RimWorld

RimWorld

Minigun2
60 Comments
Harrd Duzinsaid 12 Feb @ 11:27pm 
There's a trick in something else, take the arrow specialty and the dark athora, which gives accuracy, and the specialty gives a symbolic recharge (ideology).
Gooby King 28 Sep, 2024 @ 11:11am 
this but with the laser system from vanilla expanded would be fire
Techmago  [author] 13 Aug, 2024 @ 6:30pm 
I forgot the "delete from centipede" problem. Should be fixed now.
DrinkingBuddies 7 Nov, 2023 @ 9:26am 
I love this mod. But there's a problem. This mod deletes minigun of enemy centipede gunner. They just spawn with no weapon.
A V.O.I.D Representative 13 Feb, 2023 @ 3:47pm 
i used this in like 1.1/ thank you
SpaceDorf 22 Jan, 2023 @ 5:56am 
Miniguns and Machine Guns ( belt fed guns in general ) should be handled differently.
A 15-20 shot burst is stupid. It's like emptying the belt on a single target. Like the scene in the original predator movie where the soldier mows down half a forrest without hitting anything.

After being setup single barreled machine guns are meant to fire in bursts of three to five shots in short intervalls while either moving from target to target or suppress a position, to not overheat the barrel, and again .. not to fire a whole belt ( and barrel ) at a single target.

So the actual correct procedure would be to put down the machine gun like a small turret, use it the correct way, than pack it up again.
SpaceDorf 22 Jan, 2023 @ 5:55am 
Another Mod that really needs the minigun touch up :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2906456426

@Shades : and your argument proves why miniguns and machine guns are handled wrong in Rimworld.

