RimWorld

RimWorld

MIM - WH40k Weapons
347 Comments
emitbreaker  [author] 17 Jul @ 7:12am 
@The Unbidden One It used to be, but many people asked me not to spawn all weapons at the same time, so I've changed the way of how this mod works.
The Unbidden One 16 Jul @ 8:22pm 
did you ever get around to making this standalone, i mean so that i dont have to install specefic factions to get specefic weapons?
llllll 10 Jul @ 9:11am 
Your my HERO
emitbreaker  [author] 21 Jun @ 7:34am 
Update: 1.6 Migration - Bolter / Melta works properly, but grav and some beam weapons have graphic issue.
emitbreaker  [author] 17 May @ 8:53am 
@Cotton I am not good at sound so all sounds came from Vanilla or one of the DLCs

@The Unbidden One Yes, to reduce unnecessary bill tab overhead. But I recently (like a month ago) developed new workbench management system, so in the future, I will move all my weapons into a single workbench and remove all the submod dependency. Give me some time.
emitbreaker  [author] 17 May @ 8:53am 
@All Sorry for my belated response - I was out of my mine for new framework that will be used for my mod set in the future.

@Khoavy192 That's not armor penetration - simply none of the in game armors provides Heat Armor type and beam, including Biotech vanilla, using that specific damage type. Will consider either adding heat armor to power armors (may takes time thanks to CE compatibility) or change the damage type.

@Soapie Lasguns won't target your own faction no matter what they are wearing. Originally, it dealt damage to your own faction, but I realized that if I keep it in that way, it makes the weapon nearly useless. Still, your fella can block the beam, so form tightly. On the other hands, heavy las weapons like Lascannon or lasfusil penetrate from the firing point to the destination, and dealt damage to everyone on the line regardless of faction.
The Unbidden One 16 May @ 11:09pm 
I'm only seeing the Imperial Guard weapons with this installed do i need to other sub mods to get the other weapons from other factions?
Cotton 13 May @ 9:14pm 
Are the guns suppose to use default weapon noises?
Soapie 12 May @ 9:36am 
Great mods! I've been wanting to do a 40k run, and your set of mods looks the most interesting! I'm not entirely sure how the weapons/armours are balanced though, and could use a little help understanding it. The lasguns seem to melt just about everyone and everything not wearing armour (including walls), but if someone is wearing the most basic flak armour, they seem to be completely immune to lasguns (aside from being set on fire occasionally). Buildings (or at least wrecks) seem to be immune too. I don't know if that's intended, and I'm supposed to combine las and autoguns, or if I'm not understanding how it works. Also, how balanced are the weapons/armour from your mods with the ones from others like Grimworld? Thanks in advance!
Khoavy192 11 May @ 6:32pm 
The damage from laser weapons is too high; they can easily penetrate Terminator power armor, which is simply unreasonable.
emitbreaker  [author] 11 Apr @ 12:12pm 
@Codovan Seems like some niche glitches from weapon abilities. Code updated, so please drop and re-equip the weapon will recover your weapon stat. Once fixed, the issue may not recurred, or at least my local testing say so.
emitbreaker  [author] 11 Apr @ 10:11am 
@Codovan Hell no... it sounds like old defect returns back... let me check weapon configuration.
Codovan 11 Apr @ 8:42am 
The Executor Heavy Bolter (AA) shot now only 1 Bullet is this intended?
emitbreaker  [author] 6 Apr @ 8:03am 
@mahorych00 Gosh, I was busy to draw assets and add new function for servitors so took time to check your message. Updated core once again - they may attack neutral combat buildings like traps or ancient turrets, tough.
mahorych00 6 Apr @ 1:38am 
Sadly, it doesn't work as intended; while they stopped plasma blasting each other, they now try (and die trying) to Supercharge at anything nearby, not proper hostiles

