RimWorld

RimWorld

Railgun Weaponry
20 Comments
Thundercraft 23 Mar, 2024 @ 5:48am 
I did find the Railgun Weaponry - No PRF Dependency mod, which was updated for RimWorld 1.4. However, that forked version does not take advantage of "Project RimFactory - Materials". So it'd be nice if this got an update...
Thundercraft 23 Mar, 2024 @ 5:46am 
Any chance of an update for RimWorld 1.4 (...and maybe 1.5)?
NothingToSay 21 Oct, 2022 @ 3:23pm 
1.4?
ArmoredXor 7 Apr, 2022 @ 12:04am 
Where do you find the AMR ammo? Ive been searching and searching for the ammo and how to make it and nothing
lorddragoblade 22 Dec, 2021 @ 6:47pm 
cout you plz add a Project RimFactory less version dont use those ?
Daemon976  [author] 30 Sep, 2021 @ 6:19am 
@TwotoolusFLY LSh.st removed the line causing the error.

Also added pics of the guns.
Daemon976  [author] 30 Sep, 2021 @ 5:51am 
@thundercraft - Just one of the railgun turrets attached to a fueling device from PRF can stop a endgame Mechanoid Cluster raid dead in it's tracks. Combine that with the EMP turret to freeze mechs/break shields/stun pawns, and you can create a nearly impregnable defense. That's why the high cost factor - if you can achieve this level of tech AND meet the power demands, only the most extreme physical threats can cause a danger to your colonists.

Chance of the weapons appearing on raiders is as low as is possible to set. It may happen, but it's highly unlikely unless you're using mods like Combat Power Tweaker or Compressed Raid to ramp up your difficulty.
Thundercraft 29 Sep, 2021 @ 11:05pm 
BTW: Is there a YouYube video available which shows the turrets in action?

Also, is there a percent chance that the 3 rifles will appear on raiders or maybe weapon dealers or orbital ships? (The description does not say.)
Thundercraft 29 Sep, 2021 @ 11:00pm 
I do understand that these are powerful, end-game weapons to deal with the big threats added by certain mods such as VFE: Mechanoids. But...

You have this locked behind Electromagnetic Weaponry research, which I definitely approve of. But, 200,000 research points...? Isn't that a bit high? Just a tad? Maybe? :lunar2020sweatrat: How many in-game years would that even require to research without mods to accelerate research speed like "Brain In a Jar"?

I would only ever expect research projects that crazy expensive in a practically insane end-game research mod such as Science Never Stops: Ambition of the Cosmic .
Silent Service 6 Mar, 2021 @ 7:17pm 
may i ask for screenshots from the guns sir?
lorddragoblade 26 Feb, 2021 @ 2:48am 
plz make it so it dosnt need rimfactory ore the mats mot vanila mat huge mat req but vanila
Daemon976  [author] 12 Jan, 2021 @ 5:49am 
yes, they are stuffable. i you have certain modded materials you can make nearly indestructible turrets. or you know you can just make them pretty colors. :)
Erythion 12 Jan, 2021 @ 2:10am 
are they stuffable?
Daemon976  [author] 4 Jan, 2021 @ 9:40am 
yep, they burn through ammo. I recommend PRF's fueling machines to keep them topped off, otherwise they tend to run dry mid-raid.
Camalie 3 Jan, 2021 @ 10:00pm 
this isn't a comment on these weapons being strong or anything, I just want to say hot damn do these suckers fire fast
LEOKOLLN 3 Jan, 2021 @ 5:52am 
The requirements are not displayed in-game on the mods screen. This caused a lot o problems for me.
Virsia 2 Jan, 2021 @ 2:33am 
that look nice and neat.
Daemon976  [author] 1 Jan, 2021 @ 8:13am 
No. CE is not compatible.
The Left Twix 1 Jan, 2021 @ 7:06am 
Does it work with C.E?