RimWorld

RimWorld

Laser Guns
57 kommenttia
PineappleOfDoom 26.7. klo 2.02 
God damn, talk about an OG mod lol
sindri42 11.7. klo 1.32 
The in-game descriptions say that the pistol and minigun have 16% pen (compared to 15% for the bullet versions), the laser rifle and LMG have 18% pen (industrial versions have 16%), the laser SMG has 20% pen (industrial has 18%) and the laser sniper has 42% pen (industrial version has 38%). So that seems like approximately a 10% increase across the board?

Damage per bullet is also roughly 10% increased, so if you applied a multiplier to the base weapon instead of adding a new value manually, maybe it applied to both at the same time? I know the quality modifiers to damage also get applied to penetration value.

Anyway, without some penetration value, lasers would do zero damage 100% of the time to mechanoids, since they all have 200% heat armor. Having a penetration score gives you a (small) chance to deal half damage.
leion247  [tekijä] 11.1. klo 14.08 
There's probably just some calculation involving a defaultArmorPenetration value in relation to damage and damage type I'm not familiar with to equate to penetration in some way. Just means I need to read up more if that's the case. Much love. ❤
DocHolliday 11.1. klo 12.53 
I suppose it doesn't really matter lol, they work and look awesome so thank you!
DocHolliday 11.1. klo 12.52 
That's really weird, for me it says the rifle has 18% armor penetration in the info tab for the gun. Not to mention in my experience guns with incredibly low or no AP simply fail to do meaningful damage to spacer tech armor wearing individuals, and while these may be great, 12 damage is not enough to simply shrug off most good spacer tech armor. I am not saying you are lying or anything, perhaps it was automatically calculated somehow? I am confused I guess, like I said these perform really well, I love your mod, but every other weapon I have used with vanilla'ish stats, modded or not, has been relatively useless against factions like the empire without armor pen over 15%.
leion247  [tekijä] 10.1. klo 20.44 
No for real, none have a armorPenetrationBase stat. They're just that good without it. Only seven weapons in the entire game with all DLC (excluding Anomaly) even have it. 😛
DocHolliday 10.1. klo 15.14 
Every gun has armor penetration in RimWorld what do you mean???? These would be virtually useless without armor penetration lol. I am using them right now they are pretty great!
leion247  [tekijä] 7.1. klo 13.43 
There is no armor penetration for any laser weapon within this mod that I'm aware of. Hopefully that's helpful.
DocHolliday 7.1. klo 12.24 
Wish the armor pen stats were listed, no gun mods list armor penetration for some odd reason despite it being one of the most important stats... Regardless these look good so thank you! I needed generic looking grey laser guns and just about every other mod regarding laser weapons has some weird theme that makes them unusable for my playthrough!
Gauchitooo 5.11.2024 klo 4.08 
noooooooooooo ;-;
leion247  [tekijä] 4.11.2024 klo 12.44 
There is no native support for CE at this time.
Gauchitooo 4.11.2024 klo 11.08 
CE?
leion247  [tekijä] 25.12.2023 klo 12.43 
I believe they should spawn with them, but only spacer factions will, who aren't very common. Making them appearing probably rare in that case.
sindri42 25.12.2023 klo 10.49 
Thanks! The cooldowns are a huge component of the dps of a weapon, and all of these look *slightly* faster than their primitive slug-thrower equivalents, which both makes sense and justifies the investment of research time and advanced components.

As for penetration, it might not actually be necessary... heat damage pretty much halves the value of powered armor and quarters flak when compared to piercing weapons, which is going to be more effective than all but the highest quality armor piercing weapons. And on the flip side, garments made of devilstrand (or hyperweave) retain very high protection against lasers which gives them a use case even in the late game where powered armor would otherwise dominate. It does reduce the value of masterwork/legendary lasers slightly, but the accuracy and damage boosts are more than enough incentive.

Do you know if enemies spawn in with lasers on their own, or should I look at a mod for re-shuffling enemy arsenals to account for new weapons?
leion247  [tekijä] 22.12.2023 klo 6.15 
The cooldown I just didn't think about. Armor penetration however I didn't even know the game had until I just now looked for it in the files. I'll add the cooldowns so you can have reference, but just know there isn't armor penetration on any laser weapons. For now anyway, *wink*
sindri42 21.12.2023 klo 23.23 
The stats listed above are nice but seem incomplete. Like, damage is listed but AP is not, and warmup time is listed but cooldown is not. That makes it hard to effectively compare them to vanilla projectile weapons. Is there a full list accessible someplace else?
brucethemoose 16.10.2022 klo 17.47 
Turns out this is a non vanilla xml check from VE Framework, see: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2875253786
brucethemoose 12.10.2022 klo 18.29 
Hmmm, might need an xml fix:

[code]Laser_Shot sound is missing resolved grains and will not work properly. Report about it to Laser Guns devs.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
VFECore.Startup:CheckXmlErrors ()
VFECore.Startup:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch2 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
[/code]
leion247  [tekijä] 10.10.2022 klo 9.13 
It'll be updated to 1.4 yes. Probably just works right now, but I haven't looked to know for certain. Any combat changes will likely need some minor rebalance on my end for 1.4.
brucethemoose 10.10.2022 klo 6.53 
1.4?

