RimWorld

RimWorld

[RH2] Helldivers: Super Firearms
95 Comments
InqJovan 5 hours ago 
When it comes to the what feature I'd like to see, @Ģ◊иℤ◊⚡ℤ∀муpΛй gives a great idea which would be something I'd like to see in the Helldivers faction. I believe Dead Man's Switch series is the mod that integrates it most extensively, but the utilizing the permit system but for Helldivers makes the most sense for this mod in particular.

You would be pledging fealty to Super Earth (Armed Forces) and the support drops for the faction would literally feel like a resupply as if it were in Helldivers 2. Hell, even a permit like dropping in 2 EATs would make total sense as its the stratagem system but in Rimworld.


This part is shit I'm not suggesting, just shit thats cool to think about. just sharing ideas.
(Hoping Combat Extended does their magic patching this mod, calling in EATs or if ever, a Stalwart with ammo sounds sick. As for balancing, I'd probably make it bio-coded to whoever called it in so you don't spawn free weapons.
InqJovan 5 hours ago 
@Chicken Plucker

Regarding the SEAF faction helldiver units, I was thinking (going off of similar vanilla "pawn" types) Helldivers should rock the similar black and yellow armors to keep things feel uniform.
Elite gunner type pawns in the faction rock the B-01, Elite "sniper" types rock the SC-34, and the Elite "Heavy gunner" type puts on the FS-23 heavy armor just to keep things consistent.

I also want to add, it'd feel reasonable as the more specialized armor sets make me feel as if they are seasoned helldivers who have specialized in what they are good at, and for the common drops/raids/assistance, SEAF would send these fresh helldivers in these sort of drills to get more field experience. It'd make my pawns with max drip feel experienced and unique while also giving a bit of variety for the faction.
quid 23 Jul @ 10:59pm 
O mighty chicken plucker, i would like to apologize. there appears to be no quarrels between char editor and hd2 super firearms. it was my own incompetence by not verifying my files
Snumbino 22 Jul @ 9:58am 
ty for updating your mods Plucker, your mods are amazing
- Are you guys having issues with weapon volumes being too low in 1.6 for Helldivers firearms?

I think this depends on the weapon being used, or it may be another mod which is causing this for those with issues, i just spawned in a few weapons and made a sound test for me they are quite fine in comparison with vanilla weapons, some are less noisy than others but thats probably intented due to the weapon type.
- What would you like to see in the faction mod that won't need insane coding?

I have something in mind which ive seen in other faction mods, but im not sure if this is something difficult or not, all of them use the system as featured in the royal DLC with the ranks and permits, and since its about helldivers this would fit in perfectly, for reference check out the mod "The Dead Man's Switch", it adds a custom faction with military ranks something like that could be added for SEAF as well, the higher you go in the ranks the the better reinforcements you can call in with the permit system, and since this is also possible in helldivers why not include it ?
@Chicken Plucker

- Whether Helldiver NPCs in the faction should just stay in B-01 armor or have a variety

According to lore the most units arent elite units and the casualities are very high, if you want to add variety to the units it could be done for maybe squadleaders or anything which isnt a regular soldier, the B-01 is quite strong by default, but how about elite bug hunter squads with extraordinary custom armors & special equipment.
synister 21 Jul @ 6:19pm 
I can confirm weapon volume is an issue. With just this mod enabled only projectile impacts are reasonably audible, and weapon firing sounds are very quiet.
Chicken Plucker  [author] 21 Jul @ 4:30pm 
Hey guys, unfortunately the updates aren't coming today for new armors and weapons arriving. Something's come up with work, but I will do my best to squeeze in updates in my free time.

I have begun working on the SEAF faction, give me your thoughts on:
- Whether Helldiver NPCs in the faction should just stay in B-01 armor or have a variety
- What would you like to see in the faction mod that won't need insane coding?
- Are you guys having issues with weapon volumes being too low in 1.6 for Helldivers firearms?