Mass in my oppinion is sufficently handled by the move speed penalty.
Warmup is right, that depicts aiming and shouldering. What Rimworld sadly does not allow
in Vanilla is that most light to medium weapons can by fired on the move or with only low overhead.
Because I define being drafted and in position as having the weapon at the ready.
Garr Incorporated 17 Dec, 2022 @ 2:15pm 
If some people are interested in more miniguns being remade in this fashion, they can seek "Rapid-fire Miniguns" mod, which applies patch operations to all existing vanilla and several modded miniguns to behave like here.
General Brasch 5 Nov, 2022 @ 5:22pm 
still the best mini gun mod around. how the mini gun should work in my opinion.
Shades 14 Jan, 2022 @ 10:57pm 
The purpose of aiming time is to simulate mass and handling of a gun. Light weapons shoot fast and can be fired from the hip if necessary, heavy rifles need to be shouldered first and have a center of gravity far away from the shooters center of mass, making an unwieldy weapon. Cooldown simulates and averages things like recoil, reload and so on. Short times represent light close combat weapons, while bursts are MGs and other support, like miniguns. I suggest instead improving accuracy slightly, and extending shots/burst.
Immortalits 7 Dec, 2021 @ 2:01pm 
Is this mod compatible with vanilla veapons expanded? (is this also change the charged minigun fire mechanics? It would be great if yes, this is my favourite weapon with this rework!!!)
Peni4 10 Mar, 2021 @ 11:14pm 
Hello. Is there any chance you might consider a similar modification with the minigun turret from Vanilla Furniture Expanded - Security and the Defensive Machine Gun Turret Pack. Ideally, as I see it, I would like to get a real suppression firing point. I mean: it's a minigun on a turret! He doesn't have to stop firing until he runs out of ammo or targets, right ?! Dhaka must flow!
Garr Incorporated 2 Nov, 2020 @ 3:24am 
My mod is up, and you are mentioned.
Techmago  [author] 1 Nov, 2020 @ 7:01am 
oh yeah, that make sensce. I didnt do that because i am lazy, but its the best aproach
Garr Incorporated 31 Oct, 2020 @ 12:03pm 
I am actually somewhat close to making the working version of your mod that is more efficient (as in, it patches the minigun instead of replacing it) and works for minigun, heavy machanoid blaster, charge minigun from VWE and, potentially, laser minigun from VWE-Laser. The only problem with the last one is accounting for the warmup cooldown reduction. I do not understand what is the maximum cooldown, which prevents me from changing any stats that change the warmup.
Techmago  [author] 31 Oct, 2020 @ 8:44am 
its easy to implement if you copy my files...
The boring part is to make the math to ajust the rates of fire to change the thing without makig it op.
Garr Incorporated 30 Oct, 2020 @ 3:23pm 
I understand that. Hence my question.
... Maybe I can just make my local copy to make it work somehow... Later...
Techmago  [author] 30 Oct, 2020 @ 12:45pm 
I thought about that. right now this mod ONLY changes the vanilla minigun. Nothing else
Garr Incorporated 30 Oct, 2020 @ 11:49am 
By the way. Does this change in behaviour work on other weapons that work like a minigun? Such as charge blaster that centipedes carry or the charge minigun from Vanilla Weapons Expanded? I doubt it does, but it honestly would be quite nice to have this change added by this mod as well. Make all the miniguns work on the same principle.
M.A.R.T.I.N. 26 Aug, 2020 @ 9:22am 
Lol, thank you a lot, it was really easy) And now i have really frightening minigun. And so do raiders°_°
M.A.R.T.I.N. 26 Aug, 2020 @ 8:37am 
Wait, wait, wait, i dont want to use your mod make one more (at least now), im just curious HOW can i change. I mean, i dont even understand where can i find the mod's file to redact it
Techmago  [author] 26 Aug, 2020 @ 6:44am 
Its REALLY easy for you to change anything...
You could use this mod as a starting point... i was lazy and overwrite the entire thing instead of patch it... but you can use it to change anything you like. You just need to take a minute to understand what each option does.
M.A.R.T.I.N. 25 Aug, 2020 @ 8:08pm 
Hello, thank you for 1.2. Do you kno de wey how i can boost minigun by myself? Maybe some mod for improving only minigun's accuracy or maybe i can rewrite something inside your mod too decrease cooldown and aiming time? (ive heard that if it xml file, you can easily rewrite it)
Techmago  [author] 24 May, 2020 @ 8:56am 
It would have the same problem as before most of the time. A suddent stop if the target move away or die, and constant re-targetin interfering with the warm up.
My goal here was to made the mining more usefull, not op.
I never really use minigun with the vanilla settings... assault rifle is more reliable.
NerdCuddles 24 May, 2020 @ 8:30am 
I would of just decreased the cooldown and made it fire way longer with way more bullets
Ralathar44 15 Mar, 2020 @ 2:05pm 
Huzzah, I have many bullets to spare. 1 for each friend :P.
Techmago  [author] 15 Mar, 2020 @ 8:52am 
1.1 is out, tell your friends
Ralathar44 29 Feb, 2020 @ 8:56pm 
Update to 1.1 when you can <3.
nastyfk 19 Oct, 2019 @ 7:59pm 
Damn I love you. I'm thinking about the same thing and you made it. Good job!
Ahmet 9 Jun, 2019 @ 8:47pm 
immortalits, with math you are wrong, i calculated this:
(0.14+0.14)x250=70 and:
(2.3+2.5+2)x10 =68
these are shows us vanilla minigun has higher dps with this mod's minigun with ratio 70/68.
above ''2'' is vanilla minigun's burst ticks, i calculated with warm up and cooldown.
Techmago  [author] 23 Feb, 2019 @ 1:26pm 
Not with only XML.
And sadly i never dwelve into the c# portion before.
Razak 23 Feb, 2019 @ 12:41pm 
Is there a way to make the initial warmup ~2 seconds, keeping the rest the same?
Because your way, it doesn't really feel like a minigun anymore... well it does... but it doesn't warm up so it loses its "feel".

