边缘世界 RimWorld

边缘世界 RimWorld

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Vaults of Vagar: Rayguns
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Mod, 1.4, 1.5, 1.6
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1.369 MB
2024 年 5 月 2 日 上午 3:02
11 月 27 日 上午 7:43
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Vaults of Vagar: Rayguns

在 Korn Sarum the Virtuous 的 1 个合集中
Vaults of Vagar
7 件物品
描述
Introduction
This mod introduces a new type of Vagar weapons: lasers! Unlike traditional firearms, they fire a beam of light, rather than a projectile, which drastically changes their handling. Furthermore, since they are using power packs instead of magazines with physical ammunition, most of these weapons have up to three power settings which change their role on the battlefield: what used to be an assault rifle can be quickly turned into a marksman rifle! To balance this versatility, each laser weapon requires special crafting components: Vagar quantrons! In early game these can be acquired similarly to reinforced barrels, through trade and quest rewards. Later on the colonists will be able to research a way of producing them locally.

Lore
While the Vagar have access to bolt weapons, their bulk and lethality makes them excessive for some application. Which is why the Vagar warsmiths have turned their genius to fabricating a completely different type of personal armaments: lasguns. While not as deadly as bolters, Vagar lasguns are much lighter and more compact, making them perfect for the Hearthguard who police the vast forge ships. Vagar Pioneers also make frequent use of these weapons during their forays unto unexplored worlds, since lasguns are extremely reliable and ammo-efficient - both valuable qualities for the Pioneers. Even some planetary armies have come to adopt lasguns as their standard firearms, since the Vagar are able to produce them in vast quantities and are ever eager to sell them to those who can afford them.

Contents
This mod introduces seven laser weapons into the game:
  • Tapir laspistol
  • Thorn stormlas
  • Taurus lasgun
  • Triton lasgun
  • Tigris las jezail
  • Typhon las volleygun*
  • Titanhammer lascannon*
*Requires a backpack power source

All of these weapons require different amounts of Vagar quantrons to craft, which can be acquired through trade or quest rewards similarly to reinforced barrels. In addition, technologically advanced colonies may research the ability to produce quantrons themselves.

Furthermore, the mod adds a new utility item: a backpack power source, which is required for the Typhon las volleygun and Titanhammer lascannon to function due to their massive power requirements. THESE WEAPONS WILL NOT FUNCTION WITHOUT IT.

Finally, most of the weapons have a range of power settings, which work differently based on whether or not you have Combat Extended installed.

Vanilla
In Vanilla Rimworld, the power settings change the damage per shot, penetration chance, burst size and rate of fire of the weapon. Low power settings decrease the damage and penetration while increasing burst size and rate of fire. High power settings do the opposite.

Combat Extended
If you have Combat Extended installed (and you totally should), the power settings affect damage per shot, armor penetration and ammo consumption. Raising the power setting increases the damage dealt and the penetration, but also increases the number of power charges consumed by each shot. At high power settings your weapons will start to really chew through your ammunition supply.

Some of the weapons will require a backpack power supply to function. This applies to both Vanilla and Combat Extended. These weapons will always have this requirement mentioned in their description.

Credits
Combat Extended is made by the incredible Combat Extended team
Weapon sounds imported from Fallout 4 and Darktide
All textures XMLs and coding was done by me))

Donations
[boosty.to]
Every donation you folks make helps me make mods faster! Want to help me release the next mod sooner? Follow the link below:
https://boosty.to/korn_sarum/donate
热门讨论 查看全部(2)
13
7 月 16 日 下午 2:32
Bugs & errors
Korn Sarum the Virtuous
11
4 月 22 日 上午 5:55
Suggestions and ideas
Korn Sarum the Virtuous
65 条留言
Korn Sarum the Virtuous  [作者] 12 月 2 日 上午 8:00 
@Sumatris Thanks for pointing that out! I'll update it in a moment.
Sumatris 12 月 1 日 上午 7:27 
I very much appreciate your decision to let us manufacture our own quantrons. That said, you should probably update the item description accordingly when you have a moment; it still claims that small communities can't make these things on their own.
Korn Sarum the Virtuous  [作者] 11 月 22 日 上午 6:09 
@AtlasTheReaper Next week. It will be researchable after the Fabrication tech, but you will be able to buy and assemble weapons out of them before that.
AtlasTheReaper 11 月 21 日 下午 4:01 
@Korn Sarum the Virtuous I forgot to ping you for the previous question. But yeah, hopefully soon enough.
AtlasTheReaper 11 月 16 日 上午 8:30 
Gotcha, appreciate the heads up. ETA on the quantron update?
Korn Sarum the Virtuous  [作者] 11 月 16 日 上午 8:17 
Forgot to note that you need to look for the file in the Basic Armory folder, rather than in Rayguns.
Korn Sarum the Virtuous  [作者] 11 月 16 日 上午 8:16 
@AtlasTheReaper The code is actually in the base game AFAIK, it's just not utilized. There is a flag in the DamageDef class now that make that particular damage type ignore shields. In essence, I'll need to add just one line to the base laser def. I am gonna do it in a week or two, when I push the update, but in the meantime you can try it yourself: open Damages_Ranged.xml, find the VOV_Las damage def (it's the bottom of the two defs), and add the following line: "<ignoreShields>true</ignoreShields>" without quotation marks. All laser beams inherit this def, so this should make all of them ignore shields. No idea how this will work with CE though, they had their own code for ignoring shields way before Odyssey was released.
AtlasTheReaper 11 月 14 日 下午 4:09 
@Korn Sarum the Virtuous Make shield penetration a separate patch mod, it'll save a lotta players the headache of needing Odyssey, mainly because the code a lotta mod creators use for said action is from The Odyssey DLC. So it allows those whom don't want the DLC the ability to still use the mod, while allowing those whom want said ability to use it of their own choice.
Sumatris 11 月 14 日 上午 8:59 
If I tried to make a mod myself, my concentrated incompetence in all things coding would probably create a digital black hole that would swallow the whole internet ^^. So... yeah, I won't ask any further questions about that, thanks ^^.
Korn Sarum the Virtuous  [作者] 11 月 14 日 上午 8:55 
@Sumatris If you don't plan on using my DLLs to make your mods, then nothing changes for you) Otherwise just take a look at the new XMLs when they come out