RimWorld

RimWorld

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[SK] Simple Minigun Rework
   
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Mod, 1.5, 1.6
File Size
Posted
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170.177 KB
5 Oct, 2024 @ 9:41am
17 Jul @ 7:07am
4 Change Notes ( view )

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[SK] Simple Minigun Rework

In 1 collection by Gooby King
[SK] Simple Series
5 items
Description
A simple and (IMHO) much more fun version of the minigun. The Minigun is a largely useless weapon in Rimworld, it's rare, only reliably showing up in the hands of mechanoids and ultra late game raiders. The Minigun has a dedicated research just to craft it even. Very bizarre for a gun that is maybe *the* overrall worst weapon in game all things considered. The accuracy is terrible and range or damage does not make up for it. Worst of all, it does not have a funny BRRRT even to at least make it enjoyable to use.

What's so wrong with the minigun?

The minigun has, in my opinion, three main flaws.

1. It's weak and ineffective.

2. It's unsatisfying to use.

3. It lacks any unique or special mechanic.

This mod fixes those things by:

1. Increasing the range, accuracy, stopping power and armour penetration of the minigun. The damage has been dramatically reduced to 5 from the original 10 to compensate for this.

2. Replaces the sound effect with a more impactful and satisfying brrt.

3. Implements the Vanilla Expanded Framework feature of 'weapon warmup' to give the minigun a vunerable spin-up time before letting your pawn spray an endless hail of full auto fire. Goal being to recreate that classic 80's action feeling in Rimworld form! The weapon has a 6 second warmup but once firing is full auto.



With these changes the minigun now has a very long initial aiming period that once past makes it into a terrifying full auto beast... until you move or stop firing.

These changes are meant to buff the minigun and introduce it as a more viable vanilla weapon, or at the very least a more interesting one.

The rework might still need some balance adjustments though, feel free to suggest any in the comments.

Additional Changes/Notes

Due to how the warm-up feature is implemented in Vanilla Expanded Framework the warmup is disabled for non-player pawns. So to not make Centipede gunners or any other high level pawn that uses this weapon useless, a vanilla identical 'chaingun' replaces it in the spawn pool. This weapon is a copy of the vanilla minigun except it cannot be crafted, bought or looted. It will be destroyed upon drop to ensure it never enters gameplay as anything other than a stopgap solution.

If there is a way to switch on the warm-up for NPCs this will be removed in an update.

Requirements

- Vanilla Expanded Framework




Simple Series
Hello fellow patron of the Hague! SK Simple Series is my list of personal mods that I've developed in an attempt to ease my ADHD fuelled desire to 'fix' every pet peeve I have with this lovely game I mod and error fix more than actually play. Every addition in these are made to suit my preferences and playstyle of Rimworld, I'm open to input and suggestions but these mods are meant to be, as the name implies, 'Simple™'.

To maintain this simplicity the series follow three very basic design rules:

- Never Replace. (No vanilla Item or system is meant to replace or be rendered useless by these mods.)
- No Bloat. (No Item will be identical or near-identical to a vanilla item, everything has some sort of niche)
- Always Reuse. (Every addition should favour using existing production benches, research, resources etc.)
41 Comments
Bakker Joop 23 Jul @ 8:02am 
Perhaps it's possible to use the changes this person made?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1588721300

With that mod you don't need vanilla weapons expanded and no need to toggle automatic weapon warmup for each colonist separately.

Reason I like your mod better is because of the sound though.
Gooby King  [author] 19 Jul @ 11:24pm 
@Gor'Rok this as stated further down is a known issue with Vanilla Expanded Framework not working right. It's not fixable by me however once they fix this issue with their code it will work again. Vanilla Lasers Expanded is currently broken in the same way as this fyi.
Toegobbler 19 Jul @ 7:26pm 
It appears that something happened to break this mod, as my miniguns will only fire a small burst before having to do the full aiming again. They dont even do vanilla behavior.
Gooby King  [author] 17 Jul @ 7:13am 
Also added a texture for the stopgap NPC minigun aka 'Chaingun' so it can be visually identified easier now that there's 3 miniguns with this mod to keep track of in Odyssey.
Gooby King  [author] 17 Jul @ 6:56am 
I also reduced the armour penetration and stopping power slightly as it indeed is quite overpowered when testing it more in 1.5
Gooby King  [author] 17 Jul @ 6:55am 
Fixed the unique minigun UI widget. However, there is currently a bug in VE Framework that makes weapon warm up not work, I cannot do anything about this so the mod will not work as intended until then. It is not an issue with this mod, it is an issue with their code in 1.6. It does not cause any errors AFAIK, the feature simply does not work.
UltraEmailMan 16 Jul @ 1:04pm 
No rush, but thank you!
Gooby King  [author] 16 Jul @ 12:20pm 
I'll get around to fixing it tonight then
UltraEmailMan 16 Jul @ 11:33am 
@Gooby King
Thanks! It looks like the XML patch already carried over to the unique version, so I think all it needs is the warm up gizmo added to it.
Gooby King  [author] 16 Jul @ 8:48am 
@UltraEmailMan I'll look into it actually!