RimWorld

RimWorld

Vanilla Spacer weapons - Explosive Bolt
71 Comments
MeatBeatMarv 21 Apr, 2024 @ 11:50am 
I'm curious to know what you mean by "state of the game". Is it just a loss of interest? Or did 1.5/anomaly make a change that makes creating a mod more of a pain?
introvertiert 15 Apr, 2024 @ 2:24pm 
@Halituis Amaricanou What do you mean by state of the game? What happend with the update?
Halituis Amaricanous  [author] 14 Apr, 2024 @ 1:36pm 
@Behemoth64 Ya apologies but I don't want to be doing mods for the future for rimworld because of the state of the game. but I would recommend DetVisor's Impact guns as a nice replacement.
Behemoth64 14 Apr, 2024 @ 1:24pm 
1.5?
Sir Humphrey Appleby 1 Apr, 2024 @ 1:59am 
Can you make the source available?
Eoftar 11 Mar, 2024 @ 1:43am 
Bolters, brothers!
Victor 6 Sep, 2023 @ 8:06pm 
Weird, an error shows up on startup, but only if Vanilla Expanded Framework is active:

https://gist.github.com/HugsLibRecordKeeper/daee01a39f02984f1edc35a914de7cab
Cato 23 Jun, 2023 @ 8:21pm 
The Empire turning up with these bad boys is super intimidating, I really do not want to betray them after watching them tackle a Mech cluster :Hire:
CTH2004 6 Jun, 2023 @ 6:56am 
well, based on them asking, I suspect they are interested.

And, I second that idea! so... there is at least some interest (:
Halituis Amaricanous  [author] 4 Jun, 2023 @ 1:39pm 
@Gantradies not really~ I guess if there is interest for it maybe.
Gantradies 4 Jun, 2023 @ 1:20pm 
out of curiosity, do you have any plans for a warcasket-scale varient?
CTH2004 21 May, 2023 @ 8:35am 
well, incenedary would work, if you say, go beyond flamethrowers.

Say, fire that is contained in force fields?

Also, what about "phased" weapons, that pass through allies, only harming enemies (Very low damage, though). Might even have some that pass through walls!

Tractor-Beam based weapons that can either rip organs out, pull things from beind others (Effectivly, seeming to "unfire" weapons)

EMP weapons that fire (depending on the model) beams of electromagnetic pulses (Causing high damage do a single target and/ or in a straight line), or a EMP shell. Can disable (and even kill, if multiple shots) mechanoids, disable bionics

Psycic weapons that work similar to psycic lances, useless against mechanoids and psycicly deaf. Psycicly deaf can't use them

Cryo-weapons
Halituis Amaricanous  [author] 20 May, 2023 @ 6:26pm 
@CTH2004 surprisingly not many ideas, we were thinking for some kind of fire-based type deal. but that wasn't unique enough to stand on its own...
but if ya have ideas always open to em.
CTH2004 19 May, 2023 @ 9:06am 
out of curiosity, is another "spacer weapon" mod planned? if so, what? (If you need ideas, just ask!)
Spirehawk 28 Mar, 2023 @ 1:25pm 
god damn that looks cool, makes me wish there was a melee weapon included to make a 1 tile explosion on the target :D
Halituis Amaricanous  [author] 25 Mar, 2023 @ 9:58pm 
@turkler Wish I had someone like you to test this new update with the specifics are very helpful in pinpointing the problems. thanks :steamthumbsup:
turkler 25 Mar, 2023 @ 2:10pm 
explosive bolt weapons just do very little damage for what they are. I tested them without any combat-altering mods, just plain vanilla, and even then an explosive bolt pistol was actually worse in almost every way (except armor piercing value) than an autopistol. it has worse range, deals less damage to armored targets, so on.

the bouncy guns are just worse version of the gauss rifles from ve weapons. they're not bad per se, but they do subpar damage and the 'bouncing' effect feels completely random. the gauss rifles did this right by having the bullets travel in a straight line and damage everything on it's path, this meant you could actually use this to your strategic advantage if you actually put in the effort to do some micro. (2/2)
turkler 25 Mar, 2023 @ 2:10pm 
@Halituis Amaricanous not op but here's my two cents:
beam weapons effectively do less damage than something like a vanilla charge rifle. I was expecting something closer to the beam graser from biotech. not in terms of presentation but in terms of damage, a weapon with a long warmup that deals big damage to anyone caught in the weapon's beam like how ve laser weapons did it. in reality, beam weapons are effectively just normal rifles with a bit of visual flare. (1/2)
Halituis Amaricanous  [author] 25 Mar, 2023 @ 1:10pm 
@Square Discus A very fair shout, we just wanted to compare this with vanilla crafted weapons. However I am Curious on how you see the others as underwhelming too, as Im collecting data for an update to make them better.
Square Discus 25 Mar, 2023 @ 4:29am 
Been trying out 3 of these vanilla spacer weapons mods, while the presentation is amazing they feel severely under-powered even compared to vanilla, craftable weapons, the aiming and cool downs are far too long for a start.