Otherwise great mod!
Immortalits 1 Feb, 2019 @ 9:53am 
Just saying, that AR (similarly legendary) stats are:
long: 11
medium: 14.2
short: 16.1
close: 15.6

for both buns, medium/close ranges are the relevant ones, so with your mod, the originally superior dps minigun becomes an utter crap, even a pistol is better.
Also, the fact, that the 'actual dps' is lower for the minigun doesn't mean, that it's intended to be lower, than the AR, it is intended to be superior in dps.
You've solved the designe mechanical failure of the minigun, yes, but at the same time, you've reduced it's damage output by so much, that I highly doubt, that it became even a subpar AR.
With less than half medium and close to half reduced short range dps it's not just not 'superior', it's literally sh*t.
The fact, that it had a design failure doesn't mean it's supposed to be weaker anyways, it's base stats, it's requirements, it's material cost, everything about minigun clearly indicates, that it's supposed to be stronger, than an AR, just highly inaccurate.
Techmago  [author] 31 Jan, 2019 @ 4:45pm 
You are missing a pont with the minigum... the acctual DMG in vanilla is a lot less because of the force miss...
Most of the shots wont land on anything.
The minigun in vanilla is only effective against a swarm of enemies and if you manually aim it on "something" on the back (there is a youtube videos about it)
The modification i made remove the need for the manual aiming step, but i kept the imprecision of the gun, so it kept it feature of "situational advantage"
The idea is not to transfom the gun in basically a better alternative to the assault rifle.
Immortalits 31 Jan, 2019 @ 3:44pm 
Would you mind recalculating the damages?
It's probably with the reload times and coolwodn times interacting differently somehow.
Immortalits 31 Jan, 2019 @ 3:39pm 
Just checked again the actual damage values :/
Without your mod:
long: 13.9
medium: 20.3
short: 21.1
close: 13.3

With your mod:
long: 3.4
medium: 6.6
short: 10.6
close: 10.7

you probably misscalculated something with the 'similar dps' thing...
Techmago  [author] 15 Jan, 2019 @ 11:33am 
How long to make if i started it?
the shitty way? about 10 minutes
the correct way? about 30 minutes (i forgot everything abot path operation in XML)

The xml are reallly easy to edit. Most of the problem is lazyness.
And im not certain that it is a good idea... maybe i will make another one just for the lmg, or one with a bunch of changes like this, lmg, and most turrets.
I imagine that an automated turret most likely would have a chain-fedder
Kasarian 11 Jan, 2019 @ 11:53am 
I don't see any need to change the acuracy stats, you don't use a single minigun (I have at least 6 colonists using them, usually place them around choke points or have them fire upon large groups in the open for suppresion) and let's not forget that quality of the minigun matters with it's acuracy so high quality and thus acurate minigun should be something valuable and worked towards (like throwing 60 bills and seeing how many master quality that 20 craft pawn can make).

As for LMG I'm more curious how long did it take for you to make this adjustment? Thinking of maybe doing a conversion of a lot of weapon mods to work like this while lowering damage/pen slightly to stretch out the fights...
Immortalits 9 Jan, 2019 @ 12:16am 
That would be great, I like to use mixxed purpose weapons for my guys and girls.
But I ddin't meant a huge boost in accuracy, just enough to restore it's dps (even for close range) to a bit higher numbers, compared to the supposedly lower dps weapons or at least redesign the times, so either the warmup or aim time takes a bit longer, than the other (possibly warmup - because minigun isn't supposed to be aimed at all, or the other one if you want that), so at least one of the traits will do better with the weapon.
With higher aim time -> trigger happy will affect it better at the cost of less bonus accuracy from shooting skill or
with higher warmup time -> carefull shooter won't affect dps that negatively through aim time increase and the skill is a bit more usefull this way.
(these are just my ideas as suggestions, I just love this mod)
Techmago  [author] 8 Jan, 2019 @ 12:59pm 
While it would be very easy for me to do that, thats not my objectvie with this mod... the minigun is made do deal with a wave of close enemies... if it gets more acurate, it would make the other weapons useless.

