RimWorld

RimWorld

S.T.A.L.K.E.R. - Custom Gauss Rifle
53 Comments
Mr. Krill 12 May @ 2:07pm 
Item 62 Mk.I (нормальне) (Gauss battery) burst fire shot count is same or higher than auto fire
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Warning_Patch1 (string)
CombatExtended.CompFireModes:InitAvailableFireModes ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:ExecuteWhenFinished (System.Action)
CombatExtended.CompFireModes:Initialize (Verse.CompProperties)
Verse.ThingWithComps:InitializeComps ()
Verse.ThingWithComps:PostMake ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.ThingMaker.MakeThing_Patch3


https://gist.github.com/HugsLibRecordKeeper/2be3f8dff29bb95532e9148458aa8851
Lekoda 14 Nov, 2024 @ 3:44pm 
Having trouble getting the CE compat to work.
@MrKingJupiter@ 4 Apr, 2024 @ 3:05pm 
Well since 1.5 is coming closer i'll miss having this great mod, atleast for a moment if it gets updated :)
EternalCat 13 Jan, 2024 @ 10:14am 
I wish there was more stalker mod for Rimworld. Monolith needs to roam the rimworld
AbsolutelyNotSteveJobs 23 Jul, 2023 @ 11:46pm 
Vanilla exported companible?
HealthCat 6 Jul, 2023 @ 7:05pm 
@michalhamrus you can go under the stats tab of a weapon and look at its damage values in range, and off to the right side it should display its damage values with different ammo types
Géza a drogos szovjet 4 May, 2023 @ 5:57am 
maybe armor sets from the stalker games pls? i would love to get my pawns some good seva suits or exoskeletons. and even some lov tier jackets from stalker. you could even get emmisions and artifacts in the game
de1dman 28 Apr, 2023 @ 3:45pm 
I just noticed something and this gauss gun is not the same one in all of the 3 orginial games, this one comes from a mod called gunslinger, for Call of pripyat.
Mihošek 6 Jan, 2023 @ 8:49pm 
Hello.
I might have silly question. This gun has three types of ammo. I tried to load gun with each of them and I can't find any changes about parameters. So, please, can I ask what each type do or has different in parameters? In description is listed EMP/damage/ArmorPen/CraftingCost. But nowhere seems to me to be found these info.
Also it is a CE thing there is generally no damage listed for weapons or it is for this gun? I know it changes with ammo type, but for general idea.
Astryl 5 Jan, 2023 @ 3:42pm 
Need a turret / cannon in this style >_>
Complete Casual 7 Nov, 2022 @ 10:39pm 
ty ty :) these were some of my fav modded weapons, just look too good
apadilla124us 7 Nov, 2022 @ 12:28pm 
thank you for the update!
Harkon  [author] 7 Nov, 2022 @ 11:59am 
Updated to 1.4
- Fixed errors with the new update
- Removed dependencies (rimpy may say otherwise for some time)
Complete Casual 23 Oct, 2022 @ 9:35pm 
ill miss this one in my 1.4 playthrough (until it gets updated, if it does) but regardless, thank you for the enjoyment while I was using it on 1.3
Simo Häyhä 1 Oct, 2021 @ 6:29am 
good job
Harkon  [author] 1 Oct, 2021 @ 5:38am 
1.3 UPDATE
- Report any stuff that I might have missed.
- You may get some harmless errors on first load.
- Some of the weapons in existing saves may disappear (use dev mode if you want them back)
- You will get a duplicate research project while I update the rest of the smaller gun nut packs.
- Included .dds textures for those of you using mods like graphic settings, should improve load time, quality and performance.
- Description will be properly updated at a later date.
- All Gun Nut mods now require Gun Nut CORE to work properly.
- Important for this mod, the coilgun functionality is only available in vanilla.
Luden 30 Sep, 2021 @ 1:29pm 
Literally just wait...
terrie 30 Sep, 2021 @ 5:54am 
So, is this one going to be updated? Since other gun nut mods are already updated, I hope this one would also have an update.
Jon Sneh 22 Aug, 2021 @ 1:31pm 
Just tested this in 1.3 with CE but not with VWE - Coilguns and couldn't find any issues. I assume any of those issues people had in 1.2 were completely related to the Coilgun integration in this mod.

I personally don't recommend coilguns with CE anyway as the penetration mechanic does not mesh well at all when it's a high RHA projectile on top of the weapons now having massively increased rate of fire.
Exo 9 Aug, 2021 @ 7:55pm 
The mk.II doesn't use ammo and doesn't do damage
Comanche Point 8 Aug, 2021 @ 6:28am 
Why range of it is too small?
Harkon  [author] 26 Jul, 2021 @ 9:38pm 
Most of the Gun nut mods should work fine with 1.3. I will update them but I have a couple of thing planned and limited time so is going to take a little longer.