Compared to a standard sniper rifle the explosive bolt sniper takes longer to fire and cooldown, has the same damage, and barely makes up for this in its supplementary stats, if at all( it actualy has less stopping power), and comparing any of the pistols to a standard VE charge pistol isn't close to fair.

For a rare uncraftable weapon set this is pretty underwhelming, and tbh so are the other 2 sets.
Ganja | Ham Mafia | 19 Mar, 2023 @ 12:02pm 
BROTHER WE MUST PURGE THE HERETICS IN THE NAME OF THE GOD EMPEROR!
turkler 11 Mar, 2023 @ 10:24am 
@udding Deity a bit late but that was indeed an oversight, it is craftable now
@Halituis Amaricanous they are indeed quite weak. they are super rare, uncraftable weapons that effectively deal less damage to armored targets, which is odd because spacer level weapons should be able to at least be somewhat effective against spacer level armor. in my current mechanitor run I happened to come across a few and they're effectively useless. they deal very little damage against mechanoids, empire brawlers and so on.
Halituis Amaricanous  [author] 8 Mar, 2023 @ 8:07pm 
@Pudding Deity not a bad shout, we have increased the fire rare in a previous update but its clear that it does need more stopping power, as well as maybe giving them the ability to be crafted could make them much more streamlined. to be an Armour piercing weapons foremost.
As well as adding Combat extended support will look into seeing if we can make them have deeper changes :steamthumbsup:
Velvet 8 Mar, 2023 @ 7:11pm 
Slight correction to myself, you also can't craft the doomsday rocket launcher, it didn't occur to me because I don't think of those as standard weapons, and the flamebow is left uncraftable as... presumably an oversight?
Velvet 8 Mar, 2023 @ 7:07pm 
Two: You want them to be a sidegrade, NOT an upgrade, but they're also uncraftable and only available through trade and quest rewards. In Vanilla the only three non-craftable weapons are the monosword, plasma sword, and zeushammer. The monosword and zeushammer are better than their craftable equivalents in every way, and even the plasma sword generally comes out as a direct, if slight upgrade over the longsword. I think compared to the plasma sword these are too weak compared to their counterparts for quest / trading only weapons, and the plasma sword is already the least liked and taken of these weapons in vanilla.

My point is, it seems weird to me to have a non-craftable weapon be a mere sidegrade when vanilla treats them as upgrades.
Velvet 8 Mar, 2023 @ 7:04pm 
The balance of this mod even just reading the description seems to be strongly at odds with itself. I understand they're meant to be crowd control support weapons that are a sidegrade to regular weapons rather than an upgrade, but two big things don't make sense to me there.

One: They have abysmal range, even compared to charge weapons that I've regularly seen people claim are useless due to their short ranges. If you can only get off a few shots before a crowd closes into melee then what good is a gun for crowd control? This might work better in actual gameplay, but short range still seems like a massive weakness for crowd control weapons.
Halituis Amaricanous  [author] 4 Mar, 2023 @ 5:54pm 
@Daijin they are more to shred Armour/ control groups of enemies more than directly deal damage. Guess I should have made that more apparent in the description.
Daijin 4 Mar, 2023 @ 5:37pm 
I feel like they're way too weak against any kind of power armor.
nugget12375 16 Feb, 2023 @ 9:38pm 
cool, i can make a space marine now
SpaceDorf 6 Feb, 2023 @ 9:05am 
And here I thought that's what the Flak Storm Cannon was supposed to be :)
Sir Fragalicious 30 Jan, 2023 @ 2:36pm 
Would be cool to get warcasket versions of your weapons.
SpaceDorf 30 Jan, 2023 @ 1:19pm 
First test concluded. I don't have heavy weapons installed ( I thought I did )

4 Marines vs. the Mechanitor Quest ( 10 Scorchers + 15 Militors )
Open field, just rock chunks for cover.


The Bolt Gun performed well as before
The Bolt Rifle gained a lot from the higher range which could be reduced a bit due to the power or remove the 3-Round-Burst

The Sniper had no chance to shine due to the briefness of the encounter.

