still no update to fix the heavy laser minigun out of metal? I know we can add the category line ourselves, but if the mod updates then it reverts it.
Far-Seeker Apr 12, 2024 @ 10:27am 
Thanks for the update to 1.5!