Please let me know, thanks!

@Woktuk - Cheers mate!
Woktuk 21 Jul @ 1:11am 
Thank you for updating!
Chicken Plucker  [author] 20 Jul @ 3:37pm 
Everyone else, thanks for your patience, hope you enjoy the mod. New features to come sometime, just a bit busy
Chicken Plucker  [author] 20 Jul @ 3:36pm 
@MOSSADAGENTKANYEWEST - Character Editor may be confusing the weapon as being in your caravan inventory, rather than being equipped. Drop the weapon then try again. Otherwise mate I think this is a Character Editor issue, rather than on my end.

@Ģ◊иℤ◊⚡ℤ∀муpΛй - Will come someday mate, just got my hands full with irl career and 1.6 updates sadly

@InqJovan - Hi, yes. I took inspiration from Vanilla Expanded in making DMR, semi-auto style weapons fire twice. Bolt actions are more accurate but will fire once. At this time though Helldivers 2 has no bolt action rifle besides Constitution
quid 20 Jul @ 3:14pm 
for some strange peculiar reason, when this mod is used in tandem with Character Editor the guns can be equipped but don't fire
Helldivers faction would be cool.
InqJovan 19 Jul @ 8:40pm 
Thank you for the update! I noticed many of the snipers/rifles have a 2 shot burst? Is that intentional?
Judge Dread 19 Jul @ 2:54pm 
We do be updated. TIME TO DIVE.
Runis 17 Jul @ 6:35pm 
Как всегда на высшем уровне
:senpai:
Adrianeses 17 Jul @ 1:12am 
dont believe the lies of no ce, ce has this mod on its SupportedThirdPartyMods list, i will be contacting my nearest minister of truth officer
doormanhj 14 Jul @ 1:48pm 
FOR SUPER EARTH!
redfox 新手 14 Jul @ 6:04am 
1.6 pls!
ABAYO 14 Jul @ 5:40am 
without your mod, game is unplayable:cry:
Dumpling Griffin 13 Jul @ 8:27am 
update for 1.6 pls
AToxicShrub 12 Jul @ 10:07pm 
1.6 update pls
KamiKazeKayaK 12 Jul @ 7:20pm 
*also staring in 1.6*
MAJ HOLT 12 Jul @ 12:35pm 
update for 1.6 pls
domonic666 11 Jul @ 8:50am 
update for 1.6?
Lord Felix 10 Jul @ 3:30am 
Where's my beloved jag 5 dominator
MaximumPotato 8 Jul @ 12:45am 
What do the backpacks do
PC Gaming Master Race 5 Jul @ 7:14am 
Of fucking course Spear is bugged
Force 20 Jun @ 5:27pm 
MAKE CE COMPAT NOWWW PLEEEAAAAASSSEEEE
Ranger Coyote 9 Jun @ 3:19am 
Found the issue! Was the mod hospitality (don't know why or how lol)
Ranger Coyote 9 Jun @ 2:47am 
Getting a weird bug where when I place the bench (and it gets materials put in/built) I can not select the bench after words. Any idea what might cause a issue like this?
Creation 6 Jun @ 3:19am 
stratagem when:Cadet_hoi:
JujedieFR76 1 Jun @ 8:47am 
CE patch is live
xkuripuri 1 Jun @ 12:00am 
Hang on, your FAQ is wrong now. The Spear isn't bugged anymore! It's so much better now!
AlphaAmpersandOmega 31 May @ 5:57am 
CE patch is live in the main CE update. We're eating good brothers
Scout Gaming 27 May @ 6:00am 
Verdict? :D
Killian 22 May @ 8:21am 
CE patches have been merged and will be in the next release, whenever that happens. It might be a while.
Yes! Waiter, waiter, one [RH2] Faction: Helldivers, please!
latorrehector29 22 May @ 7:21am 
helldiver faction
Arcalane on GitHub actually already patched it for Combat Extended; it's not merged with the current version, so please grab the build on GitHub if you want the patches, see if it works, and send thanks to Arcalane if you got the change, cheers!