https://drive.google.com/drive/folders/1GszGHLPEwHe4e4nfIEdqCZDAjp9056cA?usp=sharing
emitbreaker  [author] 5 Apr @ 9:58am 
@mahorych00 Thanks for the info. It seems like there was small chance of NPC pawns' casting ability to their own faction. I updated assembly at WH40k Core mod's end, and guess it should be fixed by now. No new game requires.
emitbreaker  [author] 5 Apr @ 4:48am 
@mahorych00 I guess something on NPC's AI for cast ability went rogue. Will check it ;)
mahorych00 5 Apr @ 2:34am 
Didn't know 40k chaos employed porcine warriors to infiltrate the Unforgiven, but alas; I'll make a quick devmap to showcase the occurrence with screenshots, as well as attach the log onto a Google drive if that helps
emitbreaker  [author] 5 Apr @ 2:31am 
@mahorych00 perhaps the pig was archenemy...? I haven't changed any logic but will check it once again while updating remaining weapon balancing
mahorych00 4 Apr @ 11:36pm 
What I mean - I've clearly seen a plasma pistol wielder use the Supercharge ability on an allied pig, not an enemy neaby; this can't be written off to friendly fire, this is a legit Isstvan 3 moment
emitbreaker  [author] 4 Apr @ 9:17pm 
@mahorych00 That's how does vanilla ability verb works. There is no friendly fire check for the abilities so they shoot it against their enemy. Plus, Supercharged has hazardous effect, so it sometimes blow up the caster instead of shoot the bullet to target. This may causes another friendly fire, but it is intended work.
mahorych00 4 Apr @ 2:17pm 
Just noticed something - it seems the caravaneers attack their own animals with this for some reason? Might be something with the <canTargetAnimals>true in EMWH_Weapons_Plasma_AbilityDef.xml
mahorych00 4 Apr @ 2:04pm 
It appears as if NPC pawns like to use Supercharge (from plasma weaponry) on friendlies? Had this issue multiple times, example being a caravan from Dark Angels catching a stray needle from a hostile Pikeman and re-enacting the Shattering of Caliban trying to "buff" their allies with superheated plasma charges. While hilarious (and oddly fitting with DA and Chaos-aligned caravans), it'd be great if they stopped

Steps to reproduce:
1) Spawn a caravan (from DA or any other faction that uses MIM Weapons)
2) Aggravate a caravan via pirate raiding or mech clusters
3) Watch several new blue suns erupt

Also sometimes they just... do it for no reason? I'm at a loss here.
emitbreaker  [author] 3 Apr @ 10:08am 
@All Long last save > load error finally fixed. See above update history for the details.
emitbreaker  [author] 8 Mar @ 5:10pm 
@Milkman6794 depends on 10ed Aeldari codex XD I haven't read it yet, but if they have a good or interesting update I'll consider it.

Yet, next time I add new weapons, it may include items from Horus Heresy as well, so I need to overhaul entire balancing of the weapon, which takes at least a month including CE patches. So it will be somewhere after April at the earliest
Milkman6794 8 Mar @ 4:37pm 
Love this mod, though is there any plans to add Aeldari/Drukhari weapons?
Vanidas 7 Mar @ 7:50am 
I'll give it a try now. Also, would you like to move this to Discord or a separate thread? This discussion is getting rather lengthy, and there's a little too much information to respond to in a comments section :P
emitbreaker  [author] 7 Mar @ 7:33am 
@Vanidas Run another test with Run and Guns, yet my pawn's gizmo works properly and there is no error, although this new Dual Wield keep spitting out nonsense error log. I suppose this mod hasn't finished to be released as operational version.

Besides, this is the mod list that I've used - could you run your test with exactly same mod list and order?

Harmony
Core
Royalty
Ideology
Biotech
Anomal
HugsLib
RunAndGun
Dual Wield
Vanilla Expanded Framework
MIM - WH40k Core
MIM - WH40k Weapons
MIM - WH40k Chaos Core
MIM - WH40k Chaos Cult
MIM - WH40k Emperors Children
MIM - WH40k Thousand Sons
Pawn Editor
SimpleCameraSetting
emitbreaker  [author] 7 Mar @ 7:19am 
@Vanidas Wait, do you use Run and Gun with Dual Wield? Seems like your log says some sort of Run and Gun patch has failed.
emitbreaker  [author] 7 Mar @ 7:12am 
@Vanidas Can you check your local mod option of Dual Wield? If the item is there, those items work properly at my local end.

And of which combination did you use this time? Obviously it looks like different combination causes the issue.

And if you use existing save, there is certain chance of not fixing the issue by update. It's RimWorld base game's mechanism, so if the issue won't happen at new, fresh save, then I suggest you to start a new save.
Vanidas 7 Mar @ 6:36am 
Just updated the mod, it didn't work. Here's the new error I got:
https://pastebin.com/jtjuyqfZ
emitbreaker  [author] 7 Mar @ 5:53am 
@Vanidas Please update this mod and try again. At least issue has gone at my two different local environments.
emitbreaker  [author] 7 Mar @ 5:30am 
@Vanidas Fixed. I guess new mod's transpiler works oddly under certain circumstance with combination of Mayrequire tag with Abstracts. Anyway, I could handle it at my end, and update will be pushed within an hour after I finished last mile check.
Vanidas 7 Mar @ 5:29am 
Awesome!
Also, if it helps, I acquired this log from when I reproduced the issue with the majority of my mod list disabled.
https://gist.github.com/HugsLibRecordKeeper/fdfc78dce00bd737d8cd0eabd90202c7
emitbreaker  [author] 7 Mar @ 5:13am 
@Vanidas Okay... I guess I nailed down something. I just reproduced your mod list (Core, Weapons, Chaos Core, Chaos Cult, EC and TS) then finally issue reproduced. I guess for some reason, those weapons are dropped from the Dual Wield's configurable secondary / two-handed weapon options. How interesting issue... Let me deep dive into it.
Vanidas 7 Mar @ 4:58am 
I've tried every method except the built-in starting scenarios. I first noticed the issue when I crafted them in my world. Then, I tried spawning them in using dev mode, and also using this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3219801790&searchtext=pawn+editor

