RimWorld

RimWorld

Vanilla Weapons Expanded - Laser
639 Comments
Omgwtfbears 2 Sep @ 2:10pm 
Laser guns do not count as ultratech for the purpose of Ideology. Laser sword - does.
TcT Goth98 1 Sep @ 1:05pm 
Nobody wants to buy these weapons.
aPEEEEx❄ 24 Aug @ 2:04am 
weapon warm up doesnt work in 1.6
Gerewoatle 17 Aug @ 1:39pm 
@Mikim - Shockingly, multiple types of beam weapon can coexist in a setting.
Mikim 17 Aug @ 1:21pm 
This mod isn't as vanilla friendly as it used to be. Now that we have beam weapons available to the colonists a mod based on the beam technology should be made. Those lasers no longer feel like a part of the Rimworld universe.
TcT Goth98 12 Aug @ 8:25pm 
Now we just need Plasma weapons.
No Mic Tweetus 3 Aug @ 9:51am 
You're not meant to build them Jax, you have to find them.
Jax 1 Aug @ 12:33am 
can anyone tell me where i can build this guns?? they dosnt appear in the fabricatorbench after the research. so ho do i get some of the laser guns?
casual 31 Jul @ 11:50pm 
But .ver 40k lasguns don't have infinite ammo, they have rechargeable batteries that can run out of energy mid combat and need to be replaced...
.ver 24 Jul @ 8:59pm 
not *exactly* related to this mod, but I do wish CE would make these infinite-ammo, a la 40k lasguns. very cool stuff though
tyranny12 18 Jul @ 10:42am 
I have not been able to load the mod without the errors described below.
Gooby King 17 Jul @ 6:52am 
Also, yes, the warm-up feature is currently broken without any errors. Been testing the feature for 10 minutes letting a pawn fire non stop at the ground to see if it ever speeds up and it dosent work. Hoping y'all fix it
Gooby King 17 Jul @ 6:50am 
@Mich and @QeoJin 1.6 VEF has changed the names of the comps in the XMLs looks like you are running a faulty or non-updated version of the mod
Jon 15 Jul @ 7:50am 
i'm getting no errors but the weapon warm up feature isn't working in 1.6
Jehsee 13 Jul @ 11:16pm 
so.. no worky?
QeoJin 12 Jul @ 10:45am 
Getting the same error as the person below me
Mich 11 Jul @ 10:45am 
I keep getting the error:
Exception loading def from file (unknown): System.ArgumentException: Could not find type named VanillaWeaponsExpandedLaser.CompProperties_LaserCapacitor from node <li

I really wanted laser weapons with the new DLC
OTZAC 26 Feb @ 6:17pm 
When I launch the game, only a black screen appears.
&(*null) 29 Jan @ 12:12am 
@skizordrone auto sort your mods. Will fix.
Gooby King 5 Oct, 2024 @ 9:54am 
Is the warm up feature meant to not be used by enemies?
Wildgunsky 4 Oct, 2024 @ 5:59pm 
@InsideOutFace Yeah I have the same concern, however in my game the ultratech laser smg and pistol fire bolts as well.
Wildgunsky 4 Oct, 2024 @ 5:57pm 
Is it intentional that both variants of the laser smg and pistol fire star wars style bolts and not beams? It also seems like the laser smgs and pistols are the only laser weapons to do this.
John Trapper 29 Jul, 2024 @ 12:19pm 
I am only ever seeing the laser sword spawn in trade or in raids, never any of the other ultratech laser weapons. I get that they are rare, however it is consistently the laser sword only amd nothing else. I feel like is often enough that it can't be a coincidence.
skizordrone 26 May, 2024 @ 6:18pm 
Dev Console keeps spitting an error at me on startup in 1.5. somthing like:

XML error: Could not find parent node named "VWEL_Bullet_LaserGeneric" for node "ThingDef"

Dont know what it could be in reference to, but the mod works fine enough...
Rigoberto's 20 May, 2024 @ 12:49pm 
@Bungee Gum @Dr Whom The ultra tech laser guns (the ones you cant craft) are so rare that in my 16 year play through I never found one besides the laser sword, in fact whenever used this mod, that's all I ever see is the sword being sold. Thank Tynan there was a mod that lets you craft them because otherwise they might as well have not existed. The only weapon mods I had was Vanilla Weapons Expanded and this one.
Rigoberto's 15 May, 2024 @ 1:33am 
Can you sell these weapons to anyone? Seems like every trader I have encountered has yet to want to trade them.
Yellow Duck 22 Apr, 2024 @ 12:12am 
Might be a mod conflict in my mod pack, but I'm getting null reference exceptions in the dev console when I select multiple laser rifles.
Oskar Potocki  [author] 29 Feb, 2024 @ 12:39am 
Yes
InsideOutFace 28 Feb, 2024 @ 11:07pm 
Are the salvaged lasers supposed to fire bolts instead of beams? Because that's what they're doing in my game.
Dr Whom 31 Jan, 2024 @ 2:40am 
It doesn't seem to stop most raids - I've had dozens of human raids - some wearing power armour (or clothing inappropriate to the climate - to the point they die of hypothermia) but most spawn with weather-dependant gear so it's possible that might effect it but it certainly doesn't prevent other 'human' raids.
Oskar Potocki  [author] 31 Jan, 2024 @ 1:59am 
The weather you have might prevent human enemies from spawning, bear that in mind!
Dr Whom 30 Jan, 2024 @ 6:23pm 
Ok, good to know, thanks. I guess I'll just have to wait and hold out in hope for a juicy present from pesky raiders. You did however mention a new type of pirate raid that have "full power armour and the new laser weapons" and I was wondering about the frequency / faction of those raids, at the moment I have pirates and mechanoids as additional factions - I've had a fair few mechanoid raids but no raids from the pirate faction. I'm right at the north pole and I've eliminated most of the nearby hostile faction settlements, would any of these variables lower the chances of this special type of raid?
Oskar Potocki  [author] 30 Jan, 2024 @ 2:53pm 
Depends how many other mods you have really. The more weapons are added to reward pool, the less of a chance you will have to get the laser weapons.
Dr Whom 30 Jan, 2024 @ 9:30am 
Great mod, but I've yet to encounter a raid where the raiders have the new weapons. The only weapon I've been able to buy from other colonies is the laser sword (best quality: excellent). I've managed to salvage a few using the salvage mechanic.
I don't see how I'm supposed to get any decent laser weapons if I'm just waiting around to get one from a raid that never happens. My colony wealth is about 2 million and I have about 15 colonists so I'm pretty sure that counts as "late game". Any advice?
Bungee Gum 25 Jan, 2024 @ 7:30pm 
I swear I saw a laser staff on bestower, but only once. After that I had many Empire’s traders, visited Empire’s settlements but haven’t seen them anymore. And even more- no-one mentioned them anywhere! Am I imagined this item?
Grimm Spector 23 Dec, 2023 @ 4:20pm 
Man I'd love a Prestige version of the Laser Sword with some Eltex Sword style psychic bonuses, but lesser than the Eltex versions.