The Shotgun still sucks somehow.
The wielder was the only one downed, due to being swarmed by scorchers, after firing a single shot which took out not one enemy. ( Then nearly died because of friendly explosions :) )

The Minigun on the other hand became an unholy abomination upon the Manperor.
Pummeling rogue Metal Men into submission by an unrelenting torrent of holy explosions.
SpaceDorf 26 Jan, 2023 @ 9:21am 
I am away from home for the next view days so sadly I have no chance to test this
Halituis Amaricanous  [author] 25 Jan, 2023 @ 11:12pm 
@SpaceDorf Interesting take! only thing I wonder is if you increase the range of the shotgun it wouldn't technically not "reach" the enemies as it has a custom explosive for it? Regardless Also thinking of changing the heavy weapons to be more "rapid fire" rather than burst as they currently are.
SpaceDorf 24 Jan, 2023 @ 9:18am 
Soo .. after a while I made a few balance changes for myself.

I switched out warmup and cooldown time for the shotgun and upped the range by 1.
The high warmup compared with the low range of the shotgun made it nearly unusable without fortifications, even with "run and gun" active.

I upped the range in general to be closer to their equivalent standard weapon
Gun and Sniper was allright
Rifle to 23.9 ( it is still a rifle, and War Marines Spit having a longer range than the gun was embarressing. )
Minigun to 28.9
Heavy to 31.9

I also removed the burst fire from the miniguns and gave them the "rapid fire minigun" treatment
warmup and cooldown times with 0.13 for Mini and 0.15 for Heavy, because I dislike burstfire.

Due to the Lore of Bolt-Rounds I consider adding a minimal safe distance for firing as well.
SpaceDorf 22 Jan, 2023 @ 6:39am 
Hoooly Manperor.
I finally got to use those puppies in combination with some Space Muhreenes.

First I was a bit miffed by the damage, but I was wrong, my four guys charged a small mechcluster in the open and won without casualties.
Velvet The Goo Cat 8 Jan, 2023 @ 2:45am 
that scattergun pattern is just beautiful
name Jeff 7 Jan, 2023 @ 2:56am 
A beautiful looking, gorgeous sounding club.
name Jeff 7 Jan, 2023 @ 2:43am 
Then I would say that the wind up is too long for a crowd control weapon, and the range renders it unable to fire more than a single salvo before being beset upon by melee units on foot. Not even riding mounts or enhanced in any manner. It then becomes a glorified club.
Alexis Popcorn  [author] 5 Jan, 2023 @ 1:30pm 
Consider that this weapons are mostly for croud-control and spread-damage rather than stronger versions of the vanilla weapons
name Jeff 1 Jan, 2023 @ 9:51am 
but otherwise, holy shit nice mod. great looks and feel. i r8 8/8 m8.
name Jeff 1 Jan, 2023 @ 9:41am 
Bolter rifle is terrible. Doesn't really kill anything it should, e.g. unarmored groups, nor does it do anything in particular that something else doesnt do better. Like a minigun.
name Jeff 1 Jan, 2023 @ 4:14am 
The Emperor protects!
Pink Lion Gaming 29 Dec, 2022 @ 11:50pm 
Me waiting for the Self Guiding Charged Laser Powered Antimatter Turbo Minigun to be added
Arquebus 29 Dec, 2022 @ 4:48am 
Just wanted to let you guys know, the infographics + gifs for showing what the mod does is great. Well done!
Hykal 29 Dec, 2022 @ 12:08am 
@author

I think it's very easy just to make 'vanilla gun but better'. 72 damage is already massive, and making them more powerful on a per shot basis kinda makes vanilla weapons outdated.

I think, to have your cake and eat it too, maybe the bolt weapons can have fire modes? The standard is the AoE fire as is, but 'single shot' or something similar is more powerful, but takes longer reload/aiming time.
Halituis Amaricanous  [author] 28 Dec, 2022 @ 11:50pm 
@Petrus Aurelius Ya they were meant to be more of a support type but might think about redesigning them to be more primary type, since that seems to be the main complaint. also the rifle does 11 damage plus the max 3 cell splash for a maximum of 72 damage per burst. Again, still seems to not to be what people want so will try to make them more individually more powerful.
Petrus Aurelius 28 Dec, 2022 @ 11:41pm 
Very badass style. Really has bulk and a feeling of power in a pawn's hands. They are a bit underwhelming however. Comparing the assault rifle against your bolt rifle. The assault rifle does 11 damage and has 30 range. So the bolt rifle would be a downgrade since its 6 damage at range 11. So the guns are very much 'fire support weapons' than something that would be standard issue late game.
Max 28 Dec, 2022 @ 5:10pm 
I just wanted to state that I personally LOVE the "miss" variation system. Good work!