https://github.com/CombatExtended-Continued/CombatExtended/pull/3873
Claunine 12 May @ 2:54am 
If my understanding is correct, these should be two distinct attributes with similar names but slightly different functions. In the base game, most equipment that provides these attributes doesn't have them affect each other. However, when using this mod, increasing one attribute seems to inadvertently boost the other. From your response, it appears the backpacks were actually intended to provide the second attribute (loading capacity)? Yet their descriptions mention the first one (carrying capacity).
Claunine 12 May @ 2:54am 
I apologize for any confusion. Since I'm not proficient in English, I used AI translation to assist our communication, which might have caused some inaccuracies in expression. What I intended to clarify is: The backpack descriptions state they provide "+100 carrying capacity" (which to my understanding only affects the maximum number of items a character can carry at once when hauling). I believe this should be their intended effect. However, I noticed that all items with this effect simultaneously grant characters a significant amount of "loading capacity" (I'm unsure if this term is used correctly, but it refers to the maximum weight limit of items a character can carry personally, or the total weight a character can carry in a caravan - for example, a normal human's "loading capacity" should be 35kg).
Killian 12 May @ 2:06am 
CE patches are in the oven. No timeline on when they'll be deployed, as they need tuning and CE just had a major update, but eager citizens can rest assured they're being worked on.

Armour/Apparel is being patched as well of course.
Chicken Plucker  [author] 11 May @ 11:36am 
@Pimp Lucius - Too much work for me mate, already have a lot of mods still in the pipeline that has been waiting to be done for years, so I can't do a medieval faction unfortunately. I'm also still pending sharing the faction enlistment mechanic so other modders can just use it, but the biggest problem is making a guide so people know how to work my enlistment feature
Chicken Plucker  [author] 11 May @ 11:35am 
Just pushed a fix regarding a category error when the apparel mod isn't enabled, wasn't reported but spotted.

@AdaChanDesu - Greetings, Helldiver. I've just ran a test and the Punisher is acting just as Lady Liberty intended. I say reload the game and make sure the workshop has re-downloaded all files including the latest update's.
Chicken Plucker  [author] 11 May @ 11:35am 
@Claunine - Hello, just checked the backpacks and none of them are beyond +100 carrying capacity. They're like that because the heavy weapons require a lot of mass, and the backpacks themselves in Helldivers 2 don't slow you down and very clearly hover behind the user's back, therefore it's not actually carried by the user and I daresay it helps carry the heavy equipment the same way. I've done it like this just to make their packs unique.

What do you mean by "additional weight load effect"? Do you mean they get negative mass? And "hundreds of units of carrying capacity" sounds incorrect because none of them go beyond 100.

The feature is mainly for when CE team patches the mod so that Helldivers can carry massive quantities of ammo like in-game, otherwise they'd be encumbered by all the heavy weapons and etc. May reduce the numbers later but please get back to me.
AdaChanDesu 11 May @ 10:20am 
Hello, fellow Super Citizen. It seems the SG-8 Punisher has no firing sound, as the soundfile it's pointing to in the defs isn't present in the Sounds folder. Is that something on my end, or does no one else spread Democracy with the Shotguns and didn't catch it yet?
Claunine 11 May @ 4:36am 
I really enjoy this mod and Helldivers 2, but while using it I've noticed something: all gear that increases carrying capacity also gains an additional weight load effect, and the value of this extra effect is excessively high. This allows my character to easily achieve hundreds of units of carrying capacity. Could you clarify if this is an intentional feature of the mod or an unexpected bug? If it's an intentional design, would it be possible to add a toggle option for this functionality?
Pimp Lucius 7 May @ 2:19pm 
What do you think of a medieval faction for low tech runs? You're the only person I've seen doing more in depth factions like enlistment and mission boards so i had to ask.