RimWorld

RimWorld

Actual Shotguns B18
11 Comments
dninemfive  [author] 21 Jul, 2018 @ 4:12pm 
@the infamous spider fucker There's nothing I can do about that. This is literally only an XML mod, something else must be interfering with actual code to break AI in that way. If you get any console errors, put them here, otherwise all I can say is to verify game files and reinstall if necessary.
Chef 21 Jul, 2018 @ 3:36pm 
welp you see im not really sure whats the problem. but ill try.... so upon picking a shotgun with this mod enabled, that colonist will appear to be "idle" even tho theres tons of stuff for it to do. and no he was not drafted. i cant force him to do anything, so i tried to draft him and make him shoot at something. did nothing. upon dropping the shotgun, everything was back to normal. im not using any other mods than a silly oof death sound, edb prepare carefully, and expanded prostethics and organ engineering.
dninemfive  [author] 21 Jul, 2018 @ 3:30pm 
@the infamous spider fucker You're gonna have to give me more details. There's no way this mod affects AI, the only thing this does is make shotguns burst-fire using vanilla mechanics, just with a period of 0 ticks between shots.
Chef 21 Jul, 2018 @ 3:22pm 
the shotgun now completely breaks the colonist's AI who wield the weapon. pls fix.
dninemfive  [author] 11 Apr, 2018 @ 8:18pm 
@redfire1200 You would be correct. However, AFAIK this functionality is implemented in CE already.
Kosy 10 Apr, 2018 @ 10:51am 
im take a guess and say it doesnt work with CE
Asiltic 9 Apr, 2018 @ 10:53am 
Seems like I'll use shotguns now, they where pretty useless before
dninemfive  [author] 22 Mar, 2018 @ 8:53pm 
@Sillls The combat shotgun is supposed to have shorter warmup and cooldown times, but these don't seem to have much of an effect in game. It does fire 10 pellets though, as you noted, versus the pump shotgun's 8.
Sillls 22 Mar, 2018 @ 7:09am 
It's an inprovment over the original shotguns.
The pump action does well.
While the attomatic one seems to have the same rate of fire, it just spits out more pellets per shot.

The combat shotgun is the best becaue it seems to combine the effects while keeping the shotgun sound to it.
dninemfive  [author] 19 Mar, 2018 @ 8:35pm 
@Sky_Guy: Probably, but at that point you'd also be taking a similar hit from a smaller number of mechanoids equipped with miniguns, which are in the vanilla game. I wouldn't worry about it.
Sky Guy 19 Mar, 2018 @ 1:01pm 
Just the mod I didn't know I needed! Thank you!

Only one concern: would there be a noticeable performance hit during large engagements if multiple of my colonists are equipped with shotguns?