RimWorld

RimWorld

Rapid-fire Miniguns
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.
Diddy Disciple 15 Aug, 2023 @ 10:52pm 
Man i appreciate this FR
Garr Incorporated  [author] 13 Aug, 2023 @ 7:45am 
Right now - no guns from "VWE - Heavy" are affected by the mod. This can be added, if I get around to doing it some time...
Farbott 10 Aug, 2023 @ 10:30pm 
Vanilla expanded heavy weapons compatible?
A Green Banana 23 Jun, 2023 @ 6:27pm 
haha pawn go brttttttttttttttt
SpaceDorf 16 Jun, 2023 @ 8:43am 
Yeah in combination with Simple Sidearms you get walking tanks.
Pinaloan 2 Jun, 2023 @ 3:30am 
Honestly one of my required mods at this point, makes kitting out an entire death-squad of heavy weapon soldiers feel awesome instead of wasteful! Has anyone asked about Project Itzal: Reloaded yet? There are some really cool beeg guns that could use this kind of touch up.
SpaceDorf 6 Mar, 2023 @ 8:39am 
No as in I honestly thank you, because I used your Mod as a basis and learned from it :)

I changed the mods I wanted for myself a while ago, but then one got an update and the others got completely deleted because Steam stopped downloading mods and I had to completely reinstall Rimworld ..

so I took the hint and finally got around to learn Patch Operations so shit like this does not kill my changes again.
Garr Incorporated  [author] 5 Mar, 2023 @ 2:25pm 
As in, I didn't do it so you did? Sorry, was busy with other projects on my plate.
SpaceDorf 4 Mar, 2023 @ 1:36pm 
Thank you Garr, you just tought me Patch-Operations :)
Garr Incorporated  [author] 25 Jan, 2023 @ 9:21pm 
I'll look into it when time permits. Thanks!
SpaceDorf 22 Jan, 2023 @ 5:58am 
Another Mod that really needs the minigun touch up :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2906456426

when you forget to which mod you are actually subsribed :)
SpaceDorf 8 Jan, 2023 @ 1:56pm 
Yup thats right, and there might be less Mini-Gunny weapons than I thought.
And it would be my pleasure to support your endeavour.

Rimsenal Core -
Jotun Interstellar - Either the "Muspel" Supressor Cannon
or "Grendel" Siege Gun

Rimsenal Augmented Vanilla Pack - Charge Weapons - Assault Charger

Rimsenal Ferals - Feral Crank Gun - Skullbuster ( after checking the stats already has single bullet, low cooldown fire )

Rimsenal Federation - none


Another though this mod gave me, is that Machine Guns are used completely wrong.
Long Salvos with Long Intervalls instead of short to medium salvos with shorter intervalls.
( at least that is how my instructors tought me shot one .. )
Garr Incorporated  [author] 7 Jan, 2023 @ 4:51pm 
@SpaceDorf
I vaguely remember Rimsenal having a selection of mods. If I am mistaken - please correct me, but if I am not, I would very much appreciate you helping me see which mods have miniguns to modify and which aren't.
SpaceDorf 6 Jan, 2023 @ 9:15am 
@Garr Incorporated
I would love to see the Rimsenal Weapons getting the same treatment.
Garr Incorporated  [author] 6 Jan, 2023 @ 12:40am 
It wasn't that hard, really. But thanks!
Draven_Stone 5 Jan, 2023 @ 12:37pm 
yeah, sorry about that, thanks for putting in all the hard work
Garr Incorporated  [author] 5 Jan, 2023 @ 10:03am 
Your false advertisement made me chase a goose for ages. The gatling gun is not from Settlers. It's from Vanilla Weapons Expanded - Frontier.
Anyhoo, it's updated now. Happy belated New Year!
Garr Incorporated  [author] 30 Dec, 2022 @ 5:06am 
Settlers? Okay, I will probably be able to get to it tomorrow.
Draven_Stone 28 Dec, 2022 @ 1:33pm 
what about Vanilla Factions Expanded - settlers, the handheld gatling gun is the grandfather of all miniguns, it needs some love too
Vladimir [RU, noob] 28 Dec, 2022 @ 12:54am 
Hello @Garr Incorporated.
I found a typo error in xml
# Patches/All_Minigun_Patch.xml
:162