In the oether hand, i am thinking in doing the same for the LMG.
Immortalits 8 Jan, 2019 @ 8:18am 
Is it possible to reduce the times a bit more btw?
It's a bit bugging to see the should be strongest dps weapon having less dps, than some pistols.
It truly has low dps (long ~3-4, medium 7, short/touch 10) with legendary rating, compared to an assault riffle, that has 10-17+ dps and also reliable with it's close to 100% accuracy is a bit frustrating.
I know, that with 4-6 miniguns against a bounch of enemies, even misses do damage and it crazily multiplies in absolute dps, but still, a bit more accuracy would be great or maybe a bit better firing speed, dunno.
Techmago  [author] 7 Jan, 2019 @ 12:04pm 
Its the same complain i have with the minigun in doom2, or in some FPS like planetside. Why the hell a chaingun have a small clip?
Immortalits 7 Jan, 2019 @ 6:15am 
hm, after trying this mod, the minigun becoms realy good, even if it significantly reduces the weapon's dps 'on paper'. (after activating the mod, my miniguns dps became ~4-7 with a legendary version down from 15-25 - differences are from different range, aka. accuracy).
But this mod shows how the minigun should have been in the first place :)
With being so godamn heavy, why would it need reload after 25 shots? Minigun supposed to hold tonns of ammo, so it doesn't need reload and when it need one, it's a quick reattach to a new 'box' of ammo, that holds hundreds of ammo.
Immortalits 6 Jan, 2019 @ 8:08am 
You've just made me to come back to my abandoned colony a few months ago from playing a bit of Path of Exile just to equip more of my 'mid range guards' equipped with this beauty.
(Guars protect the snipers.)
b00marrows 2 Jan, 2019 @ 1:20pm 
I feel your heart is in the right place, but it just doesnt feel right.
The issue isnt your mod, it is the flaws of the games shooting mechanics.

due top how shooting mechanicallyw orks i dont think you will ever make it function like an actual minigun would especially not in a forced "balanced" way.

IMO the minigun SHOULD be OP. Its a mid tier wepon that is a single research node on its own AND has a penalty to holding it.
If you do plan to go further with this idea, focus on making the minigun powerfull in the right way rather than "balanced".
At close range the wepon should SHREAD through what its pointed at.

A thing you could try is temporary faster fire rate buff applied as you shoot it (wind up)
Maybe check out the 'Hyperion' mod for an example.
jfd 30 Dec, 2018 @ 9:07am 
It feels like this kind of minigun is much more powerfull or even overpowered. If you put 2 pawns against 4 elephants and they are enraged, which means they all attack you because you hurt them you can in the given radius of minigun kill them all before then get to you. Yeah thats how miniguns work but isnt this a little too powerfull? Is it possible for you to add a menu of times so I can tweek it a little? I believe your math is correct but I dont know why it feels much more OP this way.
Mo.higher 26 Dec, 2018 @ 5:37pm 
Good~
ChromePlate 25 Dec, 2018 @ 12:26pm 
well i got MY minigun from a raider, i think.. lol
Techmago  [author] 25 Dec, 2018 @ 6:12am 
@kasarian I think is someother mod doing the thing... my raiders came with minuguns :P
Kasarian 24 Dec, 2018 @ 10:51pm 
Actually depends on your mod list and playstyle.
I have Androids (so all my colonists are stupidly strong from the moment they're born), Rimsenal, Run and Gun and mod that buffs weapons across the boards with quality (not just acuaracy as is default in vanilla).
So if you like to counter attack by doing a charge or use choke points, you get 4-5 of these babies and suddenly everything is shredded before it has much chance to retaliate so I'd recomment this mod if you're playing on hard or hardcore.

What I found is that the raid groups don't get miniguns with this mod, either that or another mod takes it out that grants charge weapons for raiders.