Vanilla Weapons Expanded - Laser

Mod, 1.0, 1.1, 1.2, 1.3, 1.4


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This mod is currently CE compatible.



1.3.0 (04/07/2020): This mod now requires Vanilla Expanded Framework.
1.2.0 (03/08/2020): See change notes. Balance changes marked with green and red on weapon cards below.




According to Vanilla RimWorld lore primer[docs.google.com], "Human-usable laser weapons" are a part of t...

Author: Ogliss

Created: 5 Feb, 2020 @ 8:38am

Updated: 26 May, 2023 @ 7:26am

Subscribers: 494568


Size (unpacked) : 0.999 MB

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This mod is currently CE compatible.



1.3.0 (04/07/2020): This mod now requires Vanilla Expanded Framework.
1.2.0 (03/08/2020): See change notes. Balance changes marked with green and red on weapon cards below.




According to Vanilla RimWorld lore primer[docs.google.com], "Human-usable laser weapons" are a part of this universe, and yet they are not available in the game.

Vanilla Weapons Expanded - Laser is an addition to one of the most popular mods of Vanilla Expanded collection - Vanilla Weapons Expanded, however it can be played without it. This mod adds a selection of ultratech weapons, with a small number of them craftable, whilst keeping the majority of them only obtainable from the enemy drops, world quests and traders. Laser weapons introduce a new projectile type - a laser beam that has a slight chance of setting the enemy on fire. These weapons have high armour piercing and are extremely effective in combat against organic enemies, with a chance to set them ablaze.

Salvaged Laser weapons are obtainable by players using a new Salvage laser weapon recipe, which uses intellectual skill of pawns and allows them to look through advanced components to come up with a random laser weapon. Salvaged laser weapons are less accurate than their state-of-the-art ultratech counterparts, and are more prone to overheating.

Laser weapons have a brand new warm-up mechanic making them perfect for defensive battles - the longer your pawn is stationary whilst firing, the faster the weapon can fire. Once it reaches maximum firing speed however, it can overheat, causing a small explosion with a chance of setting your pawn on fire.

Vanilla Weapons Expanded is part of a series of mods expanding on everyday life on the Rimworld. When paired together with a brand new Vanilla Apparel Expanded and Vanilla Armours Expanded, you can bring something to your game that will keep you interested in it for days.









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Q: Is this mod CE compatible?
A: Yes.

Q: Can you recommend something to replace Combat Extended with?
A: Yes! This is a great collection of mods bringing a bit of realism to vanilla combat!

Q: Do these weapons spawn on enemies?
A: For the purpose of making these weapons available, a new, late game raider type has been added to the pirate arsenal - Mercenary Marine. They spawn with full power armour and a laser weapon. Other than that, these weapons won’t appear on any other enemies.

Q: Is this mod compatible with Run and Gun?
A: Yes, your weapons won’t build warm-up when running and gunning.

Q: These lasers are not stopped by Vanilla Furniture Expanded - Security energy shields, why?
A: The shields are designed to stop physical projectiles. Laser is an energy beam of light, hence it pierces through shields with ease.

Q: Can I request a feature?
A: Yes, comment down below!

Q: My pawns explode all the time when using your laser weapons!
A: That is caused by the warmup mechanic - when the gun reaches it’s maximum attack speed, each following shot can cause a battery detonation. Make sure to force your pawns to stop firing and move once the orange glow appears around their guns.

Q: How do I craft these weapons?
A: A brand new salvaging mechanic has been introduced. You don’t directly craft the guns you want - your colonist with a high Intellectual skill mashes advanced components together until they fire a laser beam - thus resulting in a random salvaged laser weapon being made. If you own Royalty DLC however, being on good terms with the Empire can give you tech prints used to craft advanced laser weapons.

Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like. Bear in mind that if you add it to an existing save, you need to update all the stockpile settings to include these items.



Graphics and XML code is created by me, Oskar Potocki[www.oskarpotocki.myportfolio.com].

Random Output Recipe code by Kikohi.

Rebalance by Primus the Conqueror

Laser code and warmup code adapted by Ogliss.

Original laser code by AUTOMATIC.

Oversized weapons being part of JecsTools by Jecrell.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



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Every dollar donated allows me to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

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How do I download and install mods?

Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.

How do I install this mod?

See the 'How to install' tab.

Is this mod safe to use?

The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .

There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game