Really love this mod BTW, as it adds no lag by virtue of being xml only. Hence I assume it will just work with 1.4.
Oka 4.2.2022 klo 12.08 
Just remembered.
Thanks for the minigun!
Slightly burned slaves now for sale.
leion247  [tekijä] 18.12.2021 klo 0.26 
As is noted on the description and the weapons themselves, they are not very effective against Mechanoids, but work great against organics.
Mr-Bandit 17.12.2021 klo 23.47 
ummm.... do these weapons work on mechanoids? maybe it's just me but they seem to do very little...
leion247  [tekijä] 22.11.2021 klo 20.17 
This isn't natively compatible with Combat Expanded. Sorry for the inconvenience.
R A I D E N 22.11.2021 klo 16.05 
CE??
Windows XP 16.10.2021 klo 11.05 
Looks good. Vanilla expanded's system of adding lasers just seems too bloated and annoying. 2 types of lasers and you can't craft the good ones with any amount of research? Lame. I will be going with this instead of vanilla expanded to add lasers to my game.
Mismagius 5.10.2021 klo 16.12 
well, burn damage is the most painful damage in the game. although, i think only a couple of weapons cause burn damage. so its good to see mods like these add weapons that deal burn damage and rimworld could use weapons that deal that kind of damage.
ArgentDread 31.3.2021 klo 20.42 
These are generally excellent for capturing people alive. They will live and just be downed from pain shock with horrible (but non-bleeding) burns about.... 70% of the time more or less. What makes them not overpowered (in my opinion) is that they're pretty terrible against mechanoids. takes goddamn forever to kill them. Gold Unicorn for you.
TrueAvarus 23.7.2020 klo 3.48 
Oh yeah laser minigun would be great and some kind of turret wont hurt either
leion247  [tekijä] 20.3.2020 klo 10.56 
Not at the moment. The LMG is the closest thing to what you're looking for for now.
Oka 20.3.2020 klo 10.53 
Love the pew pew laser action. Any plans for a Laser minigun?
leion247  [tekijä] 26.2.2020 klo 15.54 
Yep. Works in 1.1
Mr-Bandit 25.2.2020 klo 23.58 
1.1?
SALTY! 11.1.2020 klo 15.10 
@leion247 thank you! Looking forward to laser blasting raccoon people for non lethal capture!
leion247  [tekijä] 11.1.2020 klo 13.06 
Should work with B18 and B19, but I'm not certain with versions before that. Adding this to a existing save is fine.
SALTY! 11.1.2020 klo 9.08 
Does this work on old saves?
leion247  [tekijä] 22.2.2019 klo 23.46 
Honestly, I know nothing about that mod, but I hear it does good things with combat. While I'm unlikely to get out any patches for that mod, I'm fully supportive of anyone willing to make one.
xTRACKERx 22.2.2019 klo 23.42 
any plans for CE Compatibility ? i love your laser mod but i love the CE too ;)
leion247  [tekijä] 5.2.2019 klo 10.43 
I'd have a firm guess that extended combat isn't compatible. But this should work with anything else that doesn't change weapon mechanics fundamentally. I can confirm Glitter Tech works 100% with this.
Natalo77 5.2.2019 klo 2.51 
Any hard incompatabilites?
Dave 2.9.2018 klo 11.15 
yes, the assault rifle now does 11, it used to do 7, the charge rifle went from 11 to 15 per shot
leion247  [tekijä] 2.9.2018 klo 9.46 
Did the assault rifle get a damage upgrade? It's either that or I'm just blind, lol. I'll make sure to make it at least the same damage.
Dave 2.9.2018 klo 6.15 
the vanilla assault rifle now does 11 damage per bullet, the laser rifle does only 10. could you look into the new damage values for these weapons and adjust them slightly?
leion247  [tekijä] 30.8.2018 klo 20.12 
Yep, I plan to getting all my mods updated soon. It's just gonna take time.
Pawz 30.8.2018 klo 19.25 
Any chance to get this updated to the current version?
Goury 22.8.2018 klo 1.58 
Хася, ты говно безграмотное, лазер это усиление света возбуждённым выпуском излучения.
Hasyaten 19.7.2018 klo 2.36 
Меня нервирует ,что некоторые не знают ,лазер это направленый луч ! УУУУУУУУ КАК ЖЕ БОМБИТ
N3V3RFORGOTT3N 3.7.2018 klo 21.27 
idk how u could balance pistols/SMgs though because as soon as u get rifles pistolds/SMGs become useless
N3V3RFORGOTT3N 3.7.2018 klo 21.26 
yea snipers should be high warmup/damage and good accuracy to hit targets behind cover
Mx.SarranidSquirrel 22.6.2018 klo 13.34 
haha i already did i was litterally just ironing out a weird ass bug where all the guns do the same dmg (mod incompatibility) oh well! and thank you hope you enjoyed making it :p