RimWorld

RimWorld

[SK] Simple Minigun Rework
41 Comments
Bakker Joop 23 Jul @ 8:02am 
Perhaps it's possible to use the changes this person made?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1588721300

With that mod you don't need vanilla weapons expanded and no need to toggle automatic weapon warmup for each colonist separately.

Reason I like your mod better is because of the sound though.
Gooby King  [author] 19 Jul @ 11:24pm 
@Gor'Rok this as stated further down is a known issue with Vanilla Expanded Framework not working right. It's not fixable by me however once they fix this issue with their code it will work again. Vanilla Lasers Expanded is currently broken in the same way as this fyi.
Toegobbler 19 Jul @ 7:26pm 
It appears that something happened to break this mod, as my miniguns will only fire a small burst before having to do the full aiming again. They dont even do vanilla behavior.
Gooby King  [author] 17 Jul @ 7:13am 
Also added a texture for the stopgap NPC minigun aka 'Chaingun' so it can be visually identified easier now that there's 3 miniguns with this mod to keep track of in Odyssey.
Gooby King  [author] 17 Jul @ 6:56am 
I also reduced the armour penetration and stopping power slightly as it indeed is quite overpowered when testing it more in 1.5
Gooby King  [author] 17 Jul @ 6:55am 
Fixed the unique minigun UI widget. However, there is currently a bug in VE Framework that makes weapon warm up not work, I cannot do anything about this so the mod will not work as intended until then. It is not an issue with this mod, it is an issue with their code in 1.6. It does not cause any errors AFAIK, the feature simply does not work.
UltraEmailMan 16 Jul @ 1:04pm 
No rush, but thank you!
Gooby King  [author] 16 Jul @ 12:20pm 
I'll get around to fixing it tonight then
UltraEmailMan 16 Jul @ 11:33am 
@Gooby King
Thanks! It looks like the XML patch already carried over to the unique version, so I think all it needs is the warm up gizmo added to it.
Gooby King  [author] 16 Jul @ 8:48am 
@UltraEmailMan I'll look into it actually!
Gooby King  [author] 15 Jul @ 3:28pm 
@CYBORG if it takes 6 seconds to aim and then fires full auto indefinitely its working as intended. I didnt do any extensive tests for this update so its possible some compatability issue or similar has changed in some way i didnt catch.
CYBORG 14 Jul @ 9:51pm 
is ti ment to have a 6 second aim time or is it bugged?
UltraEmailMan 14 Jul @ 3:26pm 
Would you be willing to add a patch to work on the unique minigun added in Odyssey?
LettuceGrey 14 Jul @ 12:16am 
Thanks for updating the mod.
Gooby King  [author] 13 Jul @ 4:20pm 
Updated to 1.6
Bakker Joop 22 Jun @ 12:51am 
With the current version of this mod, combined with weapon warm up, the minigun is very overpowered. I'm not complaining, but I do notice I am totally skipping all other weapons, because this thing is like a full automatic sniper rifle.

It's rapid rate of fire totally makes up for the added reduction in damage, so that's fine.