This one is the one that might not work since people had problems with it on 1.2. It will be fixed.
ADMIRAL AWESOME 20 Jul, 2021 @ 10:58pm 
giev 1.3 :) Looking forward to an update!
Marsh 20 Jul, 2021 @ 7:59pm 
1.3 gun nut collection when? great job, love ur mods.
turkler 10 Jul, 2021 @ 2:34pm 
when 1.3
LE_sbian 8 Jun, 2021 @ 7:39pm 
VRAG MONOLITA
Harkon  [author] 21 May, 2021 @ 4:13am 
I have to take a better look at this one since there is a new laser framework in CE. I recommend not using this until I post here that this is updated and completly fixed.
big tobacco 21 May, 2021 @ 1:57am 
шыисят дыва))
SÅGÅ 26 Apr, 2021 @ 2:46pm 
The Gauss rifle doesn't appear to be consuming ammo when working under CE's new coilgun framework.
vanilla kitten cuddles 18 Apr, 2021 @ 9:48pm 
Oh okay, I tested the VWE coilguns and they break it too. Alright, I will just play without any ammo then because I like this gun.
TechMiko 18 Apr, 2021 @ 6:38pm 
@vanilla kitten cuddles At now, the bullet type of a coilgun, that uses in Item 62 from VWE - Coilguns NOT compatible with Yayo combat ammo system. Oskar will fix this issue, but never know when. Just, wait or use another mods on ammunition. That's all.
vanilla kitten cuddles 18 Apr, 2021 @ 2:40pm 
Yayo's Combat 3 makes it so weapons fall into 3 types: Primitive, Industrial, and Spacer. It generalizes ammo so you only need to make those three along with explosive/special versions of those three. It auto-patches other weapon mods and even with this one it loads the ammo but when I select the pawn it breaks my UI and I am unable to draft them/use psycasts.
Firestorm🗿 18 Apr, 2021 @ 2:17pm 
@vanilla kitten cuddles perhaps Yayo's Combat 3 requires mods to be patched to work with it. I mean, why would a gun from a different mod that was not coded to work with this mod have an ammo type for Yayo's Combat 3?
vanilla kitten cuddles 18 Apr, 2021 @ 12:14pm 
I don't know if anyone has commented on this but when using Yayo's Combat 3 when you turn on simple ammo these break. I am not that well versed in modding so I don't know why.
kapipara 20 Mar, 2021 @ 9:03am 
Yeah I could just go read the xml so I dont need to wait it load but would be nice if every gun nut mod had gun stats on the workshop page. It would take some maintance so I dont blame you for not doing it
Harkon  [author] 20 Mar, 2021 @ 5:12am 
@Lmao,their arms are so long You can just test it, depends if you are playing with coil guns or with CE or none.
kapipara 19 Mar, 2021 @ 10:51am 
i'd like to see the stats so I could decide if it is balanced and fits to my pack
Silent Service 17 Mar, 2021 @ 8:01am 
please never stop creating new guns for Rimworld!
:steamthumbsup::steamthumbsup:
Sonny Crocket 15 Mar, 2021 @ 6:03am 
@Harkson, understand, thank you for responding.
Harkon  [author] 15 Mar, 2021 @ 4:42am 
@Sonny Crocket no idea my man, never used RimPy myself
Harkon  [author] 15 Mar, 2021 @ 4:41am 
I just released an update that includes a new variant and a rebalance of the stats in both CE and Vanilla.

Now in vanilla I recommend to use it with coilguns the guns will feel similar to the Gauss Rifle and the Gauss Lance somewhat more expensive to craft and somewhat better you'll see them on the same places as other coilguns.

In CE the original has become a semiautomatic EMP rifle faster fire rate bigger mag the new one has covers the sniper role to fight clusters, etc more precise less mag cap more range.
[Auto/Doll]-RGNT 14 Mar, 2021 @ 7:12pm 
does this follow the same rules as Coilguns when spawning into the world? IE, typically only spawns with Imperial traders and on imperial troopers and cataphracts?
d_valroth 14 Mar, 2021 @ 11:00am 
@wilson_fur It's because VWE uses custom coding for the coilguns and lasers which was only written for vanilla. As CE doesn't natively have beam or relativistic weapons, they can't be patched, they'd have to be rewritten from scratch basically. When you use this in CE, it is NOT a coilgun, it becomes an EMP weapon instead.
Sonny Crocket 14 Mar, 2021 @ 10:09am 
for some reason i cannot enable these gun nut mods with RimPy, it says not found, but every single one of the other 100+ mods i use it enables with no problems. Anyone else have this issue?
TheLastHoloPilot 14 Mar, 2021 @ 8:06am 
You make some of the best gun mods out there. At least as good as Vanilla Expanded.
Liliyum1794 14 Mar, 2021 @ 7:09am 
This is very epiccc
Orix FC 13 Mar, 2021 @ 11:00pm 
thank you, you are the best.
Harkon  [author] 13 Mar, 2021 @ 10:05pm 
you can use coilguns in vanilla, my mods work with vanilla and CE
Riggs 13 Mar, 2021 @ 5:54pm 
I love how this mod is CE Compatible but Coilguns isnt
Max Havoc 13 Mar, 2021 @ 9:24am 
I love this, now Im just waiting on the MK18s