RimWorld

RimWorld

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Rapid-fire Miniguns
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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Posted
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152.852 KB
2 Nov, 2020 @ 3:14am
31 Mar, 2024 @ 4:43am
7 Change Notes ( view )

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Rapid-fire Miniguns

Description
UPDATE LOG:
31st of March 2024: Updated to 1.5. This is a simple mod, so it works fine.
5th of January 2023: Fixed a typo within the code; Added compatibility with Vanilla Weapons Expanded - Frontier (Handheld Gatling Gun affected).
21st of November 2022: Updated to 1.4.
29th of August 2022: Added compatibility with Vanilla Factions Expanded - Pirates (Warcasket Minigun affected).
28th of May 2020: Added compatibility with Vanilla Factions Expanded - Mechanoid (Charge blaster turret and Auto charge blaster affected).
12th of February 2020: Added compatibility with Apex: Rimworld Legends (Mechanoid LMG and Charge Minigun affected) and Rimlaser (Laser minigun affected).
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This mod is a spiritual successor to the Minigun2 by Techmago.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1588721300

Most players rarely touch the minigun due to its low accuracy combined with (more importantly, in my opinion) long warmup and cooldown. While you are aiming a massive gun at the enemy, it might get killed, which loses you precious seconds of aim time.

This mod aims to make minigun more attractive while maintaining the balance of firepower.
Classic miniguns have long aiming/warmup time, long burst of firing and long cooldown. My mod changes that in line with Minigun2 philosophy: short aiming time, single bullet fire instead of burst, short cooldown. The cooldown time is chosen to make a volley of fire take as much time as the vanilla burst fire, prep and cooldown included.

Regular minigun takes 2.5 of aiming time, 2 seconds to shoot all 25 bullets and 2.3 seconds of cooldown, with a total of 6.8 seconds for fire cycle. This mod makes the cooldown and warmup .14 seconds, so to fire 25 shots you would need 7 seconds. Just a touch more, but that is compensated by the ability to move away easier.

Cenipede's heavy mechanoid blaster is given the same treatment: the 1.25 seconds of warmup, 1.92 seconds of fire and 7.4 cooldown are replaced by .11 warmup and .33 cooldown. My desire for this change was the main reason I decided to actually make this mod: it felt weird that only a regular minigun would be affected by such a change.

For those who do not want this as a part of the gameplay, refer to the additional mod FRW - No Centipede Patch that removes any changes to the heavy blaster: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2281593604 (please be aware that this additional patch does nothing on its own, it only triggers the lack of change in the original mod).

Eventually, I went all in on the idea, and added support for Vanilla Weapons Expanded and VWE - Laser miniguns. Charge minigun got its 2.8 seconds of warmup and cooldown and 1.9 seconds of fire replaced with 0.13 warmup and cooldown times. Sure, it now takes 7.8 seconds instead of 7.5 seconds to fire 30 bullets, but again, you can move and change your target easily.

Laser minigun was the most challenging due to me trying to do justice to the cooldown system. Originally the laser minigun takes 4 seconds of warmup, 1.63 seconds of firing its 8 shots and then 1 second of cooldown (5.83 seconds total). However, each stationary shot reduced warmup time by .55 seconds, which eventually lead to 0 warmup time (hence the max overheat speed of 1 shot (or rather, burst) per second). This mod makes the cooldown 0.13 seconds and the warmup 0.77 seconds. This, along with the cooldown reduction of .05 per shot, leads to the same 5.8 seconds of time to fire 8 shots. However, soon the cooldown will become 0, and make the firing speed match the max overheat of an unchanged laser minigun: 1 volley of 8 shots per second (roughly).

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Total list of affected mods and guns:
- Standard RimWorld (regular Minigun and Heavy mechanoid blaster);
- Vanilla Weapons Expanded (Charge minigun);
- Vanilla Weapons Expanded - Laser (Laser minigun);
- Apex: RimWorld Legends (Mechanoid LMG and Charge minigun);
- RimLaser (Laser minigun);
- Vanilla Factions Expanded - Mechanoid (Charge blaster turret and Auto charge blaster);
- Vanilla Factions Expanded - Pirates (Warcasket Minigun);
- Vanilla Weapons Expanded - Frontier (Handheld Gatling gun).
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Again, this mod, just like Minigun2, doesn't change the accuracy of the minigun. It is still very hard to hit anything with it. However, now you can begin spraying way quicker and be less vulnerable while you're at it. Of course, it is now harder to avoid the centipedes, but that's where the crappy accuracy comes into play, as it always did.

Good luck spraying and praying to all of you!
73 Comments
SpaceDorf 29 Jul @ 10:31pm 
I understand the feeling,
I am yet to lazy to update the patches I made for myself
Garr Incorporated  [author] 20 Jul @ 2:32am 
It only changes vanilla behaviour, so yes, it does. I forgot I need to update the thing.
Brandon12340987 19 Jul @ 10:07pm 
does this mod still work in 1.6?
Garr Incorporated  [author] 16 Jun, 2024 @ 3:33am 
I currently have some other obligations to focus on, but I'll look into it. Thank you for the suggestion!
Santas Helper 15 Jun, 2024 @ 2:47pm 
question: would it be possible to apply this to the VWE-Frontier manned Gatling turret as well? That thing is so impossibly slow to start firing at something it rarely gets more than 2 shots off before having to restart cooldown. It has a similar mechanic to the laser one in that it speeds up the longer it shoots at a target, but the target usually dies or runs away before it can actually do anything.
Solitaire 1 Oct, 2023 @ 8:25am 
Not a problem. I’ll see what I need to do as far as my end goes.
Garr Incorporated  [author] 30 Sep, 2023 @ 2:53am 
Okay, quick test showed that the interaction between my mod and ECS does not affect anything.
The lads on the RimWorld Discord tell that it is rather hard to spot the right error, but in general the issue is this: some mods add too many new sounds to run at the same time, and your system that runs sounds (I don't know what FMOD stands for) runs out of channels to render those.
I am afraid I can't help you much further on this issue.
Garr Incorporated  [author] 30 Sep, 2023 @ 1:00am 
I am not really good at mod making. However, I think the issue may come from the interaction with Enhanced Combat Sounds. The error shows it cannot play the spinup sound, which normally does not exist. Maybe it is trying to play the sound for a spinup that no longer matches the length. Or maybe it is coded to fit only the burst weapon pattern and, since miniguns are no longer "burst" it freaks out. Anyway, I think that is our culprit.
I'll run it by more qualified people, but that's my take.
Solitaire 29 Sep, 2023 @ 7:01am 
the hugslib might be useless however I'll see if it comes up later. I really want to retain your mod because I like it but if it keeps screaming at me during play, I might have to try not using it.