But this version adds range and accuracy. This is the biggest problem that makes it OP. Set the range back to 30 tiles and tone down the accuracy a bit as well, I think 25% would be fine
HUGE DOG :3 5 May @ 2:40pm 
This works really well with the Dead Man's Switch nara industrial ideology style
Kaschey 7 Jan @ 12:24am 
Absolutely loving this mod - really makes minugn fun and satisfying. Just one suggestion: maybe the rate of fire should be very slightly toned down? (like, by 5-10%). In the current version, it feels slightly OP.
Vylok 1 Jan @ 6:50pm 
you should increase the bpm and give it a 300 shot burst until it has to reload and start again
[岗] Señiorita woofers 18 Dec, 2024 @ 12:55am 
Can you make it so the "ammo'' is not infinite, aka. give it like a 300 shot burrst count. I feel that makes it realistic.
lucky_one 🍀 9 Oct, 2024 @ 11:06am 
Take care boss
Gooby King  [author] 9 Oct, 2024 @ 10:15am 
no clue
Towarzysz Ujma 9 Oct, 2024 @ 5:19am 
CE?
Gooby King  [author] 9 Oct, 2024 @ 2:27am 
This mod is actually just a weapon I've cut out of an old feature creep mod project I've worked on and off on since 2020 ish and transplanted onto the vanilla minigun. hopefully I can release the actual mod at some point lol.
Gooby King  [author] 9 Oct, 2024 @ 2:23am 
@Mason Multi round mortar sounds really cool, little out of the scope of my aims with this modding project. It's not hard to make a multi shot mortar really, you could make a basic multi projectile mortar very easily in XML. Maybe I'll make one once im no longer sick and finished some previous more pressing commitments
Gooby King  [author] 9 Oct, 2024 @ 2:18am 
taking a look at the changelogs all my mods should be fine. Currently sick and spending my time with drinking tea and petting my dog so can't check for certain. It's not a new decimal version update so any changes are either minor or back end performance/bug fixes. Very few mods should realistically be affected anyhow.
Freeasabird🕊 9 Oct, 2024 @ 12:15am 
Oof bad timing they updated the game again ( i guess a small patch er something) so you may* have to update the mod.
Karnoss 8 Oct, 2024 @ 9:20am 
i can finely add the heavy from TF2 into my games now!

thanks king!
Gerewoatle 7 Oct, 2024 @ 7:32pm 
@Mason - There's the Advanced Mortar that fires 3 rounds at once:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2023771298
[TSF] Mason 1290 7 Oct, 2024 @ 9:48am 
if you want an idea... how about a mortar that fires multiple rounds? idk. a machinegun mortar or 3-barrel?
its just odd to me that its ether... 1 shot mortar. then Devastator mortar. no real inbetween
Chime 6 Oct, 2024 @ 10:01pm 
Agreed with the patching other VE miniguns, the Cyclone Minigun from VWE Bioferrite functions similar to this already but a patch to bring it more in line with this minigun addon might be cool too.
Chime 6 Oct, 2024 @ 9:52pm 
Love it
lucky_one 🍀 6 Oct, 2024 @ 1:40pm 
Thanks boss appreciate it
Reel 6 Oct, 2024 @ 8:24am 
this mod looks so lit
Gooby King  [author] 6 Oct, 2024 @ 7:53am 
I'll look into patching other miniguns and see if I can fix the gunplay issue.
lucky_one 🍀 6 Oct, 2024 @ 2:19am 
I tested it yesterday and to be honest I agree, this is how Miniguns should work. I found an incompatibility with Gunplay tho, would be cool if you can make a patch for it. Anyway, cool mod, if you do patches for other weapons I can see this becoming big. Cya :er_heart:
Latex Santa 5 Oct, 2024 @ 9:08pm 
@Settlerking
That's pretty good, I like it. Thanks for the mod!
Edelstein 5 Oct, 2024 @ 5:02pm 
This does sound amazing, thank you! I'm seconding that a patch for other miniguns like the VWE charge minigun would be wonderful. Or, if you could add some sort of options menu kind of like weapon holsters or dual wielding to let users select which guns they want this mechanic to apply to, that would be even better.

I do wonder though, would it be feasible to add some sort of "spin up" ability, which slows or stops the pawn from moving, but lets them start the warmup early, and make it not decay when they stop firing (until they move again or get stunned or the like, anyway)? Such as for when an enemy is around the corner, but about to step into the field of view.
whenwrašk 5 Oct, 2024 @ 4:07pm 
would a patch to make the Charge Minigun and Chaingun, from VWE and Vanilla Arsenal respectively, work like this be possible? because this mod is honestly how miniguns should've worked from the start
lucky_one 🍀 5 Oct, 2024 @ 1:53pm 
I will give it a try, sounds fun. Thanks!
Gooby King  [author] 5 Oct, 2024 @ 11:16am 
The performance of the minigun should at the present not be dramatically more powerful, at least according to my initial testing. I'm likely going to tweak values and potentially upload a more balanced version later.