RimWorld

RimWorld

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Volt Weaponry
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Mod, 1.6
File Size
Posted
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4.771 MB
18 Aug @ 4:23pm
28 Aug @ 9:28am
2 Change Notes ( view )

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Volt Weaponry

Description


The rim is a dangerous, treacherous place, and sometimes, bullets just aren't enough.

Volt Weaponry adds 7 new beam-based weapons to the vanilla arsenal. They're all industrial and can be crafted even by rustic outlanders. There's also 1 new piece of apparel, and 1 new research. That's it, no framework, no core mods needed.

GitHub link[github.com] to the mod repo.
Join my Discord server[discord.gg] to stay in the loop!

Suggested mods to play along with this:
Any mod with space western vibes, like, you know, Phase Weaponry.

Have a look at my wares.













Q: "Is this mod CE compatible?"
A: "Should be."

Q: "I encountered an error!"
A: "Send me the logs so I can identify the issue."

Q: "Why does my chaingun seem ineffective?"
A: "Due to how beam code functions in vanilla, they can only ever hit the target, so they're not good for crowd control."

Q: "Low AP?"
A: "Volt weapons follow my philosophy for energy weapons. High damage, very little armor penetration. Burns hurt and incapacitate targets a lot quicker than gunshots too."

Q: "Can I suggest additions or new features?"
A: "Sure, I plan to add a bit more content to the mod soon, but if you have any suggestions do tell, just keep in mind the idea of the mod."



DetVisor for art, writing, XML and the workshop page.

No fonts were made by me.

This mod is distributed under Creative Commons Attribution 4.0 International, which means that you can use and modify this mod as long as you credit me and others who worked on it.

RimWorld is owned by Ludeon Studios.

[ko-fi.com]
33 Comments
Spirus Dragovich 30 Sep @ 4:37am 
Spawned with a Volt Rifle to give it a try and the second it fired it fired like an LMG or something and lagged out the entire game. Is that intentional?
Latex Santa 14 Sep @ 1:15am 
Our colony now numbers 40 active combatants and 2 permanent base personnel.
The riflemen have left behind our beloved Morita MK1's and embraced the beastly Morita MK3.
Our shotgunners rock masterwork volt trenchguns (I have some beastly crafters) and they absolutely OWN. That tri-beam action really fries bugs good at a decent range. Extremely reliable.

I'll be looking at some of the other volt weapons in other runs.
I like this mod!
Нубас 2 Sep @ 11:52pm 
Can you update the description since it's been patched for CE so people don't get confused?
DetVisor  [author] 28 Aug @ 9:31am 
Mod updated:
- Fixed research issue, now the appropriate weapons are unlocked with the appropriate research.
- FIxed Outlaw Mask being crafted at Fabrication bench.
Latex Santa 26 Aug @ 10:48am 
Some xeno bug-guys from Big & Small - Genes & More raided me with some volt trench guns.
My disciplined fireteam of 10 Mobile Infantrymen was savaged by the beams of two of these xeno warrior-variants.
These guns are pretty EFFING BRUTAL.
I had to pop my leader's combat command, a hunter drone pack, sentry drone pack and we focused down these guys one by one to stop them from firing.

Needless to say, I'm going to be looking to include at least a few volt guns of various sorts in our team's next load-out.

Repeating Rifles from Rimsenal - Augmented Vanilla Pack have been carrying our colony of 17 so far, but it's time for an upgrade.
Blob [FBI] 25 Aug @ 5:32pm 
So is it a bug that the outlaw mask requires a fabrication bench and not a machine table since you unlock it early with flak research...or is it suppose to be fabrication tier but you unlock it earlier than youre suppose to
bluemanthatflies 24 Aug @ 9:49am 
finally, volkite beam weapons in rimworld
Skeleton 23 Aug @ 8:10pm 
1.5 compatible?
soldiermn 21 Aug @ 5:18am 
should've gotten a bzzzt event for the guns.
ochiai 20 Aug @ 3:02pm 
is it like electrolasers?