<OverheatMoteThrown>Mote_HeatGlow</OverheatMoteThrown>
It must be
<OverheatMoteThrown>HeatGlow</OverheatMoteThrown>
SpaceDorf 26 Nov, 2022 @ 2:47am 
I made the same changes in 1.3 for myself.
Thank you for making it easier for me. :)
pickpickpickpickpickpickpickpick 21 Nov, 2022 @ 10:22am 
thank :D
Garr Incorporated  [author] 21 Nov, 2022 @ 4:42am 
Right. Those are easy to do, since they are literally editing vanilla files. Give me a moment.
pickpickpickpickpickpickpickpick 21 Nov, 2022 @ 12:25am 
Update pls? I'd also love the optional patch to get an update :D
Garr Incorporated  [author] 28 Aug, 2022 @ 2:18pm 
The mod has been updated. Now Warcasket Minigun is also affected by this mod!
Robob 28 Aug, 2022 @ 4:06am 
Awesome,thanks
Garr Incorporated  [author] 28 Aug, 2022 @ 1:35am 
I lied. Patch should come within the next 15 hours.
Garr Incorporated  [author] 28 Aug, 2022 @ 12:26am 
When I get the time, I will do that. Hopefully tomorrow.
Robob 27 Aug, 2022 @ 5:37am 
Could you also patch the warcasket minigun from vanilla expanded: pirates?
Brandon12340987 23 Apr, 2022 @ 10:32pm 
Minigun2's author knew about this but didnt have an issue with it since trigger happy is balanced by the traits trade off although mods that permit upgrades like equipment reinforcer are even more funny
Garr Incorporated  [author] 16 Aug, 2021 @ 1:10pm 
I honestly never considered the implications of that. Due to my time being busy, I haven't played even one game of RimWorld in the past year in general, let alone with this mod. Guess my dream future campaign will be hella fun.
Ridesdragons 16 Aug, 2021 @ 11:28am 
this is probably obvious due to this mod being pretty much just a patch operation, but figured I'd let anyone else who discovers this mod know that this works just fine for 1.3, as far as I can tell

that said, I must say that the interactions between this and stuff that modifies aim speed are pretty funny. trigger happy shooting specialist's minigun go brrrrrrr
Norfuer 15 Jun, 2021 @ 11:44pm 
Alright! You go for that diploma! Real life comes first. :)
Garr Incorporated  [author] 15 Jun, 2021 @ 10:09pm 
To keep the balance, I will need to think of something... Later. Diploma is coming soon and hard.
Norfuer 15 Jun, 2021 @ 7:13pm 
Phew. I finally found the time to play a bit and you're totally right. They do fire somewhat slowly. I guess that means the rate needs a bit of tweaking?
Garr Incorporated  [author] 28 May, 2021 @ 2:43pm 
In my testing they fire somewhat slowly. I await your judgement on that front.
Norfuer 28 May, 2021 @ 4:10am 
Awesome! Can't wait to try it out! The turrets will be pretty gnarly, hehe.
Garr Incorporated  [author] 27 May, 2021 @ 2:09pm 
Finally had an hour of free time, and so I added the compatibility with VFE Mechanoid, changing the Charge blaster turret!
Norfuer 14 May, 2021 @ 9:31pm 
It's all good. Mods are of course an unpaid work of passion, so please take as much time as you need to finish your priorities first! Just glad I was able to help in whatever small way by providing an idea to help improve this amazing mod.
Garr Incorporated  [author] 12 May, 2021 @ 2:46pm 
Right now I am pinned down with my bachelor's thesis, so I don't really have time to dive into it, but I will definitely try to include such capability into a Charge Blaster turret. Thanks for the idea, @Norfuer!