The problem persists with all these methods I've used.
emitbreaker  [author] 7 Mar @ 4:17am 
@Vanidas It seems like works fine at my end when I generate those weapons by Dev Mode. But I have one small clue to solve the issue - did you get those weapons from starting scenario? If so, I changed some of the configuration at my local mod's end and those mis-configuration may cause the issue. Actually your log also mentioned that of those weapons doesn't have "Stuff" before the error you've mentioned has occurred. If so, I'll push update for those Chaos Faction mods.
emitbreaker  [author] 6 Mar @ 11:04pm 
@Vanidas Thanks for the follow up. That obviously sounds odd... one possibility is, I recently found out that starting weapons of each chaos faction scenario has misconfiguration, so those specific items may cause this issue. My work today will be finished by next 5 hours, so I'll deep dive onto those weapons later on.
Vanidas 6 Mar @ 9:53am 
Yeah, I've narrowed it down a bit. Two melee weapons will work fine. I haven't used two ranged weapons, but I'd imagine that works fine as well. The easiest way to duplicate the bug is to pair any ranged weapon (doesn't matter which one, even if it's Vanilla) with a Power Sword (CM), Prosperine Khopesh, Force Stave (TS), or one of the heavy World Eater weapons (IE, the Eviscerator). I believe the Chainsword worked fine. Also something interesting I noticed is that putting your melee weapon into your main hand and the ranged weapon in your offhand disables use of the ranged weapon but not the melee weapon. However, it doesn't say "Incapable" like it does with the melee weapon.
emitbreaker  [author] 6 Mar @ 8:42am 
@Vanidas Do you name specific combination of the weapons? Have you used both melee weapons or melee + ranged?
Vanidas 6 Mar @ 8:24am 
Just tried disabling every other mod, didn't work. I also tried changing the Two-Handed and Dual Wielded defs in the mod files, didn't fix the issue either. I went ahead and posted something on the Dual Wield workshop page, will let you know what they say.
emitbreaker  [author] 6 Mar @ 6:39am 
@Vanidas I looked it but it doesn't explain anything. All it says is the pawn doesn't have any melee verb to use, but my mod doesn't change any single bit of melee verb, so it technically won't come from my mod.
Vanidas 6 Mar @ 6:36am 
I'll give that a try. When I equip a melee and ranged weapon, there's a specific error that generates, it's towards the bottom of the log, so I'd recommend having a look at that.
emitbreaker  [author] 6 Mar @ 5:23am 
@Vanidas I found no clue from your log, but from your comment, I've updated props of necrodemis slightly. At the very least, nothing happens with weapon made out of Necrodermis and dual wield works properly.

Besides, your log indicates several serious errors not related to my mod, so I suggest you to test with Dual Wield, my core mod and this mod only.
Vanidas 5 Mar @ 5:39am 
Here's my log. And like I said, vanilla weapons made from vanilla materials like Plasteel don't trigger the bug. I've been having trouble getting it to trigger with the Necrodermis knife after the first time, it's easiest with the Prosperine Khopesh and the Power Sword (CM).

https://gist.github.com/HugsLibRecordKeeper/5eb361b0b5a5a2b7fe3ed2f397350fa5
emitbreaker  [author] 4 Mar @ 10:21pm 
@Vanidas I tested it with plasteel version, so maybe some sort of mod conflict, I presume. Technically, my mod doesn't modify any aspect of dual wield is using / modifying, so perhaps either material issue or mod conflict with other weapon / material mod, I presume.

Besides, I didn't know that Dual Wield came to 1.5 while the mod still labelled as [Dev] and abandoned for more than half year. Thanks for letting me know that the mod is still alive.
Vanidas 4 Mar @ 7:32pm 
Vanilla knives won't trigger the issue unless it's made of a material from this mod. I'll post my log when I get the chance.
emitbreaker  [author] 4 Mar @ 7:00pm 
@Vanidas Just quickly tested by vanilla knife and absolvor pistol but it works without issue at my end. Would you please provide me your log?