RimWorld
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Rimlaser
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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Actualizado el
15.420 MB
4 AGO 2018 a las 9:46
16 JUN a las 4:21
42 notas sobre cambios ( ver )

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Rimlaser

Descripción
Adds laser weapons to the game. They shoot proper laser beams and have graphics inspired by UFO: XCOM game.

Adds weapon types: pistol, rifle, heavy, sniper, minigun, incendiary lasers and a tesla gun.

Those weapons can be purchased from vendors, or crafted after a spacer-level research (after Charged Shot). You need a special kind of crystal to make laser weapons, which can either be deep mined or purchased from vendors.

Also adds a laser turret. Does not require barrel maintenance, but consumes 30Wd per shot from batteries.

Japanese translation contributed by Proxyer.

Various contributions by Ian (Suffix).

B19 version: https://github.com/AUTOMATIC1111/Rimlaser/releases/tag/1.0

B18 version: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1470061972

UPDATES
16-Jul-2021
- 1.3

28-Feb-2020:
- added a recipe to disassemble laser guns
- redid some graphics
Discusiones populares Ver todo (1)
5
7 ABR 2024 a las 5:24
Rimlaser for Combat Extended
Ackapus
329 comentarios
Shinzou 30 AGO a las 6:19 
Could easily be turned into a patch file though, but an even easier method would not require deleting or moving anything, just use MayRequire="automatic.gunplay" in the propdefs header or use a loadfolder option.
Dizzy Ioeuy 2 AGO a las 21:53 
Well, that isn't a patch file, it's a def, so using the patchoperation makes it about impossible to add the definitions using that format. A simpler solution (which I used for my copies of the mod) was simply to take that file: RimlaserGunplay.XML and put in in the Gunplay mod, takingit OUT of the Laser mod- just delete it if you don't have Gunplay running. That's how the author should have done this, so that only those with gunplay execute the definitions. If you don't run Laser and execute the defs, nothing happens.

TLDR:
(user): If you DON'T run Gunplay, delete the file RimlaserGunplay.XML
(author) Move file RimlaserGunplay.XML to the gunplay mod and take OUT of laser mod.
Erazil 12 JUL a las 18:40 
Agree with Dizzy Loeuy

Rather than creating a RimlaserGunplay.xml file that uses a PropDef that doesn't exist in Rimlaser and that generates an error if you don't use the Gunplay mod, wouldn't it be better to do it in a patch using <Operation Class="PatchOperationFindMod">?

Wiki: https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations#PatchOperationFindMod
Mike3223cz 27 JUN a las 12:56 
how does one get the crystals for the prisms?
Dizzy Ioeuy 16 JUN a las 14:05 
This happens when you use Rimlaser without the gunplay mod. Might want to do a logic check for the other mod existing or not.
Dizzy Ioeuy 16 JUN a las 13:22 
Error in v1.6

Type Gunplay.GunPropDef is not a Def type or could not be found, in file RimlaserGunplay.xml. Context: <Gunplay.GunPropDef><defName>Rimlaser_LaserRifle</defName><barrelLength>0</barrelLength></Gunplay.GunPropDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
K 27 DIC 2024 a las 19:38 
So, tribals can spawn with this so beware, i'm uninstalling for that reason lol, i would thought i would see the rimlaser actually spawn when i fight idk, rough outlanders at least
Dizzy Ioeuy 6 JUL 2024 a las 16:43 
RimLaser patch so the basic lasers do BURN damage and not BOMB damage.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3283592628
NOMAD 15 ABR 2024 a las 11:00 
Still no update to fix the heavy laser minigun out of metal? I know we can add the category line ourselves, but if the mod updates then it reverts it.
Far-Seeker 12 ABR 2024 a las 10:27 
Thanks for the update to 1.5!