Also I get the errors for CE listed too, but they don't appear to impact the functionality, just some of the visuals.
Oskar Potocki  [author] 17 Dec, 2023 @ 5:12pm 
Do you want me to give you the same answer as I gave to him?

We don't do the CE patches. We don't use CE. Report it to them.
JuryDutySummons 17 Dec, 2023 @ 4:46pm 
Getting the same error as the other guy.

FAQ says this is compatible with combat extended. It's not.
OnlyFlans 8 Dec, 2023 @ 10:07pm 
What might be cool is if this was a techprint technology, but the techprint for it was very rare and expensive. That way you *can* make them yourself, but it's a long-term and difficult goal.
Oskar Potocki  [author] 9 Nov, 2023 @ 3:08am 
Report to CE. We don't handle CE compat.
Ojama Lime 8 Nov, 2023 @ 7:50pm 
When I load this mod with combat extended, along with another vanilla weapons expanded mod, coilguns, the game throws up a bunch of very similar xml errors like this:

XML error: <ImpactGlowMoteDef>Mote_ExplosionFlash</ImpactGlowMoteDef> doesn't correspond to any field in type EffectProjectileExtension. Context: <li Class="ProjectileImpactFX.EffectProjectileExtension"><explosionMote>true</explosionMote><explosionMoteSize>0.25</explosionMoteSize><ImpactMoteDef>Mote_YellowSparkFlash</ImpactMoteDef><ImpactMoteSize>1</ImpactMoteSize><ImpactGlowMoteDef>Mote_ExplosionFlash</ImpactGlowMoteDef><ImpactGlowMoteSize>2.5</ImpactGlowMoteSize></li>

when either mod is loaded with combat extended, alot of <impactmoteexplosion> and similar messages come up
Arswind 7 Nov, 2023 @ 11:19am 
why are my laser weapons low res?
VerifiedBeano 19 Sep, 2023 @ 1:06pm 
I'm having a lot of fun with the mod so far, y'all have made something really cool! Out of idle curiosity, what's the rarity for finding the ultratech versions with traders? I've found a few laser swords with the Outlanders, but no laser guns. Granted, I don't have the royalty DLC yet, and I imagine they would be sold more frequently by the empire.
666666 9 Sep, 2023 @ 1:40pm 
[Replying to Tweetus and Oskar Potocki]
You really think making a quality mod is that easy? As a modder yourself, you should know. And also, maybe it is just the language barrier because I think I sound fine.
Maybe you could make overheating double or triple the cooldown instead of removing this mechanic entirely.
Huehuecóyotl 7 Sep, 2023 @ 2:28am 
Removing crafting the ultratech laser weapons makes sense, but that a "Planet leading master" in both crafting and intellectual can't cobble together a salvaged laser rifle twice in a row without leaving it up to chance is just absurd. The salvaging mechanic sounds cool on paper but I always end up just dev-mode spawning the weapons I want and deleting the old ones.

Can you add an option to let us craft the salvaged ones with a typical long crafting period and higher skill barrier or something? Or even just make it optional in mod options?
Oskar Potocki  [author] 6 Sep, 2023 @ 1:06am 
Lol I love the 'I want X removed'. Make your own mod, then you can remove stuff from it. Not sure if it's the language barrier or if you really have such a tone, but you sound like someone I don't want around.
No Mic Tweetus 5 Sep, 2023 @ 11:54pm 
Just don't use overheating.
666666 5 Sep, 2023 @ 7:32pm 
I want the overheat mechanic removed. This mechanic makes the laser weapons worse than their charge equivalents.
I also want the uncraftable variants to be set to Ultratech instead of Spacer.
Oskar Potocki  [author] 26 Aug, 2023 @ 4:32am 
No logs = unable to help.
Nado 26 Aug, 2023 @ 4:24am 
Hey I had an odd bug where I was having a pawn with a laser rifle attack a mechanoid structure and in doing so the laser shots started to stay on screen? It caused a huge fps drop and the laser animations wouldn't despawn or go away until I closed the game. First time it's happened though and sorry if this has already been discussed. Cheers! :er_heart: